mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 06:02:11 +00:00
75d2b8b4e5
- visual mode thing can now be placed/moved in any classic mode with a shortcut key - visual mode thing flags are all set to false (off) when map is saved (to prevent it from appearing in game)
2013 lines
28 KiB
INI
2013 lines
28 KiB
INI
/*************************************************************\
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Doom Builder Game Configuration for Ultimate 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 = "Ultimate Doom";
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// This is the simplified game engine/sourceport name
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engine = "doom";
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// The format interface handles the map data format
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formatinterface = "DoomMapSetIO";
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// Default lump name for new map
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defaultlumpname = "E1M1";
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// Default testing parameters
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testparameters = "-basewad \"%WP\" -skill \"%S\" -file \"%AP\" \"%F\" -warp %L1 %L2 %NM";
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// Skill levels
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skills
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{
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1 = "I'm too young to die";
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2 = "Hey, not too rough";
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3 = "Hurt me plenty";
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4 = "Ultra-Violence";
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5 = "Nightmare!";
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}
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// Special linedefs
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soundlinedefflag = 64; // See linedefflags
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singlesidedflag = 1; // See linedefflags
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doublesidedflag = 4; // See linedefflags
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impassableflag = 1;
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upperunpeggedflag = 8;
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lowerunpeggedflag = 16;
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// Door making
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makedoortrack = "DOORTRAK";
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makedooraction = 1; // See linedeftypes
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// Generalized actions
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generalizedlinedefs = false;
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generalizedsectors = false;
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// Texture loading options
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mixtexturesflats = false;
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defaulttexturescale = 1.0f;
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defaultflatscale = 1.0f;
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// Thing number for start position in 3D Mode
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start3dmode = 32000;
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// Default flags for first new thing
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defaultthingflags
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{
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1;
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2;
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4;
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}
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/*
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TEXTURES AND FLAT SOURCES
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This tells Doom Builder where to find the information for textures
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and flats in the IWAD file, Addition WAD file and Map WAD file.
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Start and end lumps must be given in a structure (of which the
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key name doesnt matter) and any textures or flats in between them
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are loaded in either the textures category or flats category.
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For textures: PNAMES, TEXTURE1 and TEXTURE2 are loaded by default.
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*/
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// Texture sources
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textures
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{
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}
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// Flat sources
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flats
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{
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standard1
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{
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start = "F_START";
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end = "F_END";
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}
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standard2
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{
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start = "FF_START";
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end = "FF_END";
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}
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standard3
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{
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start = "FF_START";
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end = "F_END";
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}
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standard4
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{
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start = "F_START";
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end = "FF_END";
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}
