Updated documentation.

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MaxED 2014-10-17 13:43:32 +00:00
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<div id="contents">
<p><strong>Q:</strong> I'm getting a ton of &quot;<strong>Unable to find the DECORATE class '[some actor]' to inherit from, while parsing '[some other actor]:[DoomEdNum]'</strong>&quot; warnings. What's wrong?<br />
<strong>A:</strong> This happens when a DECORATE actor is inherited from another actor, which is not defined in game configuration and is not defined in any included resources. To fix this, add "<strong>(g)zdoom.pk3</strong>" as a map resource. Don't forget to check "Exclude from testing parameters" chekbox while adding it, otherwise (G)ZDoom won't load your map. &quot;<strong>(g)zdoom.pk3</strong>&quot; can be found in (G)ZDoom folder. </p>
<strong>A:</strong> This happens when a DECORATE actor is inherited from another actor, which is not defined in game configuration and is not defined in any included resources. <br />
<span class="style1">If you are using (G)ZDoom:</span><br />
To fix this, add "<strong>(g)zdoom.pk3</strong>" as a map resource. Don't forget to check "<strong>Exclude from testing parameters</strong>" chekbox while adding it, otherwise (G)ZDoom won't load your map. &quot;<strong>(g)zdoom.pk3</strong>&quot; can be found in (G)ZDoom folder.<br />
<span class="style1">If you are using Zandronum:</span><br />
To fix this, add "<strong>zandronum.pk3</strong>" as a map resource. If you are using Skulltag monsters, you'll also need to add &quot;<strong>skulltag_actors.pk3</strong>&quot; and &quot;<strong>skulltag_data.pk3</strong>&quot;. Don't forget to check "<strong>Exclude from testing parameters</strong>" chekbox while adding any of them, otherwise Zandronum won't load your map. "<strong>zandronum.pk3</strong>" and &quot;<strong>skulltag_actors.pk3</strong>&quot; can be found in Zandronum folder. You'll have to find <strong>&quot;skulltag_data.pk3</strong>&quot; on your own.</p><br />
<p><strong>Q: </strong>Dynamic lights defined in GLDEFS are not rendered in Visual mode / I'm getting a ton of &quot;<strong>Light declaration not found for light '[light name]' ('[source]', line [n])</strong>&quot; warnings. What's wrong?<br />
<strong>A:</strong> GZDoom Builder doesn't include GZDoom's GLDEFS lights definitions. To get rid of these errors, add &quot;<strong>lights.pk3</strong>&quot; as a map resource. Don't forget to check &quot;<strong>Exclude from testing parameters</strong>&quot; chekbox while adding it, otherwise GZDoom won't load your map. &quot;<strong>lights.pk3</strong>&quot; can be found in GZDoom folder. </p>
<strong>A:</strong> GZDoom Builder doesn't include GZDoom's/Zandronum's GLDEFS light definitions.<br />
<span class="style1">If you are using GZDoom:</span><br />
To get rid of these errors, add &quot;<strong>lights.pk3</strong>&quot; as a map resource. Don't forget to check &quot;<strong>Exclude from testing parameters</strong>&quot; chekbox while adding it, otherwise GZDoom won't load your map. &quot;<strong>lights.pk3</strong>&quot; can be found in GZDoom folder.<br />
<span class="style1">If you are using Zandronum:</span><br />
To get rid of these errors, add &quot;<strong>zandronum.pk3</strong>&quot; as a map resource. Don't forget to check &quot;<strong>Exclude from testing parameters</strong>&quot; chekbox while adding it, otherwise Zandronum won't load your map. &quot;<strong>zandronum.pk3</strong>&quot; can be found in Zandronum folder.</p><br />
<p><strong>Q:</strong> I don't like the &quot;fake contrast&quot; (<a href="http://zdoom.org/wiki/Fake_contrast">zdoom.org/wiki/Fake_contrast</a>) GZDB uses to render sector walls in Visual mode. How can I disable this?<br />
<strong>A:</strong> GZDB's Visual mode emulates (G)ZDoom's default rendering preferences (in (G)ZDoom, Options -&gt; Display options -&gt; Use fake contrast is &quot;on&quot; by default). You can change this behaviour by adding &quot;evenlighting&quot; or &quot;smoothlighting&quot; property to the &quot;map&quot; or &quot;defaultmap&quot; definition in the MAPINFO. More info about MAPINFO properties supported by GZDB can be found <a href="mapinfo.html">here</a>.</p>
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<li>Camera position can be synchronized between Classic and Visual modes. <a href="all_modes/synch_camera.html">More info</a>.</li>
<li>You can use <a href="all_modes/colorpicker.html">Color Picker plugin </a> to edit dynamic light properties and sector's fog and tint colors in Classic and Visual modes.</li>
<li>You can use <a href="all_modes/tagexplorer.html">Tag Explorer plugin</a> to view all tags and actions used in current map.</li>
<li><span class="style1"><strong>[new]</strong></span> You can pick, which properties are pasted by &quot;Paste Properties&quot; action using &quot;Paste Properties Options&quot; window.
