mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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extended configurations
This commit is contained in:
parent
7763e493ba
commit
bb7151ddb5
19 changed files with 1701 additions and 451 deletions
|
@ -2,11 +2,14 @@
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|||
Doom Builder Game Configuration for Boom
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\*************************************************************/
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// This is required to prevent accedential use of a different configuration
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type = "Doom Builder 2 Game Configuration";
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// This is the title to show for this game
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game = "Boom";
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// Map format determines the way the map will be loaded
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mapformat = 1;
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// The format interface handles the map data format
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formatinterface = "DoomMapSetIO";
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// No generalized types
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generalizedlinedefs = 1;
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@ -142,34 +145,89 @@ gamedetect
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/*
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MAP LUMP NAMES
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Map lumps are loaded with the map as long as they are right after each other. When the editor
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meets a lump which is not defined in this list (or defined as 0) it will stop loading right there.
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meets a lump which is not defined in this list it will ignore the map if not satisfied.
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The order of items defines the order in which lumps will be written to WAD file on save.
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The value (flags) of items determines what the editor should do with it.
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You should never mess with value 4, because it may result in incorrect map builds.
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To indicate the map header lump, use tilde: ~
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1 = Map lump required
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2 = Map lump which must be respected
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4 = Lump generated by node builder
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8 = Lump allowed to be empty after nodebuilding
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4096 = Map lump which can be edited as Text
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8192 = Map lump which can be edited as ACS
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12288 = Map lump which can be edited as DEHACKED
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16384 = Map lump which can be edited as FraggleScript
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Legenda:
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required = Lump is required to exist.
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blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
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nodebuild = The nodebuilder generates this lump.
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allowempty = The nodebuilder is allowed to leave this lump empty.
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script = This lump is a text-based script. Specify the filename of the script configuration to use.
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*/
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maplumpnames
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{
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THINGS = 13;
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LINEDEFS = 5;
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SIDEDEFS = 5;
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VERTEXES = 5;
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SEGS = 4;
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SSECTORS = 4;
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NODES = 4;
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SECTORS = 5;
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REJECT = 4;
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BLOCKMAP = 4;
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THINGS
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{
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required = true;
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nodebuild = true;
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allowempty = true;
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}
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LINEDEFS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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SIDEDEFS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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VERTEXES
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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SEGS
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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SSECTORS
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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NODES
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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SECTORS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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REJECT
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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BLOCKMAP
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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}
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@ -2,11 +2,14 @@
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Doom Builder Game Configuration for Doom
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\*************************************************************/
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// This is required to prevent accedential use of a different configuration
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type = "Doom Builder 2 Game Configuration";
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// This is the title to show for this game
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game = "Doom";
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// Map format determines the way the map will be loaded
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mapformat = 1;
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// The format interface handles the map data format
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formatinterface = "DoomMapSetIO";
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// No generalized types
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generalizedlinedefs = 0;
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@ -142,34 +145,88 @@ gamedetect
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/*
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MAP LUMP NAMES
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Map lumps are loaded with the map as long as they are right after each other. When the editor
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meets a lump which is not defined in this list (or defined as 0) it will stop loading right there.
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meets a lump which is not defined in this list it will ignore the map if not satisfied.
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The order of items defines the order in which lumps will be written to WAD file on save.
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The value (flags) of items determines what the editor should do with it.
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You should never mess with value 4, because it may result in incorrect map builds.
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1 = Map lump required
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2 = Map lump which must be respected
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4 = Lump generated by node builder
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8 = Lump allowed to be empty after nodebuilding
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4096 = Map lump which can be edited as Text
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8192 = Map lump which can be edited as ACS
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12288 = Map lump which can be edited as DEHACKED
|
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16384 = Map lump which can be edited as FraggleScript
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Legenda:
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required = Lump is required to exist.
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blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
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nodebuild = The nodebuilder generates this lump.
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allowempty = The nodebuilder is allowed to leave this lump empty.
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script = This lump is a text-based script. Specify the filename of the script configuration to use.
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*/
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maplumpnames
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{
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THINGS = 13;
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LINEDEFS = 5;
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SIDEDEFS = 5;
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VERTEXES = 5;
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SEGS = 4;
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SSECTORS = 4;
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NODES = 4;
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SECTORS = 5;
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REJECT = 4;
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BLOCKMAP = 4;
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THINGS
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{
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required = true;
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nodebuild = true;
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allowempty = true;
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}
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LINEDEFS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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SIDEDEFS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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VERTEXES
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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SEGS
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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SSECTORS
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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NODES
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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SECTORS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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|
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REJECT
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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BLOCKMAP
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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}
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|
|
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@ -2,11 +2,14 @@
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Doom Builder Game Configuration for Doom 2
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\*************************************************************/
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// This is required to prevent accedential use of a different configuration
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type = "Doom Builder 2 Game Configuration";
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// This is the title to show for this game
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game = "Doom 2";
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// Map format determines the way the map will be loaded
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mapformat = 1;
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// The format interface handles the map data format
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formatinterface = "DoomMapSetIO";
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|
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// No generalized types
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generalizedlinedefs = 0;
|
||||
|
@ -142,34 +145,89 @@ gamedetect
|
|||
/*
|
||||
MAP LUMP NAMES
|
||||
Map lumps are loaded with the map as long as they are right after each other. When the editor
|
||||
meets a lump which is not defined in this list (or defined as 0) it will stop loading right there.
|
||||
|
||||
meets a lump which is not defined in this list it will ignore the map if not satisfied.
|
||||
The order of items defines the order in which lumps will be written to WAD file on save.
|
||||
The value (flags) of items determines what the editor should do with it.
|
||||
You should never mess with value 4, because it may result in incorrect map builds.
|
||||
To indicate the map header lump, use tilde: ~
|
||||
|
||||
1 = Map lump required
|
||||
2 = Map lump which must be respected
|
||||
4 = Lump generated by node builder
|
||||
8 = Lump allowed to be empty after nodebuilding
|
||||
4096 = Map lump which can be edited as Text
|
||||
8192 = Map lump which can be edited as ACS
|
||||
12288 = Map lump which can be edited as DEHACKED
|
||||
16384 = Map lump which can be edited as FraggleScript
|
||||
Legenda:
|
||||
required = Lump is required to exist.
|
||||
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
|
||||
nodebuild = The nodebuilder generates this lump.
|
||||
allowempty = The nodebuilder is allowed to leave this lump empty.
|
||||
script = This lump is a text-based script. Specify the filename of the script configuration to use.
