mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
9f4e700c56
Internal: renamed several build batch files, updated relevant info in the documentation.
429 lines
No EOL
9.9 KiB
INI
429 lines
No EOL
9.9 KiB
INI
linedefflags
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{
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1024 = "3D middle texture";
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}
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thingflags
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{
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128 = "Friendly";
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512 = "Dormant";
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}
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/*
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ADDITIONAL UNIVERSAL DOOM MAP FORMAT FIELD DEFINITIONS
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Only add fields here that Doom Builder does not edit with its own user-interface!
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The "default" field must match the UDMF specifications!
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Field data types:
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0 = integer *
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1 = float
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2 = string
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3 = bool
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4 = linedef action (integer) *
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5 = sector effect (integer) *
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6 = texture (string)
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7 = flat (string)
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8 = angle in degrees (integer)
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9 = angle in radians (float)
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10 = XXRRGGBB color (integer)
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11 = enum option (integer) *
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12 = enum bits (integer) *
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13 = sector tag (integer) *
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14 = thing tag (integer) *
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15 = linedef tag (integer) *
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16 = enum option (string)
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17 = angle in degrees (float)
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22 = byte angle (integer)
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*/
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universalfields
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{
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linedef
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{
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comment
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{
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type = 2;
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default = "";
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}
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/* FIXME: should I add renderstyle and alpha? */
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tranmap
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{
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type = 2;
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default = "";
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}
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portal
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{
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type = 0;
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default = 0;
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}
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}
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sidedef
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{
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comment
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{
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type = 2;
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default = "";
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}
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}
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thing
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{
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comment
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{
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type = 2;
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default = "";
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}
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}
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sector
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{
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comment
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{
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type = 2;
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default = "";
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}
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friction
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{
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type = 0;
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default = -1;
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}
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/* FIXME: should I add damagetype? Or lightfloor, lightceiling,
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floorterain, ceilingterrain, floor/ceiling panning/rotation */
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colormaptop
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{
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type = 2;
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default = "@default";
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}
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colormapmid
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{
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type = 2;
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default = "@default";
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}
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colormapbottom
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{
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type = 2;
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default = "@default";
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}
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portal_ceil_overlaytype
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{
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type = 2;
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default = "none";
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}
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portal_ceil_alpha
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{
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type = 0;
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default = 255;
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}
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portal_floor_overlaytype
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{
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type = 2;
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default = "none";
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}
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portal_floor_alpha
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{
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type = 0;
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default = 255;
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}
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portalfloor
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{
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type = 0;
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}
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portalceiling
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{
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type = 0;
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}
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floorid
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{
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type = 0;
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}
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ceilingid
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{
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type = 0;
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}
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attachfloor
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{
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type = 0;
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}
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attachceiling
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{
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type = 0;
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}
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}
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}
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defaultthingflags_udmf
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{
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skill1;
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skill2;
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skill3;
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skill4;
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skill5;
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single;
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coop;
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dm;
