// Basic UDMF stuff. thingflags { skill1 = "Skill 1"; skill2 = "Skill 2"; skill3 = "Skill 3"; skill4 = "Skill 4"; skill5 = "Skill 5"; skill6 = "Skill 6"; skill7 = "Skill 7"; skill8 = "Skill 8"; single = "Singleplayer"; coop = "Cooperative"; dm = "Deathmatch"; friend = "Friendly (MBF logic)"; strifeally = "Friendly (Strife logic)"; ambush = "Ambush players"; standing = "Stand still"; dormant = "Dormant"; translucent = "Translucent (25%)"; invisible = "Invisible"; } // Default flags for first new thing defaultthingflags { skill1; skill2; skill3; skill4; skill5; skill6; skill7; skill8; single; coop; dm; } // How thing flags should be compared (for the stuck thing error check) thingflagscompare { skills { skill1; skill2; skill3; skill4; skill5; skill6; skill7; skill8; } gamemodes { single { requiredgroups = "skills"; } coop { requiredgroups = "skills"; } dm { ignoredgroups = "skills"; } } classes { class1; class2; class3; class4; class5; } } sectorflags { silent = "Silent"; hidden = "Not shown on automap"; nofallingdamage = "No falling damage"; waterzone = "Sector is under water and swimmable"; norespawn = "Players can't respawn in this sector"; dropactors = "Actors drop with instantly moving floors"; damageterraineffect = "Spawn terrain splashes on damage"; damagehazard = "Strife damage model"; } linedefflags { blocking = "Impassable"; blockmonsters = "Block monsters"; twosided = "Doublesided"; dontpegtop = "Upper unpegged"; dontpegbottom = "Lower unpegged"; secret = "Shown as 1-sided on automap"; blocksound = "Block sound"; dontdraw = "Not shown on automap"; transparent = "Transparent (25% opacity)"; mapped = "Initially shown on automap"; } linedefactivations { playercross = "When player walks over"; playeruse = "When player presses use"; monstercross = "When monster walks over"; monsteruse = "When monster presses use"; impact = "On projectile impact"; playerpush = "When player bumps"; monsterpush = "When monsters bumps"; missilecross = "When projectile crosses"; repeatspecial = "Repeatable action"; passuse = "Pass use on"; } sidedefflags { clipmidtex = "Clip middle texture"; wrapmidtex = "Wrap middle texture"; smoothlighting = "Smooth lighting"; nofakecontrast = "Even lighting"; nodecals = "No decals"; lightfog = "Use sidedef brightness on fogged walls"; } //RENDER STYLES thingrenderstyles { normal = "Normal"; translucent = "Translucent"; soultrans = "Translucent (Lost Soul)"; translucentstencil = "Translucent (stencil)"; add = "Additive"; subtract = "Subtractive"; stencil = "Stencil"; fuzzy = "Fuzzy"; optfuzzy = "Fuzzy/Shadow (uses r_drawfuzz CVAR)"; none = "None"; } linedefrenderstyles { translucent = "Translucent"; add = "Additive"; } sectorrenderstyles { translucent = "Translucent"; add = "Additive"; } /* 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 ~MAP Legenda: required = Lump is required to exist. blindcopy = Lump will be copied along with the map blindly. (useful 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. */ udmfmaplumpnames_begin { ~MAP { required = true; blindcopy = true; nodebuild = false; } TEXTMAP { required = true; nodebuild = true; allowempty = true; } } udmfmaplumpnames_end { ENDMAP { required = true; nodebuild = false; allowempty = true; } }