|
||||
*/
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||||
|
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maplumpnames
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||||
{
|
||||
THINGS = 13;
|
||||
LINEDEFS = 5;
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SIDEDEFS = 5;
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VERTEXES = 5;
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SEGS = 4;
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SSECTORS = 4;
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NODES = 4;
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SECTORS = 5;
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REJECT = 4;
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BLOCKMAP = 4;
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THINGS
|
||||
{
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||||
required = true;
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||||
nodebuild = true;
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||||
allowempty = true;
|
||||
}
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||||
|
||||
LINEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SIDEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
VERTEXES
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
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||||
|
||||
SEGS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SSECTORS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
NODES
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SECTORS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
REJECT
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
BLOCKMAP
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -5,11 +5,14 @@
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//File created by Robin Degen
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//Last updated: 23-05-2005
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||||
|
||||
// This is required to prevent accedential use of a different configuration
|
||||
type = "Doom Builder 2 Game Configuration";
|
||||
|
||||
// This is the title to show for this game
|
||||
game = "Edge";
|
||||
|
||||
// Map format determines the way the map will be loaded
|
||||
mapformat = 1;
|
||||
// The format interface handles the map data format
|
||||
formatinterface = "DoomMapSetIO";
|
||||
|
||||
// No generalized types
|
||||
generalizedlinedefs = 0;
|
||||
|
@ -145,34 +148,89 @@ gamedetect
|
|||
/*
|
||||
MAP LUMP NAMES
|
||||
Map lumps are loaded with the map as long as they are right after each other. When the editor
|
||||
meets a lump which is not defined in this list (or defined as 0) it will stop loading right there.
|
||||
|
||||
meets a lump which is not defined in this list it will ignore the map if not satisfied.
|
||||
The order of items defines the order in which lumps will be written to WAD file on save.
|
||||
The value (flags) of items determines what the editor should do with it.
|
||||
You should never mess with value 4, because it may result in incorrect map builds.
|
||||
To indicate the map header lump, use tilde: ~
|
||||
|
||||
1 = Map lump required
|
||||
2 = Map lump which must be respected
|
||||
4 = Lump generated by node builder
|
||||
8 = Lump allowed to be empty after nodebuilding
|
||||
4096 = Map lump which can be edited as Text
|
||||
8192 = Map lump which can be edited as ACS
|
||||
12288 = Map lump which can be edited as DEHACKED
|
||||
16384 = Map lump which can be edited as FraggleScript
|
||||
Legenda:
|
||||
required = Lump is required to exist.
|
||||
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
|
||||
nodebuild = The nodebuilder generates this lump.
|
||||
allowempty = The nodebuilder is allowed to leave this lump empty.
|
||||
script = This lump is a text-based script. Specify the filename of the script configuration to use.
|
||||
*/
|
||||
|
||||
maplumpnames
|
||||
{
|
||||
THINGS = 13;
|
||||
LINEDEFS = 5;
|
||||
SIDEDEFS = 5;
|
||||
VERTEXES = 5;
|
||||
SEGS = 4;
|
||||
SSECTORS = 4;
|
||||
NODES = 4;
|
||||
SECTORS = 5;
|
||||
REJECT = 4;
|
||||
BLOCKMAP = 4;
|
||||
THINGS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
LINEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SIDEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
VERTEXES
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SEGS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SSECTORS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
NODES
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SECTORS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
REJECT
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
BLOCKMAP
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -2,11 +2,14 @@
|
|||
Doom Builder Game Configuration for Eternity
|
||||
\*************************************************************/
|
||||
|
||||
// This is required to prevent accedential use of a different configuration
|
||||
type = "Doom Builder 2 Game Configuration";
|
||||
|
||||
// This is the title to show for this game
|
||||
game = "Eternity";
|
||||
|
||||
// Map format determines the way the map will be loaded
|
||||
mapformat = 1;
|
||||
// The format interface handles the map data format
|
||||
formatinterface = "DoomMapSetIO";
|
||||
|
||||
// No generalized types
|
||||
generalizedlinedefs = 1;
|
||||
|
@ -142,34 +145,89 @@ gamedetect
|
|||
/*
|
||||
MAP LUMP NAMES
|
||||
Map lumps are loaded with the map as long as they are right after each other. When the editor
|
||||
meets a lump which is not defined in this list (or defined as 0) it will stop loading right there.
|
||||
|
||||
meets a lump which is not defined in this list it will ignore the map if not satisfied.
|
||||
The order of items defines the order in which lumps will be written to WAD file on save.
|
||||
The value (flags) of items determines what the editor should do with it.
|
||||
You should never mess with value 4, because it may result in incorrect map builds.
|
||||
To indicate the map header lump, use tilde: ~
|
||||
|
||||
1 = Map lump required
|
||||
2 = Map lump which must be respected
|
||||
4 = Lump generated by node builder
|
||||
8 = Lump allowed to be empty after nodebuilding
|
||||
4096 = Map lump which can be edited as Text
|
||||
8192 = Map lump which can be edited as ACS
|
||||
12288 = Map lump which can be edited as DEHACKED
|
||||
16384 = Map lump which can be edited as FraggleScript
|
||||
Legenda:
|
||||
required = Lump is required to exist.
|
||||
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
|
||||
nodebuild = The nodebuilder generates this lump.
|
||||
allowempty = The nodebuilder is allowed to leave this lump empty.
|
||||
script = This lump is a text-based script. Specify the filename of the script configuration to use.
|
||||
*/
|
||||
|
||||
maplumpnames
|
||||
{
|
||||
THINGS = 13;
|
||||
LINEDEFS = 5;
|
||||
SIDEDEFS = 5;
|
||||
VERTEXES = 5;
|
||||
SEGS = 4;
|
||||
SSECTORS = 4;
|
||||
NODES = 4;
|
||||
SECTORS = 5;
|
||||
REJECT = 4;
|
||||
BLOCKMAP = 4;
|
||||
THINGS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
LINEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SIDEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
VERTEXES
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SEGS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SSECTORS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
NODES
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SECTORS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
REJECT
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
BLOCKMAP
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -2,11 +2,14 @@
|
|||
Doom Builder Game Configuration for Heretic
|
||||
\*************************************************************/
|
||||
|
||||
// This is required to prevent accedential use of a different configuration
|
||||
type = "Doom Builder 2 Game Configuration";
|
||||
|
||||
// This is the title to show for this game
|
||||
game = "Heretic";
|
||||
|
||||
// Map format determines the way the map will be loaded
|
||||
mapformat = 1;
|
||||
// The format interface handles the map data format
|
||||
formatinterface = "DoomMapSetIO";
|
||||
|
||||
// No generalized types
|
||||
generalizedlinedefs = 0;
|
||||
|
@ -143,34 +146,89 @@ gamedetect
|
|||
/*
|
||||
MAP LUMP NAMES
|
||||
Map lumps are loaded with the map as long as they are right after each other. When the editor
|
||||
meets a lump which is not defined in this list (or defined as 0) it will stop loading right there.