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class1;
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class2;
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class3;
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}
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doormaking_udmf
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{
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makedooraction = 12; // See linedeftypes
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makedoorflags { playeruse; repeatspecial; }
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makedoorarg0 = 0;
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makedoorarg1 = 16;
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makedoorarg2 = 150;
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makedoorarg3 = 0;
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makedoorarg4 = 0;
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}
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sectorflags_udmf
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{
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// silent = "Silent";
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secret = "Secret";
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// hidden = "Not shown on automap";
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// nofallingdamage = "No falling damage";
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lightfloorabsolute = "Floor light setting is absolute";
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lightceilingabsolute = "Ceiling light setting is absolute";
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// waterzone = "Sector is under water and swimmable";
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// norespawn = "Players can't respawn in this sector";
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// dropactors = "Actors drop with instantly moving floors";
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damage_endgodmode = "Damage disables god mode cheat";
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damage_exitlevel = "Damage and exit level when < 10%";
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damageterraineffect = "Spawn terrain splashes on damage";
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// damagehazard = "Strife damage model";
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portal_ceil_disabled = "Disable ceiling portal";
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portal_ceil_norender = "Don't display ceiling portal";
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portal_ceil_nopass = "Blocking ceiling linked portal";
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portal_ceil_blocksound = "Ceiling linked portal blocks sound";
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portal_ceil_useglobaltex = "Ceiling portal uses global texture";
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portal_floor_disabled = "Disable floor portal";
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portal_floor_norender = "Don't display floor portal";
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portal_floor_nopass = "Blocking floor linked portal";
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portal_floor_blocksound = "Floor portal blocks sound";
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portal_floor_useglobaltex = "Floor portal uses global texture";
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}
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// These are instead of Doom sector types in UDMF and Hexen format
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sectors_udmf
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{
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0 = "None";
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1 = "Light Phased";
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2 = "Light Sequence Start";
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3 = "Light Sequence Special 1";
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4 = "Light Sequence Special 2";
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// 26 = "Stairs Special 1";
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// 27 = "Stairs Special 2";
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40 = "Wind East weak";
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41 = "Wind East medium";
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42 = "Wind East strong";
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43 = "Wind North weak";
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44 = "Wind North medium";
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45 = "Wind North strong";
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46 = "Wind South weak";
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47 = "Wind South medium";
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48 = "Wind South strong";
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49 = "Wind West weak";
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50 = "Wind West medium";
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51 = "Wind West strong";
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65 = "Light Flicker";
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66 = "Light Strobe Fast";
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67 = "Light Strobe Slow";
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68 = "Light Strobe Hurt -20% health";
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69 = "Damage Hellslime -10% health";
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71 = "Damage Nukage -5% health";
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72 = "Light Glow";
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74 = "Sector Door Close (30 sec)";
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75 = "Damage End Level -20% health";
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76 = "Light StrobeSlowSync";
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77 = "Light StrobeFastSync";
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78 = "Sector Door Raise (5 min)";
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79 = "Low Friction";
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80 = "Damage Super Hellslime -20% health";
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81 = "Light Fire Flicker";
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82 = "Damage -5% health (no protection)";
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83 = "Damage -8% health (no protection)";
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84 = "Scroll east + -2 or -5% health (no protection)";
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85 = "Damage Sludge -4% health";
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// 87 = "Sector uses outside fog";
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// 90 = "Skybox sector (GZDoom only)";
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// 105 = "Delayed damage weak (hazardcount +2/16 per second)";
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// 115 = "Instant death";
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// 116 = "Delayed damage strong (hazardcount +4/16 per second)";
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// 118 = "Carry player by tag";
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// 196 = "Healing Sector";
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// 197 = "Lightning Outdoor";
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// 198 = "Lightning Indoor 2";
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// 199 = "Lightning Indoor 1";
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// 200 = "Sky 2 (MAPINFO)";
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// 201 = "Scroll North (slow)";
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// 202 = "Scroll North (medium)";
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// 203 = "Scroll North (fast)";
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// 204 = "Scroll East (slow)";
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// 205 = "Scroll East (medium)";
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// 206 = "Scroll East (fast)";
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// 207 = "Scroll South (slow)";
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// 208 = "Scroll South (medium)";
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// 209 = "Scroll South (fast)";
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// 210 = "Scroll West (slow)";
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// 211 = "Scroll West (medium)";
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// 212 = "Scroll West (fast)";
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// 213 = "Scroll NorthWest (slow)";
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// 214 = "Scroll NorthWest (medium)";
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// 215 = "Scroll NorthWest (fast)";
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// 216 = "Scroll NorthEast (slow)";
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// 217 = "Scroll NorthEast (medium)";
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// 218 = "Scroll NorthEast (fast)";
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// 219 = "Scroll SouthEast (slow)";
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// 220 = "Scroll SouthEast (medium)";
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// 221 = "Scroll SouthEast (fast)";
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// 222 = "Scroll SouthWest (slow)";
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// 223 = "Scroll SouthWest (medium)";
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// 224 = "Scroll SouthWest (fast)";
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225 = "Carry East Slow";
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226 = "Carry East Med.Slow";
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227 = "Carry East Medium";
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228 = "Carry East Med.Fast";
