UltimateZoneBuilder/Build/Configurations/Includes/UDMF_misc.cfg
MaxED 07b4a7a9cd Added, Visual mode, DECORATE: "Alpha" and "DefaultAlpha" properties are now supported.
Added, Visual mode, DECORATE: "RenderStyle" property is now partially supported.
Added, Visual mode, DECORATE: +BRIGHT flag is now supported.
Added, Visual mode, UDMF: "Alpha" thing property is now supported.
Added, Visual mode, UDMF: "RenderStyle" thing property is now partially supported.
Added, Visual mode, Hexen map format and UDMF: "Translucent" and "Invisible" thing flags are now supported.
Added, Game Configurations: added "alpha" and "renderstyle" Thing and Thing Category properties.
Fixed, Visual mode: blockmap was not updated when moving things using "Move Thing Left/Right/Forward/Backward" and "Move Thing to Cursor Location" actions.
DECORATE parser: added a warning when unable to find actor's parent class.
Internal: current map format can now be checked using "General.Map.UDMF", "General.Map.HEXEN" and "General.Map.DOOM" properties.
Updated documentation ("Game Configuration - Things Settings" page).
2015-09-28 14:57:48 +00:00

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INI

// 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
{
requiredgroup = "skills";
}
coop
{
requiredgroup = "skills";
}
dm
{
ignoredgroup = "skills";
}
}
classes
{
class1;
class2;
class3;
}
}
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";
}
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";
nofakecontrast = "No fake contrast";
nodecals = "No decals";
smoothlighting = "Smooth lighting";
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;
}
}