UltimateZoneBuilder/Build/Configurations/Includes/Common.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

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INI

// Common settings that are included in most (if not every) game configuration
// These are settings you probably don't have to deal with unless you're making
// something really advanced (or maybe using a game engine not based on Doom)
// Simulate Doom brightness levels (turn this off for linear lighting)
doomlightlevels = true;
// Thing number for start position in 3D Mode
start3dmode = 32000;
// Map boundaries. Map objects can only be placed within these boundaries
// WARNING: changing this may mess your map up, so only change it when you
// know what you are doing
leftboundary = -32768;
rightboundary = 32767;
topboundary = 32767;
bottomboundary = -32768;
// 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;
// Things used by the editor
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";
}
}