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}
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/*
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GAME DETECT PATTERN
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Used to guess the game for which a WAD file is made.
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1 = One of these lumps must exist
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2 = None of these lumps must exist
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3 = All of these lumps must exist
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*/
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gamedetect
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{
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TEXTMAP = 2;
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ENDMAP = 2;
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EXTENDED = 2;
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BEHAVIOR = 2;
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E1M1 = 1; E1M2 = 1; E1M3 = 1; E1M4 = 1; E1M5 = 1; E1M6 = 1; E1M7 = 1; E1M8 = 1; E1M9 = 1;
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E2M1 = 1; E2M2 = 1; E2M3 = 1; E2M4 = 1; E2M5 = 1; E2M6 = 1; E2M7 = 1; E2M8 = 1; E2M9 = 1;
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E3M1 = 1; E3M2 = 1; E3M3 = 1; E3M4 = 1; E3M5 = 1; E3M6 = 1; E3M7 = 1; E3M8 = 1; E3M9 = 1;
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E4M1 = 1; E4M2 = 1; E4M3 = 1; E4M4 = 1; E4M5 = 1; E4M6 = 1; E4M7 = 1; E4M8 = 1; E4M9 = 1;
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MAP01 = 2; MAP02 = 2; MAP03 = 2; MAP04 = 2; MAP05 = 2; MAP06 = 2; MAP07 = 2; MAP08 = 2; MAP09 = 2; MAP10 = 2;
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MAP11 = 2; MAP12 = 2; MAP13 = 2; MAP14 = 2; MAP15 = 2; MAP16 = 2; MAP17 = 2; MAP18 = 2; MAP19 = 2; MAP20 = 2;
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MAP21 = 2; MAP22 = 2; MAP23 = 2; MAP24 = 2; MAP25 = 2; MAP26 = 2; MAP27 = 2; MAP28 = 2; MAP29 = 2; MAP30 = 2;
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MAP31 = 2; MAP32 = 2; MAP33 = 2; MAP34 = 2; MAP35 = 2; MAP36 = 2; MAP37 = 2; MAP38 = 2; MAP39 = 2; MAP40 = 2;
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MAP41 = 2;
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}
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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 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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To indicate the map header lump, use ~MAP
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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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~MAP
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{
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required = true;
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blindcopy = true;
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nodebuild = false;
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}
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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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// DEFAULT SECTOR BRIGHTNESS LEVELS
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sectorbrightness
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{
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255;
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240;
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224;
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208;
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192;
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176;
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160;
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144;
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128;
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112;
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96;
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80;
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64;
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48;
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32;
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16;
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0;
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}
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// SECTOR TYPES
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sectortypes
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{
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0 = "Normal";
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1 = "Light Blinks (randomly)";
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2 = "Light Blinks (0.5 sec)";
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3 = "Light Blinks (1 sec)";
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4 = "Damage -10 or 20% health and Light Blinks (0.5 sec)";
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5 = "Damage -5 or 10% health";
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7 = "Damage -2 or 5% health";
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8 = "Light Glows (1+ sec)";
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9 = "Secret";
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10 = "Door Close Stay (after 30 sec)";
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11 = "Damage -10 or 20% health and End level";
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12 = "Light Blinks (0.5 sec sync)";
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13 = "Light Blinks (1 sec sync)";
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14 = "Door Open Close (opens after 5 min)";
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16 = "Damage -10 or 20% health";
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17 = "Light Flickers (randomly)";
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}
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// LINEDEF FLAGS
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linedefflags
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{
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1 = "Impassable";
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2 = "Block Monster";
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4 = "Double Sided";
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8 = "Upper Unpegged";