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229 = "Carry East Fast";
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230 = "Carry North Slow";
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231 = "Carry North Med.Slow";
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232 = "Carry North Medium";
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233 = "Carry North Med.Fast";
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234 = "Carry North Fast";
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235 = "Carry South Slow";
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236 = "Carry South Med.Slow";
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237 = "Carry South Medium";
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238 = "Carry South Med.Fast";
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239 = "Carry South Fast";
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240 = "Carry West Slow";
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241 = "Carry West Med.Slow";
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242 = "Carry West Medium";
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243 = "Carry West Med.Fast";
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244 = "Carry West Fast";
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}
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linedefflags_udmf
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{
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twosided = "Doublesided";
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dontpegtop = "Upper unpegged";
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dontpegbottom = "Lower unpegged";
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blocking = "Impassable";
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blockeverything = "Block everything";
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// blockplayers = "Block players";
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blockmonsters = "Block monsters";
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// blockfloaters = "Block floating monsters";
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blocksound = "Block sound";
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// blockprojectiles = "Block projectiles";
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// blockhitscan = "Block hitscans";
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// blockuse = "Block use actions";
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// blocksight = "Block monster line of sight";
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jumpover = "Jump-over railing";
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clipmidtex = "Clip middle texture";
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// wrapmidtex = "Wrap middle texture";
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midtex3d = "Walkable middle texture";
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midtex3dimpassible = "Projectile shoot-through middle texture";
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mapped = "Initially shown on map";
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secret = "Shown as 1-sided on map";
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dontdraw = "Not shown on map";
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// transparent = "Transparent (25% opacity)";
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translucent = "Translucent (obsolete)";
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// monsteractivate = "Monster activates";
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zoneboundary = "Sound zone boundary";
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upperportal = "Upper part copies backsector's portal";
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lowerportal = "Lower part copies backsector's portal";
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}
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linedefactivations_udmf
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{
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repeatspecial = "Repeatable action";
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playeruse = "When player presses use";
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playercross = "When player walks over";
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playerpush = "When player bumps";
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monsteruse = "When monster presses use";
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monstercross = "When monster walks over";
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monsterpush = "When monsters bumps";
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// anycross = "Any crossing non-missile activates";
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missilecross = "When projectile crosses";
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impact = "On projectile impact";
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// checkswitchrange = "Switch height check";
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passuse = "Pass use on";
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firstsideonly = "Front side only";
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// playeruseback = "Player can use from back side";
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}
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sidedefflags
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{
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// clipmidtex = "Clip middle texture";
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// wrapmidtex = "Wrap middle texture";
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// smoothlighting = "Smooth lighting";
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// nofakecontrast = "Even lighting";
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// nodecals = "No decals";
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// lightfog = "Use sidedef brightness on fogged walls";
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}
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// Basic UDMF stuff.
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thingflags_udmf
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{
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skill1 = "Skill 1";
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skill2 = "Skill 2";
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skill3 = "Skill 3";
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skill4 = "Skill 4";
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skill5 = "Skill 5";
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single = "Singleplayer";
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coop = "Cooperative";
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dm = "Deathmatch";
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friend = "Friendly (MBF logic)";
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strifeally = "Friendly (Strife logic)";
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ambush = "Ambush players";
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standing = "Stand still";
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dormant = "Dormant";
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translucent = "Translucent (25%)";
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invisible = "Invisible";
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}
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// How thing flags should be compared (for the stuck thing error check)
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thingflagscompare_udmf
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{
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skills
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{
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skill1;
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skill2;
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skill3;
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skill4;
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skill5;
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}
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gamemodes
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{
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single { requiredgroups = "skills"; }
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coop { requiredgroups = "skills"; }
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dm { ignoredgroups = "skills"; }
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}
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classes
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{
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class1;
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class2;
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class3;
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}
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}
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enums
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{
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change
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{
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0 = "No texture or type change";
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1 = "Copy texture, zero type; trigger model";
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2 = "Copy texture, zero type; numeric model";
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3 = "Copy texture, preserve type; trigger model";
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4 = "Copy texture, preserve type; numeric model";
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5 = "Copy texture and type; trigger model";
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6 = "Copy texture and type; numeric model";
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}
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} |