|
||||
|
||||
meets a lump which is not defined in this list it will ignore the map if not satisfied.
|
||||
The order of items defines the order in which lumps will be written to WAD file on save.
|
||||
The value (flags) of items determines what the editor should do with it.
|
||||
You should never mess with value 4, because it may result in incorrect map builds.
|
||||
To indicate the map header lump, use tilde: ~
|
||||
|
||||
1 = Map lump required
|
||||
2 = Map lump which must be respected
|
||||
4 = Lump generated by node builder
|
||||
8 = Lump allowed to be empty after nodebuilding
|
||||
4096 = Map lump which can be edited as Text
|
||||
8192 = Map lump which can be edited as ACS
|
||||
12288 = Map lump which can be edited as DEHACKED
|
||||
16384 = Map lump which can be edited as FraggleScript
|
||||
Legenda:
|
||||
required = Lump is required to exist.
|
||||
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
|
||||
nodebuild = The nodebuilder generates this lump.
|
||||
allowempty = The nodebuilder is allowed to leave this lump empty.
|
||||
script = This lump is a text-based script. Specify the filename of the script configuration to use.
|
||||
*/
|
||||
|
||||
maplumpnames
|
||||
{
|
||||
THINGS = 13;
|
||||
LINEDEFS = 5;
|
||||
SIDEDEFS = 5;
|
||||
VERTEXES = 5;
|
||||
SEGS = 4;
|
||||
SSECTORS = 4;
|
||||
NODES = 4;
|
||||
SECTORS = 5;
|
||||
REJECT = 4;
|
||||
BLOCKMAP = 4;
|
||||
THINGS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
LINEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SIDEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
VERTEXES
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SEGS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SSECTORS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
NODES
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SECTORS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
REJECT
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
BLOCKMAP
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -2,11 +2,14 @@
|
|||
Doom Builder Game Configuration for Hexen
|
||||
\*************************************************************/
|
||||
|
||||
// This is required to prevent accedential use of a different configuration
|
||||
type = "Doom Builder 2 Game Configuration";
|
||||
|
||||
// This is the title to show for this game
|
||||
game = "Hexen";
|
||||
|
||||
// Map format determines the way the map will be loaded
|
||||
mapformat = 2;
|
||||
// The format interface handles the map data format
|
||||
formatinterface = "HexenMapSetIO";
|
||||
|
||||
// No generalized types
|
||||
generalizedlinedefs = 0;
|
||||
|
@ -142,36 +145,103 @@ gamedetect
|
|||
/*
|
||||
MAP LUMP NAMES
|
||||
Map lumps are loaded with the map as long as they are right after each other. When the editor
|
||||
meets a lump which is not defined in this list (or defined as 0) it will stop loading right there.
|
||||
|
||||
meets a lump which is not defined in this list it will ignore the map if not satisfied.
|
||||
The order of items defines the order in which lumps will be written to WAD file on save.
|
||||
The value (flags) of items determines what the editor should do with it.
|
||||
You should never mess with value 4, because it may result in incorrect map builds.
|
||||
To indicate the map header lump, use tilde: ~
|
||||
|
||||
1 = Map lump required
|
||||
2 = Map lump which must be respected
|
||||
4 = Lump generated by node builder
|
||||
8 = Lump allowed to be empty after nodebuilding
|
||||
4096 = Map lump which can be edited as Text
|
||||
8192 = Map lump which can be edited as ACS
|
||||
12288 = Map lump which can be edited as DEHACKED
|
||||
16384 = Map lump which can be edited as FraggleScript
|
||||
Legenda:
|
||||
required = Lump is required to exist.
|
||||
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
|
||||
nodebuild = The nodebuilder generates this lump.
|
||||
allowempty = The nodebuilder is allowed to leave this lump empty.
|
||||
script = This lump is a text-based script. Specify the filename of the script configuration to use.
|
||||
*/
|
||||
|
||||
maplumpnames
|
||||
{
|
||||
THINGS = 13;
|
||||
LINEDEFS = 5;
|
||||
SIDEDEFS = 5;
|
||||
VERTEXES = 5;
|
||||
SEGS = 4;
|
||||
SSECTORS = 4;
|
||||
NODES = 4;
|
||||
SECTORS = 5;
|
||||
REJECT = 4;
|
||||
BLOCKMAP = 4;
|
||||
BEHAVIOR = 8193;
|
||||
SCRIPTS = 2;
|
||||
THINGS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
LINEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SIDEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
VERTEXES
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SEGS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SSECTORS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
NODES
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SECTORS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
REJECT
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
BLOCKMAP
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
BEHAVIOR
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
blindcopy = true;
|
||||
}
|
||||
|
||||
SCRIPTS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
script = "ZDoom_ACS.cfg";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -2,11 +2,14 @@
|
|||
Doom Builder Game Configuration for Doom Legacy
|
||||
\*************************************************************/
|
||||
|
||||
// This is required to prevent accedential use of a different configuration
|
||||
type = "Doom Builder 2 Game Configuration";
|
||||
|
||||
// This is the title to show for this game
|
||||
game = "Doom Legacy";
|
||||
|
||||
// Map format determines the way the map will be loaded
|
||||
mapformat = 1;
|
||||
// The format interface handles the map data format
|
||||
formatinterface = "DoomMapSetIO";
|
||||
|
||||
// No generalized types
|
||||
generalizedlinedefs = 1;
|
||||
|
@ -131,35 +134,96 @@ gamedetect
|
|||
/*
|
||||
MAP LUMP NAMES
|
||||
Map lumps are loaded with the map as long as they are right after each other. When the editor
|
||||
meets a lump which is not defined in this list (or defined as 0) it will stop loading right there.
|
||||
|
||||
meets a lump which is not defined in this list it will ignore the map if not satisfied.
|
||||
The order of items defines the order in which lumps will be written to WAD file on save.
|
||||
The value (flags) of items determines what the editor should do with it.
|
||||
You should never mess with value 4, because it may result in incorrect map builds.