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16 = "Lower Unpegged";
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32 = "Secret";
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64 = "Block Sound";
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128 = "Hidden";
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256 = "Shown";
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}
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// LINEDEF ACTIVATIONS
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linedefactivations
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{
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}
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// Linedef flags UDMF translation table
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// This is needed for copy/paste and prefabs to work properly
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// When the UDMF field name is prefixed with ! it is inverted
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linedefflagstranslation
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{
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1 = "blocking";
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2 = "blockmonsters";
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4 = "twosided";
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8 = "dontpegtop";
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16 = "dontpegbottom";
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32 = "secret";
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64 = "blocksound";
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128 = "dontdraw";
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256 = "mapped";
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}
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// LINEDEF TYPES
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linedeftypes
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{
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misc
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{
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0
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{
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title = "None";
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prefix = "";
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}
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}
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door
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{
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title = "Door";
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1
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{
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title = "Door Open Wait Close (also monsters)";
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prefix = "DR";
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}
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2
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{
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title = "Door Open Stay";
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prefix = "W1";
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}
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3
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{
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title = "Door Close Stay";
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prefix = "W1";
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}
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4
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{
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title = "Door Open Wait Close";
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prefix = "W1";
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}
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16
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{
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title = "Door Close Wait Open";
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prefix = "W1";
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}
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26
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{
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title = "Door (Blue) Open Wait Close";
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prefix = "DR";
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}
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27
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{
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title = "Door (Yellow) Open Wait Close";
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prefix = "DR";
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}
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28
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{
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title = "Door (Red) Open Wait Close";
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prefix = "DR";
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}
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29
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{
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title = "Door Open Wait Close";
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prefix = "S1";
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}
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31
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{
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title = "Door Open Stay";
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prefix = "D1";
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}
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32
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{
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title = "Door (Blue) Open Stay";
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prefix = "D1";
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}
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33
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{
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title = "Door (Red) Open Stay";
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prefix = "D1";
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}
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34
