extended configurations

This commit is contained in:
codeimp 2007-06-16 19:43:06 +00:00
parent 7763e493ba
commit bb7151ddb5
19 changed files with 1701 additions and 451 deletions

View file

@ -2,11 +2,14 @@
Doom Builder Game Configuration for Boom
\*************************************************************/
// 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 = "Boom";
// 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;
}
}

View file

@ -2,11 +2,14 @@
Doom Builder Game Configuration for 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 = "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 +145,88 @@ 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.
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;
}
}

View file

@ -2,11 +2,14 @@
Doom Builder Game Configuration for Doom 2
\*************************************************************/
// 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 2";
// 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;
}
}

View file

@ -5,11 +5,14 @@
//File created by Robin Degen
//Last updated: 23-05-2005
// 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;
}
}

View file

@ -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;
}
}

View file

@ -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;
}
}

View file

@ -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";
}
}

View file

@ -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;
}
}

View file

@ -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";
}
}

View file

@ -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;
}
}

View file

@ -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";
}
}

View file

@ -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;
}
}

View file

@ -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;
}
}

View file

@ -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;
}
}

View file

@ -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";
}
}

View file

@ -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";
}
}

View file

@ -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";
}
}

View file

@ -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";
}
}

View file

@ -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