<li><span class="style1"><strong>[new]</strong></span> You can pick, which properties are pasted by &quot;<strong>Paste Properties</strong>&quot; action using &quot;Paste Properties Options&quot; window.
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"> <img src="all_modes/paste_properties_options.jpg" alt="" /></div>
</li>
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<li>
<h3><a name="sectors" id="sectors"></a>Sectors mode:</h3>
<ul>
<li><span class="style1"><strong>[new]</strong></span> <strong>[UDMF]</strong> Sector Edit Form now has "<strong>Slopes</strong>" tab.</li>
<li><span class="style1"><strong>[new]</strong></span> Things inside of selected Sectors can be moved when dragging Sectors. This toolbar button toggles this mode: <img src="sectors_mode/drag_things.jpg"/>. When enabled, all things inside of selected sectors will be dragged when dragging sectors. Otherwise, selected things will be dragged.</li>
<li><span class="style1"><strong>[new]</strong></span> Sector Tag and Effect can now be shown on top of sectors. You can use &quot;<strong>View Tags and Effects</strong>&quot; button to toggle this overlay.
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>

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<title>Template</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="../default.css" media="screen" title="Default" />
<script type="text/javascript" src="../scripts.js"></script>
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</div>
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<h2>General settings:</h2>
<p><b>basegame</b> - indicates which game the current configuration is based on. Used to load game-specific GLDEFS lumps (DOOMDEFS, HTICDEFS, HEXNDEFS or STRFDEFS)</br>
<b>Possible values:</b> 1 (DOOM), 2 (HERETIC), 3 (HEXEN) or 4 (STRIFE).<br>
<b>Example:</b> <span class="style2">basegame = 2;</span></p>
<p>int<b> basegame</b> - indicates which game the current configuration is based on. Used to load game-specific GLDEFS lumps (DOOMDEFS, HTICDEFS, HEXNDEFS or STRFDEFS)</br>
<b>Possible values:</b> 1 (DOOM), 2 (HERETIC), 3 (HEXEN) or 4 (STRIFE).<br />
<b>Example: </b><span class="style3">basegame = 2;</span>
</p>
<p>bool<strong> enabledbydefault</strong> - this game configuration is available by default.<br />
<strong>Default value</strong> is "false".</p>
<h2>Linedef definitions:</h2>
<p>bool <strong>requiresactivation</strong> - this linedef action requires activation flag(s). When this property is set to true, a warning will be shown when a user selects this linedef action and no activation flags are set.
<br />
<strong>Default value</strong> is "true".
<br />
<b>Example:</b> <br>
<code>1<br />
{<br />
&nbsp;&nbsp;&nbsp;&nbsp;title = &quot;Polyobj Start Line&quot;;<br />
&nbsp;&nbsp;&nbsp;&nbsp;<span class="style3">requiresactivation = false;</span><br />
}</code> </p>
<br>
<h2>Thing and linedef definitions:</h2>
<p>Default values can be set in Thing and Linedef argument definitions.<br>
<p>int <strong>default</strong> - sets default value for a Thing or Linedef argument definition.<br>
<b>Example:</b> <br>
<code>9038<br />
{<br />
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;title = &quot;Red&quot;;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="style3">default = 255;</span><br />
&nbsp;&nbsp;&nbsp;&nbsp;}<br />
&nbsp;&nbsp;&nbsp;&nbsp;arg1<br />
&nbsp;&nbsp;&nbsp;&nbsp;{<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;title = &quot;Green&quot;;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="style3">default = 255;</span><br />
&nbsp;&nbsp;&nbsp;&nbsp;}<br />
&nbsp;&nbsp;&nbsp;&nbsp;arg2<br />
&nbsp;&nbsp;&nbsp;&nbsp;{<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;title = &quot;Blue&quot;;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="style3">default = 255;</span><br />
&nbsp;&nbsp;&nbsp;&nbsp;}<br />
&nbsp;&nbsp;&nbsp;&nbsp;arg3<br />
&nbsp;&nbsp;&nbsp;&nbsp;{<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;title = &quot;Desaturation&quot;;<br />
&nbsp;&nbsp;&nbsp;&nbsp;}<br />
}</code>
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}</code></div>
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