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{
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title = "Door (Yellow) Open Stay";
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prefix = "D1";
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}
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42
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{
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title = "Door Close Stay";
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prefix = "SR";
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}
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46
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{
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title = "Door Open Stay";
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prefix = "GR";
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}
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50
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{
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title = "Door Close Stay";
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prefix = "S1";
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}
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61
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{
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title = "Door Open Stay";
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prefix = "SR";
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}
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63
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{
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title = "Door Open Wait Close";
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prefix = "SR";
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}
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75
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{
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title = "Door Close Stay";
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prefix = "WR";
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}
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76
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{
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title = "Door Close Stay Open";
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prefix = "WR";
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}
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86
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{
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title = "Door Open Stay";
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prefix = "WR";
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}
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90
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{
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title = "Door Open Wait Close";
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prefix = "WR";
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}
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103
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{
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title = "Door Open Stay";
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prefix = "S1";
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}
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105
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{
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title = "Door Open Wait Close (fast)";
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prefix = "WR";
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}
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106
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{
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title = "Door Open Stay (fast)";
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prefix = "WR";
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}
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107
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{
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title = "Door Close Stay (fast)";
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prefix = "WR";
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}
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108
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{
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title = "Door Open Wait Close (fast)";
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prefix = "W1";
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}
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109
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{
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title = "Door Open Stay (fast)";
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prefix = "W1";
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}
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110
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{
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title = "Door Close (fast)";
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prefix = "W1";
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}
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111
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{
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title = "Door Open Wait Close (fast)";
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prefix = "S1";
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}
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112
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{
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title = "Door Open Stay (fast)";
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prefix = "S1";
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}
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113
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{
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title = "Door Close Stay (fast)";
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prefix = "S1";
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}
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114
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{
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title = "Door Open Wait Close (fast)";