|
||||
To indicate the map header lump, use tilde: ~
|
||||
|
||||
1 = Map lump required
|
||||
2 = Map lump which must be respected
|
||||
4 = Lump generated by node builder
|
||||
8 = Lump allowed to be empty after nodebuilding
|
||||
4096 = Map lump which can be edited as Text
|
||||
8192 = Map lump which can be edited as ACS
|
||||
12288 = Map lump which can be edited as DEHACKED
|
||||
16384 = Map lump which can be edited as FraggleScript
|
||||
Legenda:
|
||||
required = Lump is required to exist.
|
||||
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
|
||||
nodebuild = The nodebuilder generates this lump.
|
||||
allowempty = The nodebuilder is allowed to leave this lump empty.
|
||||
script = This lump is a text-based script. Specify the filename of the script configuration to use.
|
||||
*/
|
||||
|
||||
maplumpnames
|
||||
{
|
||||
~ = 16386;
|
||||
THINGS = 13;
|
||||
LINEDEFS = 5;
|
||||
SIDEDEFS = 5;
|
||||
VERTEXES = 5;
|
||||
SEGS = 4;
|
||||
SSECTORS = 4;
|
||||
NODES = 4;
|
||||
SECTORS = 5;
|
||||
REJECT = 4;
|
||||
BLOCKMAP = 4;
|
||||
~
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
script = "Legacy_FS.cfg";
|
||||
}
|
||||
|
||||
THINGS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
LINEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SIDEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
VERTEXES
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SEGS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SSECTORS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
NODES
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SECTORS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
REJECT
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
BLOCKMAP
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -2,11 +2,14 @@
|
|||
Doom Builder Game Configuration for Risen3D
|
||||
\*************************************************************/
|
||||
|
||||
// This is required to prevent accedential use of a different configuration
|
||||
type = "Doom Builder 2 Game Configuration";
|
||||
|
||||
// This is the title to show for this game
|
||||
game = "Risen3D";
|
||||
|
||||
// Map format determines the way the map will be loaded
|
||||
mapformat = 1;
|
||||
// The format interface handles the map data format
|
||||
formatinterface = "DoomMapSetIO";
|
||||
|
||||
// No generalized types
|
||||
generalizedlinedefs = 1;
|
||||
|
@ -143,38 +146,110 @@ gamedetect
|
|||
/*
|
||||
MAP LUMP NAMES
|
||||
Map lumps are loaded with the map as long as they are right after each other. When the editor
|
||||
meets a lump which is not defined in this list (or defined as 0) it will stop loading right there.
|
||||
|
||||
meets a lump which is not defined in this list it will ignore the map if not satisfied.
|
||||
The order of items defines the order in which lumps will be written to WAD file on save.
|
||||
The value (flags) of items determines what the editor should do with it.
|
||||
You should never mess with value 4, because it may result in incorrect map builds.
|
||||
To indicate the map header lump, use tilde: ~
|
||||
|
||||
1 = Map lump required
|
||||
2 = Map lump which must be respected
|
||||
4 = Lump generated by node builder
|
||||
8 = Lump allowed to be empty after nodebuilding
|
||||
4096 = Map lump which can be edited as Text
|
||||
8192 = Map lump which can be edited as ACS
|
||||
12288 = Map lump which can be edited as DEHACKED
|
||||
16384 = Map lump which can be edited as FraggleScript
|
||||
20480 = Map lump which can be edited as DED
|
||||
Legenda:
|
||||
required = Lump is required to exist.
|
||||
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
|
||||
nodebuild = The nodebuilder generates this lump.
|
||||
allowempty = The nodebuilder is allowed to leave this lump empty.
|
||||
script = This lump is a text-based script. Specify the filename of the script configuration to use.
|
||||
*/
|
||||
|
||||
maplumpnames
|
||||
{
|
||||
THINGS = 13;
|
||||
LINEDEFS = 5;
|
||||
SIDEDEFS = 5;
|
||||
VERTEXES = 5;
|
||||
SEGS = 4;
|
||||
SSECTORS = 4;
|
||||
NODES = 4;
|
||||
SECTORS = 5;
|
||||
REJECT = 4;
|
||||
BLOCKMAP = 4;
|
||||
DEHACKED = 12290;
|
||||
DD_DEFNS = 20482;
|
||||
DD_DIREC = 4098;
|
||||
THINGS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
LINEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SIDEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
VERTEXES
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SEGS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SSECTORS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
NODES
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SECTORS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
REJECT
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
BLOCKMAP
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
DEHACKED
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
script = "Dehacked.cfg";
|
||||
}
|
||||
|
||||
DD_DEFNS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
script = "Doomsday_DED.cfg";
|
||||
}
|
||||
|
||||
DD_DIREC
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
script = "Text.cfg";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -2,11 +2,14 @@
|
|||
Doom Builder Game Configuration for Skulltag (Doom format)
|
||||
\*************************************************************/
|
||||
|
||||
// This is required to prevent accedential use of a different configuration
|
||||
type = "Doom Builder 2 Game Configuration";
|
||||
|
||||
// This is the title to show for this game
|
||||
game = "Skull Tag (Doom in Doom format)";
|
||||
|
||||
// Map format determines the way the map will be loaded
|
||||
mapformat = 1;
|
||||
// The format interface handles the map data format
|
||||
formatinterface = "DoomMapSetIO";
|
||||
|
||||
// No generalized types
|
||||
generalizedlinedefs = 1;
|
||||
|
@ -147,34 +150,89 @@ gamedetect
|
|||
/*
|
||||
MAP LUMP NAMES
|
||||
Map lumps are loaded with the map as long as they are right after each other. When the editor
|
||||
meets a lump which is not defined in this list (or defined as 0) it will stop loading right there.
|
||||
|
||||
meets a lump which is not defined in this list it will ignore the map if not satisfied.
|
||||
The order of items defines the order in which lumps will be written to WAD file on save.
|
||||
The value (flags) of items determines what the editor should do with it.
|
||||
You should never mess with value 4, because it may result in incorrect map builds.
|
||||
To indicate the map header lump, use tilde: ~
|
||||
|
||||
1 = Map lump required
|
||||
2 = Map lump which must be respected
|
||||
4 = Lump generated by node builder
|
||||
8 = Lump allowed to be empty after nodebuilding
|
||||
4096 = Map lump which can be edited as Text
|
||||
8192 = Map lump which can be edited as ACS
|
||||
12288 = Map lump which can be edited as DEHACKED
|
||||
16384 = Map lump which can be edited as FraggleScript
|
||||
Legenda:
|
||||
required = Lump is required to exist.
|
||||
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
|
||||
nodebuild = The nodebuilder generates this lump.
|
||||
allowempty = The nodebuilder is allowed to leave this lump empty.
