UltimateZoneBuilder/Build/Configurations/Includes/UDMF_misc.cfg
MaxED 133e1367d8 Sector drawing: basic properties (textures, brightness, floor and ceiling height) are now taken from the nearest sector when a new isolated sector (e.g. a sector, which doesn't not intersect with already existing map geometry and is not inside of it) is drawn.
Visual mode: when "Synch camera position" setting is enabled, and the cursor was outside of a sector when entering Visual mode, camera height is now adjusted based on nearest sector (previously the height was adjusted only when the cursor was inside of a sector).  
"Auto-align textures X", "Auto-align textures X and Y" actions, UDMF: alignment source sidedef part's horizontal scale is now applied to all aligned sidedefs.
Visual mode, UDMF: 'lightfog' flag is now automatically updated when changing sidedef brightness or using "Match Brightness" action. 
Linedefs mode: added "Update 'lightfog' flag" menu item.
Game configurations: cosmetic changes in UDMF linedef flag names.
Updated ZDoom_DECORATE.cfg.
2015-02-12 22:04:49 +00:00

353 lines
5.4 KiB
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";
ambush = "Deaf";
single = "Singleplayer";
dm = "Deathmatch";
coop = "Cooperative";
friend = "Friendly";
dormant = "Dormant";
standing = "Standing";
strifeally = "Ally";
translucent = "Translucent";
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;
}
}
// Default thing filters
// (these are not required, just useful for new users)
/*thingsfilters
{
filter0
{
name = "Keys only";
category = "keys";
type = -1;
}
filter2
{
name = "Skill 1";
category = "";
type = -1;
fields
{
skill1 = true;
}
}
filter3
{
name = "Skill 2";
category = "";
type = -1;
fields
{
skill2 = true;
}
}
filter4
{
name = "Skill 3";
category = "";
type = -1;
fields
{
skill3 = true;
}
}
filter5
{
name = "Skill 4";
category = "";
type = -1;
fields
{
skill4 = true;
}
}
filter6
{
name = "Skill 5";
category = "";
type = -1;
fields
{
skill5 = true;
}
}
filter7
{
name = "Skill 6";
category = "";
type = -1;
fields
{
skill6 = true;
}
}
filter8
{
name = "Skill 7";
category = "";
type = -1;
fields
{
skill7 = true;
}
}
filter9
{
name = "Skill 8";
category = "";
type = -1;
fields
{
skill8 = true;
}
}
} */
/*
GAME DETECT PATTERN
Used to guess the game for which a WAD file is made.
1 = One of these lumps must exist
2 = None of these lumps must exist
3 = All of these lumps must exist
*/
gamedetect_format
{
THINGS = 2;
LINEDEFS = 2;
SIDEDEFS = 2;
VERTEXES = 2;
//SEGS = 2;
//SSECTORS = 2;
//NODES = 2;
SECTORS = 2;
//REJECT = 2;
TEXTMAP = 3;
ENDMAP = 3;
//BEHAVIOR = 2;
}