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prefix = "SR";
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}
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115
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{
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title = "Door Open Stay (fast)";
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prefix = "SR";
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}
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116
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{
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title = "Door Close Stay (fast)";
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prefix = "SR";
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}
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117
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{
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title = "Door Open Wait Close (fast)";
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prefix = "DR";
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}
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118
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{
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title = "Door Open Stay (fast)";
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prefix = "D1";
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}
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133
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{
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title = "Door (Blue) Open Stay (fast)";
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prefix = "S1";
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}
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134
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{
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title = "Door (Red) Open Stay (fast)";
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prefix = "SR";
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}
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135
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{
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title = "Door (Red) Open Stay (fast)";
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prefix = "S1";
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}
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136
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{
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title = "Door (Yellow) Open Stay (fast)";
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prefix = "SR";
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}
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137
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{
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title = "Door (Yellow) Open Stay (fast)";
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prefix = "S1";
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}
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}
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floor
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{
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title = "Floor";
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5
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{
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title = "Floor Raise to Lowest Ceiling";
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prefix = "W1";
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}
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9
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{
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title = "Floor Raise Donut (changes texture)";
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prefix = "S1";
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}
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14
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{
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title = "Floor Raise by 32 (changes texture)";
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prefix = "S1";
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}
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15
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{
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title = "Floor Raise by 24 (changes texture)";
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prefix = "S1";
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}
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18
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{
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title = "Floor Raise to Next Higher Floor";
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prefix = "S1";
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}
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19
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{
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title = "Floor Lower to Highest Floor";
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prefix = "W1";
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}
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20
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{
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title = "Floor Raise to Next Higher Floor (changes texture)";
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prefix = "S1";
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}
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22
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{
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title = "Floor Raise to Next Higher Floor (changes texture)";
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prefix = "W1";
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}
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23
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{
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title = "Floor Lower to Lowest Floor";
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prefix = "S1";
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}
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24
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{
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title = "Floor Raise to Lowest Ceiling";
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prefix = "G1";