|
||||
script = This lump is a text-based script. Specify the filename of the script configuration to use.
|
||||
*/
|
||||
|
||||
maplumpnames
|
||||
{
|
||||
THINGS = 13;
|
||||
LINEDEFS = 5;
|
||||
SIDEDEFS = 5;
|
||||
VERTEXES = 5;
|
||||
SEGS = 4;
|
||||
SSECTORS = 4;
|
||||
NODES = 4;
|
||||
SECTORS = 5;
|
||||
REJECT = 12;
|
||||
BLOCKMAP = 4;
|
||||
THINGS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
LINEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SIDEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
VERTEXES
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SEGS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SSECTORS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
NODES
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SECTORS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
REJECT
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
BLOCKMAP
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -2,11 +2,14 @@
|
|||
Doom Builder Game Configuration for Skulltag (Hexen format)
|
||||
\*************************************************************/
|
||||
|
||||
// This is required to prevent accedential use of a different configuration
|
||||
type = "Doom Builder 2 Game Configuration";
|
||||
|
||||
// This is the title to show for this game
|
||||
game = "Skull Tag (Doom in Hexen format)";
|
||||
|
||||
// Map format determines the way the map will be loaded
|
||||
mapformat = 2;
|
||||
// The format interface handles the map data format
|
||||
formatinterface = "HexenMapSetIO";
|
||||
|
||||
// No generalized types
|
||||
generalizedlinedefs = 0;
|
||||
|
@ -147,36 +150,103 @@ gamedetect
|
|||
/*
|
||||
MAP LUMP NAMES
|
||||
Map lumps are loaded with the map as long as they are right after each other. When the editor
|
||||
meets a lump which is not defined in this list (or defined as 0) it will stop loading right there.
|
||||
|
||||
meets a lump which is not defined in this list it will ignore the map if not satisfied.
|
||||
The order of items defines the order in which lumps will be written to WAD file on save.
|
||||
The value (flags) of items determines what the editor should do with it.
|
||||
You should never mess with value 4, because it may result in incorrect map builds.
|
||||
To indicate the map header lump, use tilde: ~
|
||||
|
||||
1 = Map lump required
|
||||
2 = Map lump which must be respected
|
||||
4 = Lump generated by node builder
|
||||
8 = Lump allowed to be empty after nodebuilding
|
||||
4096 = Map lump which can be edited as Text
|
||||
8192 = Map lump which can be edited as ACS
|
||||
12288 = Map lump which can be edited as DEHACKED
|
||||
16384 = Map lump which can be edited as FraggleScript
|
||||
Legenda:
|
||||
required = Lump is required to exist.
|
||||
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
|
||||
nodebuild = The nodebuilder generates this lump.
|
||||
allowempty = The nodebuilder is allowed to leave this lump empty.
|
||||
script = This lump is a text-based script. Specify the filename of the script configuration to use.
|
||||
*/
|
||||
|
||||
maplumpnames
|
||||
{
|
||||
THINGS = 13;
|
||||
LINEDEFS = 5;
|
||||
SIDEDEFS = 5;
|
||||
VERTEXES = 5;
|
||||
SEGS = 4;
|
||||
SSECTORS = 4;
|
||||
NODES = 4;
|
||||
SECTORS = 5;
|
||||
REJECT = 12;
|
||||
BLOCKMAP = 4;
|
||||
BEHAVIOR = 8193;
|
||||
SCRIPTS = 2;
|
||||
THINGS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
LINEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SIDEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
VERTEXES
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SEGS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SSECTORS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
NODES
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SECTORS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
REJECT
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
BLOCKMAP
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
BEHAVIOR
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
blindcopy = true;
|
||||
}
|
||||
|
||||
SCRIPTS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
script = "ZDoom_ACS.cfg";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -2,11 +2,14 @@
|
|||
Doom Builder Game Configuration for Strife
|
||||
\*******************************************************/
|
||||
|
||||
// This is required to prevent accedential use of a different configuration
|
||||
type = "Doom Builder 2 Game Configuration";
|
||||
|
||||
// This is the title to show for this game
|
||||
game = "Strife";
|
||||
|
||||
// Map format determines the way the map will be loaded
|
||||
mapformat = 1;
|
||||
// The format interface handles the map data format
|
||||
formatinterface = "DoomMapSetIO";
|
||||
|
||||
// No generalized types
|
||||
generalizedlinedefs = 0;
|
||||
|
@ -142,34 +145,89 @@ gamedetect
|
|||
/*
|
||||
MAP LUMP NAMES
|
||||
Map lumps are loaded with the map as long as they are right after each other. When the editor
|
||||
meets a lump which is not defined in this list (or defined as 0) it will stop loading right there.
|
||||
|
||||
meets a lump which is not defined in this list it will ignore the map if not satisfied.
|
||||
The order of items defines the order in which lumps will be written to WAD file on save.
|
||||
The value (flags) of items determines what the editor should do with it.
|
||||
You should never mess with value 4, because it may result in incorrect map builds.
|
||||
To indicate the map header lump, use tilde: ~
|
||||
|
||||
1 = Map lump required
|
||||
2 = Map lump which must be respected
|
||||
4 = Lump generated by node builder
|
||||
8 = Lump allowed to be empty after nodebuilding
|
||||
4096 = Map lump which can be edited as Text
|
||||
8192 = Map lump which can be edited as ACS
|
||||
12288 = Map lump which can be edited as DEHACKED
|
||||
16384 = Map lump which can be edited as FraggleScript
|
||||
Legenda:
|
||||
required = Lump is required to exist.
|
||||
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
|
||||
nodebuild = The nodebuilder generates this lump.
|
||||
allowempty = The nodebuilder is allowed to leave this lump empty.
|
||||
script = This lump is a text-based script. Specify the filename of the script configuration to use.
