UltimateZoneBuilder/Build/Configurations/Includes/Eternity_misc.cfg
MaxED 9f4e700c56 Updated Eternity game configurations with the ones provided by printz.
Internal: renamed several build batch files, updated relevant info in the documentation.
2016-12-28 14:32:16 +03:00

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linedefflags
{
1024 = "3D middle texture";
}
thingflags
{
128 = "Friendly";
512 = "Dormant";
}
/*
ADDITIONAL UNIVERSAL DOOM MAP FORMAT FIELD DEFINITIONS
Only add fields here that Doom Builder does not edit with its own user-interface!
The "default" field must match the UDMF specifications!
Field data types:
0 = integer *
1 = float
2 = string
3 = bool
4 = linedef action (integer) *
5 = sector effect (integer) *
6 = texture (string)
7 = flat (string)
8 = angle in degrees (integer)
9 = angle in radians (float)
10 = XXRRGGBB color (integer)
11 = enum option (integer) *
12 = enum bits (integer) *
13 = sector tag (integer) *
14 = thing tag (integer) *
15 = linedef tag (integer) *
16 = enum option (string)
17 = angle in degrees (float)
22 = byte angle (integer)
*/
universalfields
{
linedef
{
comment
{
type = 2;
default = "";
}
/* FIXME: should I add renderstyle and alpha? */
tranmap
{
type = 2;
default = "";
}
portal
{
type = 0;
default = 0;
}
}
sidedef
{
comment
{
type = 2;
default = "";
}
}
thing
{
comment
{
type = 2;
default = "";
}
}
sector
{
comment
{
type = 2;
default = "";
}
friction
{
type = 0;
default = -1;
}
/* FIXME: should I add damagetype? Or lightfloor, lightceiling,
floorterain, ceilingterrain, floor/ceiling panning/rotation */
colormaptop
{
type = 2;
default = "@default";
}
colormapmid
{
type = 2;
default = "@default";
}
colormapbottom
{
type = 2;
default = "@default";
}
portal_ceil_overlaytype
{
type = 2;
default = "none";
}
portal_ceil_alpha
{
type = 0;
default = 255;
}
portal_floor_overlaytype
{
type = 2;
default = "none";
}
portal_floor_alpha
{
type = 0;
default = 255;
}
portalfloor
{
type = 0;
}
portalceiling
{
type = 0;
}
floorid
{
type = 0;
}
ceilingid
{
type = 0;
}
attachfloor
{
type = 0;
}
attachceiling
{
type = 0;
}
}
}
defaultthingflags_udmf
{
skill1;
skill2;
skill3;
skill4;
skill5;
single;
coop;
dm;
class1;
class2;
class3;
}
doormaking_udmf
{
makedooraction = 12; // See linedeftypes
makedoorflags { playeruse; repeatspecial; }
makedoorarg0 = 0;
makedoorarg1 = 16;
makedoorarg2 = 150;
makedoorarg3 = 0;
makedoorarg4 = 0;
}
sectorflags_udmf
{
// silent = "Silent";
secret = "Secret";
// hidden = "Not shown on automap";
// nofallingdamage = "No falling damage";
lightfloorabsolute = "Floor light setting is absolute";
lightceilingabsolute = "Ceiling light setting is absolute";
// waterzone = "Sector is under water and swimmable";
// norespawn = "Players can't respawn in this sector";
// dropactors = "Actors drop with instantly moving floors";
damage_endgodmode = "Damage disables god mode cheat";
damage_exitlevel = "Damage and exit level when < 10%";
damageterraineffect = "Spawn terrain splashes on damage";
// damagehazard = "Strife damage model";
portal_ceil_disabled = "Disable ceiling portal";
portal_ceil_norender = "Don't display ceiling portal";
portal_ceil_nopass = "Blocking ceiling linked portal";
portal_ceil_blocksound = "Ceiling linked portal blocks sound";
portal_ceil_useglobaltex = "Ceiling portal uses global texture";
portal_floor_disabled = "Disable floor portal";
portal_floor_norender = "Don't display floor portal";
portal_floor_nopass = "Blocking floor linked portal";
portal_floor_blocksound = "Floor portal blocks sound";
portal_floor_useglobaltex = "Floor portal uses global texture";
}
// These are instead of Doom sector types in UDMF and Hexen format
sectors_udmf
{
0 = "None";
1 = "Light Phased";
2 = "Light Sequence Start";
3 = "Light Sequence Special 1";
4 = "Light Sequence Special 2";
// 26 = "Stairs Special 1";
// 27 = "Stairs Special 2";
40 = "Wind East weak";
41 = "Wind East medium";
42 = "Wind East strong";
43 = "Wind North weak";
44 = "Wind North medium";
45 = "Wind North strong";
46 = "Wind South weak";
47 = "Wind South medium";
48 = "Wind South strong";
49 = "Wind West weak";
50 = "Wind West medium";
51 = "Wind West strong";
65 = "Light Flicker";
66 = "Light Strobe Fast";
67 = "Light Strobe Slow";
68 = "Light Strobe Hurt -20% health";
69 = "Damage Hellslime -10% health";
71 = "Damage Nukage -5% health";
72 = "Light Glow";
74 = "Sector Door Close (30 sec)";
75 = "Damage End Level -20% health";
76 = "Light StrobeSlowSync";
77 = "Light StrobeFastSync";
78 = "Sector Door Raise (5 min)";
79 = "Low Friction";
80 = "Damage Super Hellslime -20% health";
81 = "Light Fire Flicker";
82 = "Damage -5% health (no protection)";
