UltimateZoneBuilder/Build/Configurations/Zandronum_DoomUDMF.cfg
MaxED 6b765f5a27 Added long texture names support (enabled when "longtexturenames" game configuration property is set to true and "Use long texture names" check box is checked in Map Options).
Open Map in Current WAD: resources are now reloaded when current and target map's resources don't match.
Added some boilerplate to UniversalParser and PK3FileImage.
Internal: ImageSelectorControl now has "UsePreviews" property.
Internal: added ConfigurablePictureBox.
Updated ZDoom_DECORATE.cfg.
2014-11-25 11:52:01 +00:00

86 lines
3 KiB
INI

/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "Zandronum: Doom (UDMF)";
// This is the simplified game engine/sourceport name
engine = "zandronum";
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD ZDOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\ZDoom_common.cfg", "common");
// Settings common to text map format
include("Includes\\ZDoom_common.cfg", "mapformat_udmf");
// Enables support for long (> 8 chars) texture names
// (to use long texture names you must also enable "Use long texture names" in the Map Configuration window).
// WARNING: this should only be enabled for UDMF game configurations!
// WARNING: enabling this will make maps incompatible with Doom Builder 2 and can lead to problems in Slade 3!
longtexturenames = false;
// mxd. Default script compiler
defaultscriptcompiler = "zandronum_acs.cfg";
// Settings common to Doom games
include("Includes\\Game_Doom.cfg");
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
include("Includes\\ZDoom_misc.cfg", "thingsfilters_udmf");
}
// Depends on both game and map format
gamedetect
{
// Map format
include("Includes\\ZDoom_misc.cfg", "gamedetect_udmf");
// Game scheme
include("Includes\\Doom_misc.cfg", "gamedetect_either");
}
// THING TYPES
// Each engine has its own additional thing types
// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
thingtypes
{
// Basic game actors
include("Includes\\Doom_things.cfg");
include("Includes\\Doom2_things.cfg");
// Additional ZDoom actors for that game
include("Includes\\ZDoom_things.cfg", "doom");
// Standard ZDoom actors
include("Includes\\ZDoom_things.cfg", "zdoom");
// Additional actors from the engine
include("Includes\\Zandronum_things.cfg", "doom");
}
// ENUMERATIONS
// Each engine has its own additional thing types
// These are enumerated lists for linedef types and UDMF fields.
enums
{
// Basic game enums
include("Includes\\Doom_misc.cfg", "enums");
// Standard ZDoom enums
include("Includes\\ZDoom_misc.cfg", "enums");
// Additional ZDoom enums for that game
include("Includes\\ZDoom_misc.cfg", "enums_doom");
// Additional enums from the engine
include("Includes\\Zandronum_misc.cfg", "enums_doom");
}