|
||||
*/
|
||||
|
||||
maplumpnames
|
||||
{
|
||||
THINGS = 13;
|
||||
LINEDEFS = 5;
|
||||
SIDEDEFS = 5;
|
||||
VERTEXES = 5;
|
||||
SEGS = 4;
|
||||
SSECTORS = 4;
|
||||
NODES = 4;
|
||||
SECTORS = 5;
|
||||
REJECT = 4;
|
||||
BLOCKMAP = 4;
|
||||
THINGS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
LINEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SIDEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
VERTEXES
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SEGS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SSECTORS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
NODES
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SECTORS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
REJECT
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
BLOCKMAP
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -2,11 +2,14 @@
|
|||
Doom Builder Game Configuration for Ultimate Doom
|
||||
\*************************************************************/
|
||||
|
||||
// This is required to prevent accedential use of a different configuration
|
||||
type = "Doom Builder 2 Game Configuration";
|
||||
|
||||
// This is the title to show for this game
|
||||
game = "Ultimate Doom";
|
||||
|
||||
// Map format determines the way the map will be loaded
|
||||
mapformat = 1;
|
||||
// The format interface handles the map data format
|
||||
formatinterface = "DoomMapSetIO";
|
||||
|
||||
// No generalized types
|
||||
generalizedlinedefs = 0;
|
||||
|
@ -142,34 +145,89 @@ gamedetect
|
|||
/*
|
||||
MAP LUMP NAMES
|
||||
Map lumps are loaded with the map as long as they are right after each other. When the editor
|
||||
meets a lump which is not defined in this list (or defined as 0) it will stop loading right there.
|
||||
|
||||
meets a lump which is not defined in this list it will ignore the map if not satisfied.
|
||||
The order of items defines the order in which lumps will be written to WAD file on save.
|
||||
The value (flags) of items determines what the editor should do with it.
|
||||
You should never mess with value 4, because it may result in incorrect map builds.
|
||||
To indicate the map header lump, use tilde: ~
|
||||
|
||||
1 = Map lump required
|
||||
2 = Map lump which must be respected
|
||||
4 = Lump generated by node builder
|
||||
8 = Lump allowed to be empty after nodebuilding
|
||||
4096 = Map lump which can be edited as Text
|
||||
8192 = Map lump which can be edited as ACS
|
||||
12288 = Map lump which can be edited as DEHACKED
|
||||
16384 = Map lump which can be edited as FraggleScript
|
||||
Legenda:
|
||||
required = Lump is required to exist.
|
||||
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
|
||||
nodebuild = The nodebuilder generates this lump.
|
||||
allowempty = The nodebuilder is allowed to leave this lump empty.
|
||||
script = This lump is a text-based script. Specify the filename of the script configuration to use.
|
||||
*/
|
||||
|
||||
maplumpnames
|
||||
{
|
||||
THINGS = 13;
|
||||
LINEDEFS = 5;
|
||||
SIDEDEFS = 5;
|
||||
VERTEXES = 5;
|
||||
SEGS = 4;
|
||||
SSECTORS = 4;
|
||||
NODES = 4;
|
||||
SECTORS = 5;
|
||||
REJECT = 4;
|
||||
BLOCKMAP = 4;
|
||||
THINGS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
LINEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SIDEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
VERTEXES
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SEGS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SSECTORS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
NODES
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SECTORS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
REJECT
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
BLOCKMAP
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -2,11 +2,14 @@
|
|||
Doom Builder Game Configuration for ZDoom (Doom format)
|
||||
\*************************************************************/
|
||||
|
||||
// This is required to prevent accedential use of a different configuration
|
||||
type = "Doom Builder 2 Game Configuration";
|
||||
|
||||
// This is the title to show for this game
|
||||
game = "ZDoom (Doom in Doom format)";
|
||||
|
||||
// Map format determines the way the map will be loaded
|
||||
mapformat = 1;
|
||||
// The format interface handles the map data format
|
||||
formatinterface = "DoomMapSetIO";
|
||||
|
||||
// Engine specific features
|
||||
mixtexturesflats = 1;
|
||||
|
@ -147,34 +150,89 @@ gamedetect
|
|||
/*
|
||||
MAP LUMP NAMES
|
||||
Map lumps are loaded with the map as long as they are right after each other. When the editor
|
||||
meets a lump which is not defined in this list (or defined as 0) it will stop loading right there.
|
||||
|
||||
meets a lump which is not defined in this list it will ignore the map if not satisfied.
|
||||
The order of items defines the order in which lumps will be written to WAD file on save.
|
||||
The value (flags) of items determines what the editor should do with it.
|
||||
You should never mess with value 4, because it may result in incorrect map builds.
|
||||
To indicate the map header lump, use tilde: ~
|
||||
|
||||
1 = Map lump required
|
||||
2 = Map lump which must be respected
|
||||
4 = Lump generated by node builder
|
||||
8 = Lump allowed to be empty after nodebuilding
|
||||
4096 = Map lump which can be edited as Text
|
||||
8192 = Map lump which can be edited as ACS
|
||||
12288 = Map lump which can be edited as DEHACKED
|
||||
16384 = Map lump which can be edited as FraggleScript
|
||||
Legenda:
|
||||
required = Lump is required to exist.
|
||||
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
|
||||
nodebuild = The nodebuilder generates this lump.
|
||||
allowempty = The nodebuilder is allowed to leave this lump empty.
|
||||
script = This lump is a text-based script. Specify the filename of the script configuration to use.
|
||||
*/
|
||||
|
||||
maplumpnames
|
||||
{
|
||||
THINGS = 13;
|
||||
LINEDEFS = 5;
|
||||
SIDEDEFS = 5;
|
||||
VERTEXES = 5;
|
||||
SEGS = 4;
|
||||
SSECTORS = 4;
|
||||
NODES = 4;
|
||||
SECTORS = 5;
|
||||
REJECT = 12;
|
||||
BLOCKMAP = 4;
|
||||
THINGS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
LINEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SIDEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
VERTEXES
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SEGS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SSECTORS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
NODES
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SECTORS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
REJECT
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
BLOCKMAP
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -2,11 +2,14 @@
|
|||
Doom Builder Game Configuration for (Hexen format)
|
||||
\*************************************************************/
|
||||
|
||||
// This is required to prevent accedential use of a different configuration
|
||||
type = "Doom Builder 2 Game Configuration";
|
||||
|
||||
// This is the title to show for this game
|
||||
game = "ZDoom (Doom in Hexen format)";
|
||||
|
||||
// Map format determines the way the map will be loaded
|
||||
mapformat = 2;
|
||||
// The format interface handles the map data format
|
||||
formatinterface = "HexenMapSetIO";
|
||||
|
||||
// No generalized types
|
||||
generalizedlinedefs = 0;
|
||||
|
@ -147,36 +150,103 @@ gamedetect
|
|||
/*
|
||||
MAP LUMP NAMES
|
||||
Map lumps are loaded with the map as long as they are right after each other. When the editor
|
||||
meets a lump which is not defined in this list (or defined as 0) it will stop loading right there.
|
||||
|
||||
meets a lump which is not defined in this list it will ignore the map if not satisfied.
|
||||
The order of items defines the order in which lumps will be written to WAD file on save.
|
||||
The value (flags) of items determines what the editor should do with it.