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}
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30
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{
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title = "Floor Raise by Shortest Lower Texture";
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prefix = "W1";
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}
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|
|
36
|
|
{
|
|
title = "Floor Lower to 8 above Highest Floor";
|
|
prefix = "W1";
|
|
}
|
|
|
|
37
|
|
{
|
|
title = "Floor Lower to Lowest Floor (changes texture)";
|
|
prefix = "W1";
|
|
}
|
|
|
|
38
|
|
{
|
|
title = "Floor Lower to Lowest Floor";
|
|
prefix = "W1";
|
|
}
|
|
|
|
45
|
|
{
|
|
title = "Floor Lower to Highest Floor";
|
|
prefix = "SR";
|
|
}
|
|
|
|
47
|
|
{
|
|
title = "Floor Raise to Next Higher Floor (changes texture)";
|
|
prefix = "G1";
|
|
}
|
|
|
|
53
|
|
{
|
|
title = "Floor Start Moving Up and Down";
|
|
prefix = "W1";
|
|
}
|
|
|
|
54
|
|
{
|
|
title = "Floor Stop Moving";
|
|
prefix = "W1";
|
|
}
|
|
|
|
55
|
|
{
|
|
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
|
|
prefix = "S1";
|
|
}
|
|
|
|
56
|
|
{
|
|
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
|
|
prefix = "W1";
|
|
}
|
|
|
|
58
|
|
{
|
|
title = "Floor Raise by 24";
|
|
prefix = "W1";
|
|
}
|
|
|
|
59
|
|
{
|
|
title = "Floor Raise by 24 (changes texture)";
|
|
prefix = "W1";
|
|
}
|
|
|
|
60
|
|
{
|
|
title = "Floor Lower to Lowest Floor";
|
|
prefix = "SR";
|
|
}
|
|
|
|
64
|
|
{
|
|
title = "Floor Raise to Lowest Ceiling";
|
|
prefix = "SR";
|
|
}
|
|
|
|
65
|
|
{
|
|
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
|
|
prefix = "SR";
|
|
}
|
|
|
|
66
|
|
{
|
|
title = "Floor Raise by 24 (changes texture)";
|
|
prefix = "SR";
|
|
}
|
|
|
|
67
|
|
{
|
|
title = "Floor Raise by 32 (changes texture)";
|
|
prefix = "SR";
|
|
}
|
|
|
|
68
|
|
{
|
|
title = "Floor Raise to Next Higher Floor (changes texture)";
|
|
prefix = "SR";
|
|
}
|
|
|
|
69
|
|
{
|
|
title = "Floor Raise to Next Higher Floor";
|
|
prefix = "SR";
|
|
}
|
|
|
|
70
|
|
{
|
|
title = "Floor Lower to 8 above Highest Floor";
|
|
prefix = "SR";
|
|
}
|
|
|
|
71
|
|
{
|
|
title = "Floor Lower to 8 above Highest Floor";
|
|
prefix = "S1";
|
|
}
|
|
|
|
82
|
|
{
|
|
title = "Floor Lower to Lowest Floor";
|
|
prefix = "WR";
|
|
}
|
|
|
|
83
|
|
{
|
|
title = "Floor Lower to Highest Floor";
|
|
prefix = "WR";
|
|
}
|
|
|
|
84
|
|
{
|
|
title = "Floor Lower to Lowest Floor (changes texture)";
|
|
prefix = "WR";
|
|
}
|
|
|
|
87
|
|
{
|
|
title = "Floor Start Moving Up and Down";
|
|
prefix = "WR";
|
|
}
|
|
|
|
89
|
|
{
|
|
title = "Floor Stop Moving";
|
|
prefix = "WR";
|
|
}
|
|
|
|
91
|
|
{
|
|
title = "Floor Raise to Lowest Ceiling";
|
|
prefix = "WR";
|
|
}
|
|
|
|
92
|
|
{
|
|
title = "Floor Raise by 24";
|
|
prefix = "WR";
|
|
}
|
|
|
|
93
|
|
{
|
|
title = "Floor Raise by 24 (changes texture)";
|
|
prefix = "WR";
|
|
}
|
|
|
|
94
|
|
{
|
|
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
|
|
prefix = "WR";
|
|
}
|
|
|
|
95
|
|
{
|
|
title = "Floor Raise to Next Higher Floor (changes texture)";
|
|
prefix = "WR";
|
|
}
|
|
|
|
96
|
|
{
|
|
title = "Floor Raise by Shortest Lower Texture";
|
|
prefix = "WR";
|
|
}
|
|
|
|
98
|
|
{
|
|
title = "Floor Lower to 8 above Highest Floor";
|
|
prefix = "WR";
|
|
}
|
|
|
|
101
|
|
{
|
|
title = "Floor Raise to Lowest Ceiling";
|
|
prefix = "S1";
|
|
}
|
|
|
|
102
|
|
{
|
|
title = "Floor Lower to Highest Floor";
|
|
prefix = "S1";
|
|
}
|
|
|
|
119
|
|
{
|
|
title = "Floor Raise to Next Higher Floor";
|
|
prefix = "W1";
|
|
}
|
|
|
|
128
|
|
{
|
|
title = "Floor Raise to Next Higher Floor";
|
|
prefix = "WR";
|
|
}
|
|
|
|
129
|
|
{
|
|
title = "Floor Raise to Next Higher Floor (fast)";
|
|
prefix = "WR";
|
|
}
|
|
|
|
130
|
|
{
|
|
title = "Floor Raise to Next Higher Floor (fast)";
|
|
prefix = "W1";
|
|
}
|
|
|
|
131
|
|
{
|
|
title = "Floor Raise to Next Higher Floor (fast)";
|
|
prefix = "S1";
|
|
}
|
|
|
|
132
|
|
{
|
|
title = "Floor Raise to Next Higher Floor (fast)";
|
|
prefix = "SR";
|
|
}
|
|
|
|
140
|
|
{
|
|
title = "Floor Raise by 512";
|
|
prefix = "S1";
|
|
}
|
|
}
|
|
|
|
|
|
crusher
|
|
{
|
|
title = "Crusher";
|
|
|
|
6
|
|
{
|
|
title = "Crusher Start with Fast Damage";
|
|
prefix = "W1";
|
|
}
|
|
|
|
25
|
|
{
|
|
title = "Crusher Start with Slow Damage";
|
|
prefix = "W1";
|
|
}
|
|
|
|
57
|
|
{
|
|
title = "Crusher Stop";
|
|
prefix = "W1";
|
|
}
|
|
|
|
73
|
|
{
|
|
title = "Crusher Start with Slow Damage";
|
|
prefix = "WR";
|
|
}
|
|
|
|
74
|
|
{
|
|
title = "Crusher Stop";
|
|
prefix = "WR";
|
|
}
|
|
|
|
77
|
|
{
|
|
title = "Crusher Start with Fast Damage";
|
|
prefix = "WR";
|
|
}
|
|
|
|
141
|
|
{
|
|
title = "Crusher Start with Slow Damage (silent)";
|
|
prefix = "W1";
|
|
}
|
|
}
|
|
|
|
|
|
stairs
|
|
{
|
|
title = "Stairs";
|
|
|
|
7
|
|
{
|
|
title = "Stairs Raise by 8";
|
|
prefix = "S1";
|
|
}
|
|
|
|
8
|
|
{
|
|
title = "Stairs Raise by 8";
|
|
prefix = "W1";
|
|
}
|
|
|
|
127
|
|
{
|
|
title = "Stairs Raise by 16 (fast)";
|
|
prefix = "S1";
|
|
}
|
|
}
|
|
|
|
|
|
lift
|
|
{
|
|
title = "Lift";
|
|
|
|
10
|
|
{
|
|
title = "Lift Lower Wait Raise";
|
|
prefix = "W1";
|
|
}
|
|
|
|
21
|
|
{
|
|
title = "Lift Lower Wait Raise";
|
|
prefix = "S1";
|
|
}
|
|
|
|
62
|
|
{
|
|
title = "Lift Lower Wait Raise";
|
|
prefix = "SR";
|
|
}
|
|
|
|
88
|
|
{
|
|
title = "Lift Lower Wait Raise";
|
|
prefix = "WR";
|
|
}
|
|
|
|
120
|
|
{
|
|
title = "Lift Lower Wait Raise (fast)";
|
|
prefix = "WR";
|
|
}
|
|
|
|
121
|
|
{
|
|
title = "Lift Lower Wait Raise (fast)";
|
|
prefix = "W1";
|
|
}
|
|
|
|
122
|
|
{
|
|
title = "Lift Lower Wait Raise (fast)";
|
|
prefix = "S1";
|
|
}
|
|
|
|
123
|
|
{
|
|
title = "Lift Lower Wait Raise (fast)";
|
|
prefix = "SR";
|
|
}
|
|
}
|
|
|
|
|
|
exit
|
|
{
|
|
title = "Exit";
|
|
|
|
11
|
|
{
|
|
title = "Exit Level";
|
|
prefix = "S1";
|
|
}
|
|
|
|
51
|
|
{
|
|
title = "Exit Level (goes to secret level)";
|
|
prefix = "S1";
|
|
}
|
|
|
|
52
|
|
{
|
|
title = "Exit Level";
|
|
prefix = "W1";
|
|
}
|
|
|
|
124
|
|
{
|
|
title = "Exit Level (goes to secret level)";
|
|
prefix = "W1";
|
|
}
|
|
}
|
|
|
|
|
|
light
|
|
{
|
|
title = "Light";
|
|
|
|
12
|
|
{
|
|
title = "Light Change to Brightest Adjacent";
|
|
prefix = "W1";
|
|
}
|
|
|
|
13
|
|
{
|
|
title = "Light Change to 255";
|
|
prefix = "W1";
|
|
}
|
|
|
|
17
|
|
{
|
|
title = "Light Start Blinking";
|
|
prefix = "W1";
