mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-18 08:01:36 +00:00
16b97e1c83
Dynamic lights defined in GLDEFS are now rendered in Visual modes (currently only one light per Thing is supported). Several values from (Z)MAPINFO are now used in Visual modes. Added "Reload GLDEFS", "Reload (Z)MAPINFO" and "Reload MODELDEF" menu options (in "Tools" section). MODELDEF parser now checks which model(s) is/are used in first frame. Dynamic lights are now created with more meaningful default parameters. Added errors and warnings indicator to main window.
54 lines
1.3 KiB
INI
54 lines
1.3 KiB
INI
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// Common settings that are included in most (if not every) game configuration
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// These are settings you probably don't have to deal with unless you're making
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// something really advanced (or maybe using a game engine not based on Doom)
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// Simulate Doom brightness levels (turn this off for linear lighting)
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doomlightlevels = true;
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// Thing number for start position in 3D Mode
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start3dmode = 32000;
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// Flat used as sky
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//skyflatname = "F_SKY1"; //mxd: moved to game_xxx sections of ZDoom_common.cfg because different games use different skyflatname
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// Map boundaries. Map objects can only be placed within these boundaries
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// WARNING: changing this may mess your map up, so only change it when you
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// know what you are doing
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leftboundary = -32768;
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rightboundary = 32767;
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topboundary = 32767;
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bottomboundary = -32768;
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// Maximum length of texture name length in characters (0 for unlimited)
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// WARNING: changing this may destroy your WAD file. Only change it when
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// you know what you're doing!
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maxtexturenamelength = 8;
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// Things used by the editor
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thingtypes
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{
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editor
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{
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color = 15; // White
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arrow = 1;
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title = "Editor Things";
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width = 16;
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sort = 1;
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height = 0;
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hangs = 0;
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blocking = 0;
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error = 0;
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fixedsize = true;
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32000 = "Visual Mode camera";
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}
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}
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