|
||||
You should never mess with value 4, because it may result in incorrect map builds.
|
||||
To indicate the map header lump, use tilde: ~
|
||||
|
||||
1 = Map lump required
|
||||
2 = Map lump which must be respected
|
||||
4 = Lump generated by node builder
|
||||
8 = Lump allowed to be empty after nodebuilding
|
||||
4096 = Map lump which can be edited as Text
|
||||
8192 = Map lump which can be edited as ACS
|
||||
12288 = Map lump which can be edited as DEHACKED
|
||||
16384 = Map lump which can be edited as FraggleScript
|
||||
Legenda:
|
||||
required = Lump is required to exist.
|
||||
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
|
||||
nodebuild = The nodebuilder generates this lump.
|
||||
allowempty = The nodebuilder is allowed to leave this lump empty.
|
||||
script = This lump is a text-based script. Specify the filename of the script configuration to use.
|
||||
*/
|
||||
|
||||
maplumpnames
|
||||
{
|
||||
THINGS = 13;
|
||||
LINEDEFS = 5;
|
||||
SIDEDEFS = 5;
|
||||
VERTEXES = 5;
|
||||
SEGS = 4;
|
||||
SSECTORS = 4;
|
||||
NODES = 4;
|
||||
SECTORS = 5;
|
||||
REJECT = 12;
|
||||
BLOCKMAP = 4;
|
||||
BEHAVIOR = 8193;
|
||||
SCRIPTS = 2;
|
||||
THINGS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
LINEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SIDEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
VERTEXES
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SEGS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SSECTORS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
NODES
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SECTORS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
REJECT
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
BLOCKMAP
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
BEHAVIOR
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
blindcopy = true;
|
||||
}
|
||||
|
||||
SCRIPTS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
script = "ZDoom_ACS.cfg";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -2,11 +2,14 @@
|
|||
Doom Builder Game Configuration for (Hexen format)
|
||||
\*************************************************************/
|
||||
|
||||
// This is required to prevent accedential use of a different configuration
|
||||
type = "Doom Builder 2 Game Configuration";
|
||||
|
||||
// This is the title to show for this game
|
||||
game = "ZDoom (Heretic in Hexen format)";
|
||||
|
||||
// Map format determines the way the map will be loaded
|
||||
mapformat = 2;
|
||||
// The format interface handles the map data format
|
||||
formatinterface = "HexenMapSetIO";
|
||||
|
||||
// No generalized types
|
||||
generalizedlinedefs = 0;
|
||||
|
@ -147,36 +150,103 @@ gamedetect
|
|||
/*
|
||||
MAP LUMP NAMES
|
||||
Map lumps are loaded with the map as long as they are right after each other. When the editor
|
||||
meets a lump which is not defined in this list (or defined as 0) it will stop loading right there.
|
||||
|
||||
meets a lump which is not defined in this list it will ignore the map if not satisfied.
|
||||
The order of items defines the order in which lumps will be written to WAD file on save.
|
||||
The value (flags) of items determines what the editor should do with it.
|
||||
You should never mess with value 4, because it may result in incorrect map builds.
|
||||
To indicate the map header lump, use tilde: ~
|
||||
|
||||
1 = Map lump required
|
||||
2 = Map lump which must be respected
|
||||
4 = Lump generated by node builder
|
||||
8 = Lump allowed to be empty after nodebuilding
|
||||
4096 = Map lump which can be edited as Text
|
||||
8192 = Map lump which can be edited as ACS
|
||||
12288 = Map lump which can be edited as DEHACKED
|
||||
16384 = Map lump which can be edited as FraggleScript
|
||||
Legenda:
|
||||
required = Lump is required to exist.
|
||||
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
|
||||
nodebuild = The nodebuilder generates this lump.
|
||||
allowempty = The nodebuilder is allowed to leave this lump empty.
|
||||
script = This lump is a text-based script. Specify the filename of the script configuration to use.
|
||||
*/
|
||||
|
||||
maplumpnames
|
||||
{
|
||||
THINGS = 13;
|
||||
LINEDEFS = 5;
|
||||
SIDEDEFS = 5;
|
||||
VERTEXES = 5;
|
||||
SEGS = 4;
|
||||
SSECTORS = 4;
|
||||
NODES = 4;
|
||||
SECTORS = 5;
|
||||
REJECT = 12;
|
||||
BLOCKMAP = 4;
|
||||
BEHAVIOR = 8193;
|
||||
SCRIPTS = 2;
|
||||
THINGS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
LINEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SIDEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
VERTEXES
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SEGS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SSECTORS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
NODES
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SECTORS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
REJECT
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
BLOCKMAP
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
BEHAVIOR
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
blindcopy = true;
|
||||
}
|
||||
|
||||
SCRIPTS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
script = "ZDoom_ACS.cfg";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -2,11 +2,14 @@
|
|||
Doom Builder Game Configuration for ZDoom (Hexen)
|
||||
\*************************************************************/
|
||||
|
||||
// This is required to prevent accedential use of a different configuration
|
||||
type = "Doom Builder 2 Game Configuration";
|
||||
|
||||
// This is the title to show for this game
|
||||
game = "ZDoom (Hexen)";
|
||||
|
||||
// Map format determines the way the map will be loaded
|
||||
mapformat = 2;
|
||||
// The format interface handles the map data format
|
||||
formatinterface = "HexenMapSetIO";
|
||||
|
||||
// No generalized types
|
||||
generalizedlinedefs = 0;
|
||||
|
@ -147,36 +150,103 @@ gamedetect
|
|||
/*
|
||||
MAP LUMP NAMES
|
||||
Map lumps are loaded with the map as long as they are right after each other. When the editor
|
||||
meets a lump which is not defined in this list (or defined as 0) it will stop loading right there.
|
||||
|
||||
meets a lump which is not defined in this list it will ignore the map if not satisfied.
|
||||
The order of items defines the order in which lumps will be written to WAD file on save.
|
||||
The value (flags) of items determines what the editor should do with it.
|
||||
You should never mess with value 4, because it may result in incorrect map builds.
|
||||
To indicate the map header lump, use tilde: ~
|
||||
|
||||
1 = Map lump required
|
||||
2 = Map lump which must be respected
|
||||
4 = Lump generated by node builder
|
||||
8 = Lump allowed to be empty after nodebuilding
|
||||
4096 = Map lump which can be edited as Text
|
||||
8192 = Map lump which can be edited as ACS
|
||||
12288 = Map lump which can be edited as DEHACKED
|
||||
16384 = Map lump which can be edited as FraggleScript
|
||||
Legenda:
|
||||
required = Lump is required to exist.
