mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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a182a5098d
Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
142 lines
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2.1 KiB
INI
142 lines
No EOL
2.1 KiB
INI
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// Basic Strife stuff.
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skills
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{
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1 = "Training";
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2 = "Rookie";
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3 = "Veteran";
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4 = "Elite";
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5 = "Bloodbath";
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}
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//mxd. These are Strife-specific settings only.
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//mxd. These settings are valid only in native Strife map format.
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mapformat_doom
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{
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sectortypes
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{
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include("Strife_sectors.cfg");
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}
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linedefflags
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{
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512 = "Jump over railing";
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1024 = "Block floating monsters";
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2048 = "Translucent (75% opacity)";
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4096 = "Translucent (25% opacity)";
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}
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linedefflagstranslation
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{
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512 = "jumpover";
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1024 = "blockfloating";
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2048 = "translucent";
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4096 = "transparent";
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}
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thingflags
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{
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1 = "Easy";
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2 = "Medium";
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4 = "Hard";
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8 = "Stand still";
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16 = "Multiplayer only";
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32 = "Ambush players";
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64 = "Friendly (Strife logic)";
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256 = "Translucent (25%)";
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512 = "Invisible";
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}
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// Thing 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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thingflagstranslation
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{
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1 = "skill1,skill2";
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2 = "skill3";
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4 = "skill4,skill5";
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8 = "standing";
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16 = "!single";
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32 = "ambush";
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64 = "strifeally";
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256 = "translucent";
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512 = "invisible";
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}
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// Mask for the thing flags which indicates the options
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// that make the same thing appear in the same modes
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thingflagsmasks
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{
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thingflagsmask1 = 7; // 1 + 2 + 4
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thingflagsmask2 = 0;
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}
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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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// Default thing filters
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// (these are not required, just useful for new users)
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thingsfilters
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{
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filter0
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{
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name = "Easy skill";
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category = "";
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type = -1;
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fields
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{
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1 = true;
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}
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}
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filter1
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{
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name = "Medium skill";
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category = "";
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type = -1;
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fields
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{
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2 = true;
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}
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}
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filter2
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{
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name = "Hard skill";
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category = "";
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type = -1;
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fields
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{
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4 = true;
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}
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}
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filter3
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{
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name = "Keys only";
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category = "keys";
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type = -1;
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}
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filter4
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{
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name = "Multiplayer";
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category = "";
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type = -1;
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fields
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{
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16 = true;
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}
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}
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} |