|
|
}
|
|
|
|
35
|
|
{
|
|
title = "Light Change to 35";
|
|
prefix = "W1";
|
|
}
|
|
|
|
79
|
|
{
|
|
title = "Light Change to 35";
|
|
prefix = "WR";
|
|
}
|
|
|
|
80
|
|
{
|
|
title = "Light Change to Brightest Adjacent";
|
|
prefix = "WR";
|
|
}
|
|
|
|
81
|
|
{
|
|
title = "Light Change to 255";
|
|
prefix = "WR";
|
|
}
|
|
|
|
104
|
|
{
|
|
title = "Light Change to Darkest Adjacent";
|
|
prefix = "W1";
|
|
}
|
|
|
|
138
|
|
{
|
|
title = "Light Change to Brightest";
|
|
prefix = "SR";
|
|
}
|
|
|
|
139
|
|
{
|
|
title = "Light Change to Darkest";
|
|
prefix = "SR";
|
|
}
|
|
}
|
|
|
|
|
|
ceiling
|
|
{
|
|
title = "Ceiling";
|
|
|
|
40
|
|
{
|
|
title = "Ceiling Raise to Highest Ceiling";
|
|
prefix = "W1";
|
|
}
|
|
|
|
41
|
|
{
|
|
title = "Ceiling Lower to Floor";
|
|
prefix = "S1";
|
|
}
|
|
|
|
43
|
|
{
|
|
title = "Ceiling Lower to Floor";
|
|
prefix = "SR";
|
|
}
|
|
|
|
44
|
|
{
|
|
title = "Ceiling Lower to 8 above Floor";
|
|
prefix = "W1";
|
|
}
|
|
|
|
49
|
|
{
|
|
title = "Ceiling Lower to 8 above Floor (perpetual slow crusher damage)";
|
|
prefix = "S1";
|
|
}
|
|
|
|
72
|
|
{
|
|
title = "Ceiling Lower to 8 above Floor";
|
|
prefix = "WR";
|
|
}
|
|
}
|
|
|
|
|
|
scroll
|
|
{
|
|
title = "Scroll";
|
|
|
|
48
|
|
{
|
|
title = "Scroll Texture Left";
|
|
prefix = "";
|
|
}
|
|
}
|
|
|
|
|
|
teleport
|
|
{
|
|
title = "Teleport";
|
|
|
|
97
|
|
{
|
|
title = "Teleport";
|
|
prefix = "WR";
|
|
}
|
|
|
|
39
|
|
{
|
|
title = "Teleport";
|
|
prefix = "W1";
|
|
}
|
|
|
|
125
|
|
{
|
|
title = "Teleport (monsters only)";
|
|
prefix = "W1";
|
|
}
|
|
|
|
126
|
|
{
|
|
title = "Teleport (monsters only)";
|
|
prefix = "WR";
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// THING FLAGS
|
|
thingflags
|
|
{
|
|
1 = "Easy";
|
|
2 = "Medium";
|
|
4 = "Hard";
|
|
8 = "Deaf";
|
|
16 = "Multiplayer";
|
|
}
|
|
|
|
// Thing flags UDMF translation table
|
|
// This is needed for copy/paste and prefabs to work properly
|
|
// When the UDMF field name is prefixed with ! it is inverted
|
|
thingflagstranslation
|
|
{
|
|
1 = "skill1";
|
|
2 = "skill2";
|
|
4 = "skill3";
|
|
8 = "ambush";
|
|
16 = "!single";
|
|
}
|
|
|
|
// THING FLAGS ERROR MASK
|
|
// Mask for the thing flags which indicates the options
|
|
// that make the same thing appear in the same modes
|
|
thingflagsmask1 = 7; // 1 + 2 + 4
|
|
thingflagsmask2 = 0;
|
|
|
|
|
|
// THING TYPES
|
|
thingtypes
|
|
{
|
|
editor
|
|
{
|
|
color = 15; // White
|
|
arrow = 1;
|
|
title = "Editor Things";
|
|
width = 16;
|
|
sort = 1;
|
|
height = 0;
|
|
hangs = 0;
|
|
blocking = 0;
|
|
error = 0;
|
|
fixedsize = true;
|
|
|
|
32000 = "Visual Mode camera";
|
|
}
|
|
|
|
players
|
|
{
|
|
color = 10; // Light Green
|
|
arrow = 1;
|
|
title = "Player Starts";
|
|
width = 16;
|
|
sort = 1;
|
|
height = 56;
|
|
hangs = 0;
|
|
blocking = 1;
|
|
error = 2;
|
|
|
|
1
|
|
{
|
|
title = "Player 1 start";
|
|
sprite = "PLAYA2A8";
|
|
}
|
|
2
|
|
{
|
|
title = "Player 2 start";
|
|
sprite = "PLAYA2A8";
|
|
}
|
|
3
|
|
{
|
|
title = "Player 3 start";
|
|
sprite = "PLAYA2A8";
|
|
}
|
|
4
|
|
{
|
|
title = "Player 4 start";
|
|
sprite = "PLAYA2A8";
|
|
}
|
|
11
|
|
{
|
|
title = "Player Deathmatch start";
|
|
sprite = "PLAYF1";
|
|
}
|
|
}
|
|
|
|
|
|
teleports
|
|
{
|
|
color = 2; // Green
|
|
arrow = 1;
|
|
title = "Teleports";
|
|
width = 16;
|
|
sort = 1;
|
|
height = 56;
|
|
hangs = 0;
|
|
blocking = 0;
|
|
error = 0;
|
|
|
|
14
|
|
{
|
|
title = "Teleport Destination";
|
|
sprite = "TFOGB0";
|
|
}
|
|
}
|
|
|
|
monsters
|
|
{
|
|
color = 12; // Light Red
|
|
arrow = 1;
|
|
title = "Monsters";
|
|
width = 20;
|
|
sort = 1;
|
|
height = 56;
|
|
hangs = 0;
|
|
blocking = 1;
|
|
error = 2;
|
|
|
|
3004
|
|
{
|
|
title = "Former Human";
|
|
sprite = "POSSA2A8";
|
|
}
|
|
|
|
|
|
9
|
|
{
|
|
title = "Former Sergeant";
|
|
sprite = "SPOSA2A8";
|
|
}
|
|
|
|
|
|
3001
|
|
{
|
|
title = "Imp";
|
|
sprite = "TROOA2A8";
|
|
}
|
|
|
|
|
|
3002
|
|
{
|
|
title = "Demon";
|
|
width = 30;
|
|
sprite = "SARGA2A8";
|
|
}
|
|
|
|
|
|
58
|
|
{
|
|
title = "Spectre";
|
|
width = 30;
|
|
sprite = "SARGA2A8";
|
|
}
|
|
|
|
|
|
3006
|
|
{
|
|
title = "Lost Soul";
|
|
width = 16;
|
|
sprite = "SKULA8A2";
|
|
}
|
|
|
|
|
|
3005
|
|
{
|
|
title = "Cacodemon";
|
|
width = 31;
|
|
sprite = "HEADA2A8";
|
|
}
|
|
|
|
|
|
3003
|
|
{
|
|
title = "Baron of Hell";
|
|
width = 24;
|
|
sprite = "BOSSA2A8";
|
|
height = 64;
|
|
}
|
|
|
|
|
|
16
|
|
{
|
|
title = "Cyberdemon";
|
|
width = 40;
|
|
sprite = "CYBRA2";
|
|
height = 110;
|
|
}
|
|
|
|
|
|
7
|
|
{
|
|
title = "Spider Mastermind";
|
|
width = 128;
|
|
sprite = "SPIDG2G8";
|
|
height = 100;
|
|
}
|
|
}
|
|
|
|
weapons
|
|
{
|
|
color = 14; // Yellow
|
|
arrow = 0;
|
|
title = "Weapons";
|
|
width = 20;
|
|
sort = 1;
|
|
height = 25;
|
|
hangs = 0;
|
|
blocking = 0;
|
|
|
|
2005
|
|
{
|
|
title = "Chainsaw";
|
|
sprite = "CSAWA0";
|
|
}
|
|
2001
|
|
{
|
|
title = "Shotgun";
|
|
sprite = "SHOTA0";
|
|
}
|
|
2002
|
|
{
|
|
title = "Chaingun";
|
|
sprite = "MGUNA0";
|
|
}
|
|
2003
|
|
{
|
|
title = "Rocket launcher";
|
|
sprite = "LAUNA0";
|
|
}
|
|
2004
|
|
{
|
|
title = "Plasma gun";
|
|
sprite = "PLASA0";
|
|
}
|
|
2006
|
|
{
|
|
title = "BFG9000";
|
|
sprite = "BFUGA0";
|
|
height = 30;
|
|
}
|
|
}
|
|
|
|
ammunition
|
|
{
|
|
color = 6; // Brown
|
|
arrow = 0;
|
|
title = "Ammunition";
|
|
width = 20;
|
|
sort = 1;
|
|
height = 16;
|
|
blocking = 0;
|
|
hangs = 0;
|
|
|
|
2007
|
|
{
|
|
title = "Ammo clip";
|
|
sprite = "CLIPA0";
|
|
}
|
|
2008
|
|
{
|
|
title = "Shotgun shells";
|
|
sprite = "SHELA0";
|
|
}
|
|
2010
|
|
{
|
|
title = "Rocket";
|
|
sprite = "ROCKA0";
|
|
height = 25;
|
|
}
|
|
2047
|
|
{
|
|
title = "Cell charge";
|
|
sprite = "CELLA0";
|
|
}
|
|
2048
|
|
{
|
|
title = "Box of Ammo";
|
|
sprite = "AMMOA0";
|
|
}
|
|
2049
|
|
{
|
|
title = "Box of Shells";
|
|
sprite = "SBOXA0";
|
|
}
|
|
2046
|
|
{
|
|
title = "Box of Rockets";
|
|
sprite = "BROKA0";
|
|
width = 30;
|
|
height = 25;
|
|
}
|
|
17
|
|
{
|
|
title = "Cell charge pack";
|
|
sprite = "CELPA0";
|
|
height = 25;
|
|
}
|
|
8
|
|
{
|
|
title = "Backpack";
|
|
sprite = "BPAKA0";
|
|
}
|
|
}
|
|
|
|
health
|
|
{
|
|
color = 1; // Blue
|
|
arrow = 0;
|
|
title = "Health and Armor";
|
|
width = 16;
|
|
sort = 1;
|
|
height = 20;
|
|
hangs = 0;
|
|
blocking = 0;
|
|
|
|
2011
|
|
{
|
|
title = "Stimpack";
|
|
sprite = "STIMA0";
|
|
}
|
|
2012
|
|
{
|
|
title = "Medikit";
|
|
sprite = "MEDIA0";
|
|
height = 25;
|
|
}
|
|
2014
|
|
{
|
|
title = "Health bonus";
|
|
sprite = "BON1A0";