|
||||
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
|
||||
nodebuild = The nodebuilder generates this lump.
|
||||
allowempty = The nodebuilder is allowed to leave this lump empty.
|
||||
script = This lump is a text-based script. Specify the filename of the script configuration to use.
|
||||
*/
|
||||
|
||||
maplumpnames
|
||||
{
|
||||
THINGS = 13;
|
||||
LINEDEFS = 5;
|
||||
SIDEDEFS = 5;
|
||||
VERTEXES = 5;
|
||||
SEGS = 4;
|
||||
SSECTORS = 4;
|
||||
NODES = 4;
|
||||
SECTORS = 5;
|
||||
REJECT = 12;
|
||||
BLOCKMAP = 4;
|
||||
BEHAVIOR = 8193;
|
||||
SCRIPTS = 2;
|
||||
THINGS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
LINEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SIDEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
VERTEXES
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SEGS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SSECTORS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
NODES
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SECTORS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
REJECT
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
BLOCKMAP
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
BEHAVIOR
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
blindcopy = true;
|
||||
}
|
||||
|
||||
SCRIPTS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
script = "ZDoom_ACS.cfg";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -2,11 +2,14 @@
|
|||
Doom Builder Game Configuration for (Hexen format)
|
||||
\*************************************************************/
|
||||
|
||||
// This is required to prevent accedential use of a different configuration
|
||||
type = "Doom Builder 2 Game Configuration";
|
||||
|
||||
// This is the title to show for this game
|
||||
game = "ZDoom (Strife in Hexen format)";
|
||||
|
||||
// Map format determines the way the map will be loaded
|
||||
mapformat = 2;
|
||||
// The format interface handles the map data format
|
||||
formatinterface = "HexenMapSetIO";
|
||||
|
||||
// No generalized types
|
||||
generalizedlinedefs = 0;
|
||||
|
@ -146,36 +149,103 @@ gamedetect
|
|||
/*
|
||||
MAP LUMP NAMES
|
||||
Map lumps are loaded with the map as long as they are right after each other. When the editor
|
||||
meets a lump which is not defined in this list (or defined as 0) it will stop loading right there.
|
||||
|
||||
meets a lump which is not defined in this list it will ignore the map if not satisfied.
|
||||
The order of items defines the order in which lumps will be written to WAD file on save.
|
||||
The value (flags) of items determines what the editor should do with it.
|
||||
You should never mess with value 4, because it may result in incorrect map builds.
|
||||
To indicate the map header lump, use tilde: ~
|
||||
|
||||
1 = Map lump required
|
||||
2 = Map lump which must be respected
|
||||
4 = Lump generated by node builder
|
||||
8 = Lump allowed to be empty after nodebuilding
|
||||
4096 = Map lump which can be edited as Text
|
||||
8192 = Map lump which can be edited as ACS
|
||||
12288 = Map lump which can be edited as DEHACKED
|
||||
16384 = Map lump which can be edited as FraggleScript
|
||||
Legenda:
|
||||
required = Lump is required to exist.
|
||||
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
|
||||
nodebuild = The nodebuilder generates this lump.
|
||||
allowempty = The nodebuilder is allowed to leave this lump empty.
|
||||
script = This lump is a text-based script. Specify the filename of the script configuration to use.
|
||||
*/
|
||||
|
||||
maplumpnames
|
||||
{
|
||||
THINGS = 13;
|
||||
LINEDEFS = 5;
|
||||
SIDEDEFS = 5;
|
||||
VERTEXES = 5;
|
||||
SEGS = 4;
|
||||
SSECTORS = 4;
|
||||
NODES = 4;
|
||||
SECTORS = 5;
|
||||
REJECT = 12;
|
||||
BLOCKMAP = 4;
|
||||
BEHAVIOR = 8193;
|
||||
SCRIPTS = 2;
|
||||
THINGS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
LINEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SIDEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
VERTEXES
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SEGS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SSECTORS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
NODES
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SECTORS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
REJECT
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
BLOCKMAP
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
BEHAVIOR
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
blindcopy = true;
|
||||
}
|
||||
|
||||
SCRIPTS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
script = "ZDoom_ACS.cfg";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -2,11 +2,14 @@
|
|||
Doom Builder Game Configuration for jDoom
|
||||
\*************************************************************/
|
||||
|
||||
// This is required to prevent accedential use of a different configuration
|
||||
type = "Doom Builder 2 Game Configuration";
|
||||
|
||||
// This is the title to show for this game
|
||||
game = "jDoom";
|
||||
|
||||
// Map format determines the way the map will be loaded
|
||||
mapformat = 1;
|
||||
// The format interface handles the map data format
|
||||
formatinterface = "DoomMapSetIO";
|
||||
|
||||
// No generalized types
|
||||
generalizedlinedefs = 0;
|
||||
|
@ -177,6 +180,115 @@ maplumpnames
|
|||
DD_DIREC = 4098;
|
||||
}
|
||||
|
||||
/*
|
||||
MAP LUMP NAMES
|
||||
Map lumps are loaded with the map as long as they are right after each other. When the editor
|
||||
meets a lump which is not defined in this list it will ignore the map if not satisfied.
|
||||
The order of items defines the order in which lumps will be written to WAD file on save.
|
||||
To indicate the map header lump, use tilde: ~
|
||||
|
||||
Legenda:
|
||||
required = Lump is required to exist.
|
||||
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
|
||||
nodebuild = The nodebuilder generates this lump.
|
||||
allowempty = The nodebuilder is allowed to leave this lump empty.
|
||||
script = This lump is a text-based script. Specify the filename of the script configuration to use.
|
||||
*/
|
||||
|
||||
maplumpnames
|
||||
{
|
||||
THINGS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = true;
|
||||
}
|
||||
|
||||
LINEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SIDEDEFS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
VERTEXES
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SEGS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SSECTORS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
NODES
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
SECTORS
|
||||
{
|
||||
required = true;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
REJECT
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
BLOCKMAP
|
||||
{
|
||||
required = false;
|
||||
nodebuild = true;
|
||||
allowempty = false;
|
||||
}
|
||||
|
||||
DEHACKED
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
script = "Dehacked.cfg";
|
||||
}
|
||||
|
||||
DD_DEFNS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
script = "Doomsday_DED.cfg";
|
||||
}
|
||||
|
||||
DD_DIREC
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
script = "Text.cfg";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// DEFAULT SECTOR BRIGHTNESS LEVELS
|
||||
sectorbrightness
|
||||
|
|
Loading…
Reference in a new issue