=============================================================================== Universal Doom Map Format ZDoom extensions v1.1 - 27.05.2008 Copyright (c) 2008 Christoph Oelckers. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. =============================================================================== This document discusses only the additions ZDoom makes to the UDMF specification. ======================================= I. Grammar / Syntax ======================================= No changes. ======================================= II. Implementation Semantics ======================================= ------------------------------------ II.A : Storage and Retrieval of Data ------------------------------------ No changes. ----------------------------------- II.B : Storage Within Archive Files ----------------------------------- In addition to the base specification ZDoom recognizes the following lumps between the TEXTMAP and ENDMAP lumps: BEHAVIOR = contains compiled ACS code DIALOGUE = contains compiled Strife conversation scripts. ZNODES = Nodes (must be stored as compressed GL nodes) BLOCKMAP = blockmap. It is recommended not to include this lump in UDMF maps. REJECT = reject table. Recommended use is for special effects only. Lumps starting with 'SCRIPT' are guaranteed to be ignored by ZDoom so they can be used to store ACS and dialogue script sources. -------------------------------- II.C : Implementation Dependence -------------------------------- ZDoom supports all namespaces defined in the base specification and adds two new ones: "ZDoom" "ZDoomTranslated" The only difference between these two namespaces is how line, thing and sector specials are handled: 'ZDoom' uses Hexen type specials which are ZDoom's native implementation. 'ZDoomTranslated' uses Doom-type specials. Such maps have to be processed by a special translator. A special translator is a text lump that defines how Doom-format specials are translated into Hexen-format specials. By default each game defines its own translation table but these can be overridden in MAPINFO. It is the mapper's responsibility to choose the correct translation table for a map. ======================================= III. Standardized Fields ======================================= ZDoom's namespaces implement all fields from the standard, regardless of any restrictions mentioned in the spec. In particular, the 'ZDoomTranslated' namespaces implements thing specials. These will ignore the implicit trigger type and triggering semantics are the same as for native maps. The only field not fully supported is the thing's 'friend' field. ZDoom does not offer MBF's friendly monster implementation and will remap any use of this field to 'strifeally', even for the 'Doom' namespace. In addition to the standard fields, ZDoom defines the following: Note: All fields default to false unless mentioned otherwise. linedef { alpha = ; // Translucency of this line, default is 1.0 renderstyle = ; // Render style, can be "translucent" or "add", // default is "translucent". anycross = ; // New SPAC flag, true = any non-projectile // crossing will trigger this line monsteractivate = ; // Monsters can trigger this line. // For compatibility only because this flag's // semantics can not be fully reproduced with // explicit trigger flags. blockplayers = ; // Line blocks players' movement. blockeverything = ; // Line blocks everything. firstsideonly = ; // Line can only be triggered from the front side. zoneboundary = ; // Line is a boundary for sound reverb zones. clipmidtex = ; // Line's mid textures are clipped to floor and ceiling. wrapmidtex = ; // Line's mid textures are wrapped. midtex3d = ; // Actors can walk on mid texture. checkswitchrange = ;// Switches can only be activated when vertically reachable. } sidedef { offsetx_top = ; // X offset for upper texture, Default = 0.0. offsety_top = ; // y offset for upper texture, Default = 0.0. offsetx_mid = ; // X offset for mid texture, Default = 0.0. offsety_mid = ; // y offset for mid texture, Default = 0.0. offsetx_bottom = ; // X offset for lower texture, Default = 0.0. offsety_bottom = ; // y offset for lower texture, Default = 0.0. // When global texture offsets are used they will // be added on top of these values. light = ; // This side's light level. Default is 0. lightabsolute = ; // true = 'light' is an absolute value. Default is // relative to the owning sector's light level. nofakecontrast = ; // Disables use of fake contrast on this sidedef. } sector { xpanningfloor = ; // X texture offset of floor texture, Default = 0.0. ypanningfloor = ; // Y texture offset of floor texture, Default = 0.0. xpanningceiling = ; // X texture offset of ceiling texture, Default = 0.0. ypanningceiling = ; // Y texture offset of ceiling texture, Default = 0.0. xscalefloor = ; // X texture scale of floor texture, Default = 1.0. yscalefloor = ; // Y texture scale of floor texture, Default = 1.0. xscaleceiling = ; // X texture scale of ceiling texture, Default = 1.0. yscaleceiling = ; // Y texture scale of ceiling texture, Default = 1.0. rotationfloor = ; // Rotation of floor texture in degrees, Default = 0.0. rotationceiling = ; // Rotation of ceiling texture in degrees, Default = 0.0. lightfloor = ; // The floor's light level. Default is 0. lightceiling = ; // The ceiling's light level. Default is 0. lightfloorabsolute = ; // true = 'lightfloor' is an absolute value. Default is // relative to the owning sector's light level. lightceilingabsolute = ; // true = 'lightceiling' is an absolute value. Default is // relative to the owning sector's light level. gravity = ; // Sector's gravity. Default is 1.0. lightcolor = ; // Sector'S light color as RRGGBB value, default = 0xffffff. fadecolor = ; // Sector'S fog color as RRGGBB value, default = 0x000000. desaturation = ; // Color desaturation factor. 0 = none, 1 = full, default = 0. silent = ; // Actors in this sector make no sound, nofallingdamage = ; // Falling damage is disabled in this sector dropactors = ; // Actors drop with instantly moving floors * Note about dropactors The spec requires this to be false by default. Currently, however ZDoom assumes this to be true for Doom format maps so any map converter converting to the ZDoomTranslated namespace should set this flag for each tagged sector. } thing { skill[n] = // Unlike the base spec, n can range from 1-8. // 8 is the maximum amount of skills the skill // menu can display. class[n] = // Unlike the base spec, n can range from 1-8. // 8 is the maximum amount of classes the class // menu can display. } *** Special notes for map format conversions: Setting the line's ID via special is not supported so any special using this option must be converted to use the line's ID field instead. Unless mentioned differently the arg being used to define the line ID should be set to 0. The following line specials are affected: 121: Line_SetIdentification, arg 0 208: TranslucentLine, arg0 (arg0 must be preserved) 1: Polyobj_StartLine, arg3 5: Polyobj_ExplicitLine, arg4 215: Teleport_Line, arg0 222: Scroll_Texture_Model, arg0 (arg0 must be preserved) Some specials also allow setting the extended flags. These must also be converted to explicitly setting the flags through the defined map fields. This affects the following specials: 121: Line_SetIdentification, arg1 208: TranslucentLine, arg2 These args are to be converted as follows to flags, bit by bit: Bit 0 (Value 1): zoneboundary Bit 1 (Value 2): jumpover Bit 2 (Value 4): blockfloaters Bit 3 (Value 8): clipmidtex Bit 4 (Value 16): wrapmidtex Bit 5 (Value 32): midtex3d Bit 6 (Value 64): checkswitchrange When used in special 208 this arg should be cleared afterward. Special 121 is not being used by UDMF maps in ZDoom and should be completely deleted after conversion. ======================================= Changelog ======================================= 1.1: Changed default light mode for sectors and sidedefs to relative and renamed associated properties to avoid having a non-intuitive standard value for the light field. Added 'nofakecontrast' option to sidedefs. =============================================================================== EOF ===============================================================================