|
|
}
|
|
2015
|
|
{
|
|
title = "Armor bonus";
|
|
sprite = "BON2A0";
|
|
}
|
|
2018
|
|
{
|
|
title = "Green armor";
|
|
sprite = "ARM1A0";
|
|
}
|
|
2019
|
|
{
|
|
title = "Blue armor";
|
|
sprite = "ARM2A0";
|
|
}
|
|
}
|
|
|
|
powerups
|
|
{
|
|
color = 9; // Light Blue
|
|
arrow = 0;
|
|
title = "Powerups";
|
|
width = 20;
|
|
sort = 1;
|
|
height = 20;
|
|
hangs = 0;
|
|
blocking = 0;
|
|
|
|
2013
|
|
{
|
|
title = "Soulsphere";
|
|
sprite = "SOULA0";
|
|
height = 45;
|
|
}
|
|
2022
|
|
{
|
|
title = "Invulnerability";
|
|
sprite = "PINVA0";
|
|
height = 30;
|
|
}
|
|
2023
|
|
{
|
|
title = "Berserk";
|
|
sprite = "PSTRA0";
|
|
}
|
|
2024
|
|
{
|
|
title = "Invisibility";
|
|
sprite = "PINSA0";
|
|
height = 45;
|
|
}
|
|
2025
|
|
{
|
|
title = "Radiation suit";
|
|
sprite = "SUITA0";
|
|
height = 60;
|
|
}
|
|
2026
|
|
{
|
|
title = "Computer map";
|
|
sprite = "PMAPA0";
|
|
height = 35;
|
|
}
|
|
2045
|
|
{
|
|
title = "Lite Amplification goggles";
|
|
sprite = "PVISA0";
|
|
}
|
|
}
|
|
|
|
keys
|
|
{
|
|
color = 13; // Light Magenta
|
|
arrow = 0;
|
|
title = "Keys";
|
|
width = 16;
|
|
sort = 1;
|
|
height = 20;
|
|
hangs = 0;
|
|
blocking = 0;
|
|
|
|
5
|
|
{
|
|
title = "Blue keycard";
|
|
sprite = "BKEYA0";
|
|
}
|
|
40
|
|
{
|
|
title = "Blue skullkey";
|
|
sprite = "BSKUB0";
|
|
}
|
|
13
|
|
{
|
|
title = "Red keycard";
|
|
sprite = "RKEYA0";
|
|
}
|
|
38
|
|
{
|
|
title = "Red skullkey";
|
|
sprite = "RSKUB0";
|
|
}
|
|
6
|
|
{
|
|
title = "Yellow keycard";
|
|
sprite = "YKEYA0";
|
|
}
|
|
39
|
|
{
|
|
title = "Yellow skullkey";
|
|
sprite = "YSKUB0";
|
|
}
|
|
}
|
|
|
|
obstacles
|
|
{
|
|
color = 3; // Cyan
|
|
arrow = 0;
|
|
title = "Obstacles";
|
|
width = 20;
|
|
sort = 1;
|
|
height = 20;
|
|
hangs = 0;
|
|
blocking = 1;
|
|
|
|
2035
|
|
{
|
|
title = "Barrel";
|
|
width = 10;
|
|
sprite = "BAR1A0";
|
|
height = 32;
|
|
}
|
|
48
|
|
{
|
|
title = "Tall techno pillar";
|
|
sprite = "ELECA0";
|
|
}
|
|
30
|
|
{
|
|
title = "Tall green pillar";
|
|
sprite = "COL1A0";
|
|
}
|
|
32
|
|
{
|
|
title = "Tall red pillar";
|
|
sprite = "COL3A0";
|
|
}
|
|
31
|
|
{
|
|
title = "Short green pillar";
|
|
sprite = "COL2A0";
|
|
}
|
|
36
|
|
{
|
|
title = "Short green pillar (beating heart)";
|
|
sprite = "COL5A0";
|
|
}
|
|
33
|
|
{
|
|
title = "Short red pillar";
|
|
sprite = "COL4A0";
|
|
}
|
|
37
|
|
{
|
|
title = "Short red pillar (skull)";
|
|
sprite = "COL6A0";
|
|
}
|
|
47
|
|
{
|
|
title = "Stalagmite";
|
|
sprite = "SMITA0";
|
|
}
|
|
43
|
|
{
|
|
title = "Gray tree";
|
|
sprite = "TRE1A0";
|
|
}
|
|
54
|
|
{
|
|
title = "Large brown tree";
|
|
width = 32;
|
|
sprite = "TRE2A0";
|
|
}
|
|
41
|
|
{
|
|
title = "Evil Eye";
|
|
sprite = "CEYEA0";
|
|
}
|
|
42
|
|
{
|
|
title = "Floating skull rock";
|
|
sprite = "FSKUA0";
|
|
}
|
|
}
|
|
|
|
lights
|
|
{
|
|
color = 11; // Light Cyan
|
|
arrow = 0;
|
|
title = "Light sources";
|
|
width = 16;
|
|
sort = 1;
|
|
height = 16;
|
|
hangs = 0;
|
|
blocking = 1;
|
|
|
|
2028
|
|
{
|
|
title = "Floor lamp";
|
|
sprite = "COLUA0";
|
|
}
|
|
34
|
|
{
|
|
title = "Candle";
|
|
sprite = "CANDA0";
|
|
blocking = 0;
|
|
}
|
|
35
|
|
{
|
|
title = "Candelabra";
|
|
sprite = "CBRAA0";
|
|
}
|
|
44
|
|
{
|
|
title = "Tall blue firestick";
|
|
sprite = "TBLUA0";
|
|
}
|
|
45
|
|
{
|
|
title = "Tall green firestick";
|
|
sprite = "TGRNA0";
|
|
}
|
|
46
|
|
{
|
|
title = "Tall red firestick";
|
|
sprite = "TREDA0";
|
|
}
|
|
55
|
|
{
|
|
title = "Short blue firestick";
|
|
sprite = "SMBTA0";
|
|
}
|
|
56
|
|
{
|
|
title = "Short green firestick";
|
|
sprite = "SMGTA0";
|
|
}
|
|
57
|
|
{
|
|
title = "Short red firestick";
|
|
sprite = "SMRTA0";
|
|
}
|
|
}
|
|
|
|
decoration
|
|
{
|
|
color = 4; // Red
|
|
arrow = 0;
|
|
title = "Decoration";
|
|
width = 16;
|
|
sort = 1;
|
|
height = 16;
|
|
hangs = 0;
|
|
blocking = 0;
|
|
|
|
49
|
|
{
|
|
title = "Hanging victim, twitching (blocking)";
|
|
sprite = "GOR1A0";
|
|
height = 68;
|
|
hangs = 1;
|
|
blocking = 1;
|
|
}
|
|
|
|
|
|
63
|
|
{
|
|
title = "Hanging victim, twitching";
|
|
sprite = "GOR1A0";
|
|
height = 68;
|
|
hangs = 1;
|
|
}
|
|
|
|
|
|
50
|
|
{
|
|
title = "Hanging victim, arms out (blocking)";
|
|
sprite = "GOR2A0";
|
|
height = 84;
|
|
hangs = 1;
|
|
blocking = 1;
|
|
}
|
|
|
|
|
|
59
|
|
{
|
|
title = "Hanging victim, arms out";
|
|
sprite = "GOR2A0";
|
|
height = 84;
|
|
hangs = 1;
|
|
}
|
|
|
|
|
|
52
|
|
{
|
|
title = "Hanging pair of legs (blocking)";
|
|
sprite = "GOR4A0";
|
|
height = 68;
|
|
hangs = 1;
|
|
blocking = 1;
|
|
}
|
|
|
|
|
|
60
|
|
{
|
|
title = "Hanging pair of legs";
|
|
sprite = "GOR4A0";
|
|
height = 68;
|
|
hangs = 1;
|
|
}
|
|
|
|
|
|
51
|
|
{
|
|
title = "Hanging victim, 1-legged (blocking)";
|
|
sprite = "GOR3A0";
|
|
height = 84;
|
|
hangs = 1;
|
|
blocking = 1;
|
|
}
|
|
|
|
|
|
61
|
|
{
|
|
title = "Hanging victim, 1-legged";
|
|
sprite = "GOR3A0";
|
|
height = 52;
|
|
hangs = 1;
|
|
}
|
|
|
|
|
|
53
|
|
{
|
|
title = "Hanging leg (blocking)";
|
|
sprite = "GOR5A0";
|
|
height = 52;
|
|
hangs = 1;
|
|
blocking = 1;
|
|
}
|
|
|
|
|
|
62
|
|
{
|
|
title = "Hanging leg";
|
|
sprite = "GOR5A0";
|
|
height = 52;
|
|
hangs = 1;
|
|
}
|
|
|
|
|
|
25
|
|
{
|
|
title = "Impaled human";
|
|
sprite = "POL1A0";
|
|
blocking = 1;
|
|
}
|
|
|
|
|
|
26
|
|
{
|
|
title = "Twitching impaled human";
|
|
sprite = "POL6A0";
|
|
blocking = 1;
|
|
}
|
|
|
|
|
|
27
|
|
{
|
|
title = "Skull on a pole";
|
|
sprite = "POL4A0";
|
|
blocking = 1;
|
|
}
|
|
|
|
|
|
28
|
|
{
|
|
title = "5 skulls shish kebob";
|
|
sprite = "POL2A0";
|
|
blocking = 1;
|
|
}
|
|
|
|
|
|
29
|
|
{
|
|
title = "Pile of skulls and candles";
|
|
sprite = "POL3A0";
|
|
blocking = 1;
|
|
}
|
|
|
|
|
|
10
|
|
{
|
|
title = "Bloody mess 1";
|
|
sprite = "PLAYW0";
|
|
}
|
|
|
|
|
|
12
|
|
{
|
|
title = "Bloody mess 2";
|
|
sprite = "PLAYW0";
|
|
}
|
|
|
|
|
|
24
|
|
{
|
|
title = "Pool of blood and bones";
|
|
sprite = "POL5A0";
|
|
}
|
|
|
|
|
|
15
|
|
{
|
|
title = "Dead player";
|
|
sprite = "PLAYN0";
|
|
}
|
|
|
|
|
|
18
|
|
{
|
|
title = "Dead former human";
|
|
sprite = "POSSL0";
|
|
width = 20;
|
|
}
|
|
|
|
|
|
19
|
|
{
|
|
title = "Dead former sergeant";
|
|
sprite = "SPOSL0";
|
|
width = 20;
|
|
}
|
|
|
|
|
|
20
|
|
{
|
|
title = "Dead imp";
|
|
sprite = "TROOM0";
|
|
width = 20;
|
|
}
|
|
|
|
|
|
21
|
|
{
|
|
title = "Dead demon";
|
|
sprite = "SARGN0";
|
|
width = 30;
|
|
}
|
|
|
|
|
|
22
|
|
{
|
|
title = "Dead cacodemon";
|
|
sprite = "HEADL0";
|
|
width = 31;
|
|
}
|
|
|
|
|
|
23 = "Dead lost soul";
|
|
}
|
|
}
|