83 = "Damage -8% health (no protection)";
84 = "Scroll east + -2 or -5% health (no protection)";
85 = "Damage Sludge -4% health";
// 87 = "Sector uses outside fog";
// 90 = "Skybox sector (GZDoom only)";
// 105 = "Delayed damage weak (hazardcount +2/16 per second)";
// 115 = "Instant death";
// 116 = "Delayed damage strong (hazardcount +4/16 per second)";
// 118 = "Carry player by tag";
// 196 = "Healing Sector";
// 197 = "Lightning Outdoor";
// 198 = "Lightning Indoor 2";
// 199 = "Lightning Indoor 1";
// 200 = "Sky 2 (MAPINFO)";
// 201 = "Scroll North (slow)";
// 202 = "Scroll North (medium)";
// 203 = "Scroll North (fast)";
// 204 = "Scroll East (slow)";
// 205 = "Scroll East (medium)";
// 206 = "Scroll East (fast)";
// 207 = "Scroll South (slow)";
// 208 = "Scroll South (medium)";
// 209 = "Scroll South (fast)";
// 210 = "Scroll West (slow)";
// 211 = "Scroll West (medium)";
// 212 = "Scroll West (fast)";
// 213 = "Scroll NorthWest (slow)";
// 214 = "Scroll NorthWest (medium)";
// 215 = "Scroll NorthWest (fast)";
// 216 = "Scroll NorthEast (slow)";
// 217 = "Scroll NorthEast (medium)";
// 218 = "Scroll NorthEast (fast)";
// 219 = "Scroll SouthEast (slow)";
// 220 = "Scroll SouthEast (medium)";
// 221 = "Scroll SouthEast (fast)";
// 222 = "Scroll SouthWest (slow)";
// 223 = "Scroll SouthWest (medium)";
// 224 = "Scroll SouthWest (fast)";
225 = "Carry East Slow";
226 = "Carry East Med.Slow";
227 = "Carry East Medium";
228 = "Carry East Med.Fast";
229 = "Carry East Fast";
230 = "Carry North Slow";
231 = "Carry North Med.Slow";
232 = "Carry North Medium";
233 = "Carry North Med.Fast";
234 = "Carry North Fast";
235 = "Carry South Slow";
236 = "Carry South Med.Slow";
237 = "Carry South Medium";
238 = "Carry South Med.Fast";
239 = "Carry South Fast";
240 = "Carry West Slow";
241 = "Carry West Med.Slow";
242 = "Carry West Medium";
243 = "Carry West Med.Fast";
244 = "Carry West Fast";
}
linedefflags_udmf
{
twosided = "Doublesided";
dontpegtop = "Upper unpegged";
dontpegbottom = "Lower unpegged";
blocking = "Impassable";
blockeverything = "Block everything";
// blockplayers = "Block players";
blockmonsters = "Block monsters";
// blockfloaters = "Block floating monsters";
blocksound = "Block sound";
// blockprojectiles = "Block projectiles";
// blockhitscan = "Block hitscans";
// blockuse = "Block use actions";
// blocksight = "Block monster line of sight";
jumpover = "Jump-over railing";
clipmidtex = "Clip middle texture";
// wrapmidtex = "Wrap middle texture";
midtex3d = "Walkable middle texture";
midtex3dimpassible = "Projectile shoot-through middle texture";
mapped = "Initially shown on map";
secret = "Shown as 1-sided on map";
dontdraw = "Not shown on map";
// transparent = "Transparent (25% opacity)";
translucent = "Translucent (obsolete)";
// monsteractivate = "Monster activates";
zoneboundary = "Sound zone boundary";
upperportal = "Upper part copies backsector's portal";
lowerportal = "Lower part copies backsector's portal";
}
linedefactivations_udmf
{
repeatspecial = "Repeatable action";
playeruse = "When player presses use";
playercross = "When player walks over";
playerpush = "When player bumps";
monsteruse = "When monster presses use";
monstercross = "When monster walks over";
monsterpush = "When monsters bumps";
// anycross = "Any crossing non-missile activates";
missilecross = "When projectile crosses";
impact = "On projectile impact";
// checkswitchrange = "Switch height check";
passuse = "Pass use on";
firstsideonly = "Front side only";
// playeruseback = "Player can use from back side";
}
sidedefflags
{
// clipmidtex = "Clip middle texture";
// wrapmidtex = "Wrap middle texture";
// smoothlighting = "Smooth lighting";
// nofakecontrast = "Even lighting";
// nodecals = "No decals";
// lightfog = "Use sidedef brightness on fogged walls";
}
// Basic UDMF stuff.
thingflags_udmf
{
skill1 = "Skill 1";
skill2 = "Skill 2";
skill3 = "Skill 3";
skill4 = "Skill 4";
skill5 = "Skill 5";
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";
}
// How thing flags should be compared (for the stuck thing error check)
thingflagscompare_udmf
{
skills
{
skill1;
skill2;
skill3;
skill4;
skill5;
}
gamemodes
{
single { requiredgroups = "skills"; }
coop { requiredgroups = "skills"; }
dm { ignoredgroups = "skills"; }
}
classes
{
class1;
class2;
class3;
}
}
enums
{
change
{
0 = "No texture or type change";
1 = "Copy texture, zero type; trigger model";
2 = "Copy texture, zero type; numeric model";
3 = "Copy texture, preserve type; trigger model";
4 = "Copy texture, preserve type; numeric model";
5 = "Copy texture and type; trigger model";
6 = "Copy texture and type; numeric model";
}
}