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6b62b4f3d2
Floor and ceiling textures are now moved more predictably by arrow keys in GZDoom Visual mode. Walls texture coordinates are always rounded when moved by arrow keys in Visual modes. Linedef info panel: relative UDMF light values are now shown like this: 16 (128), which means "UDMF light value" ("total surface brightness (UDMF light value + sector brightness)") Player is now spawned at camera height when testing from current location in Visual modes. Focus is now properly restored after testing from current location in Visual modes. Updated Heretic_sectors.cfg and Heretic_things.cfg as described here: http://www.doombuilder.com/forums/viewtopic.php?f=11&t=357 Changed sprites of artifacts in Hexen_things.cfg to proper ones. Renamed Skulltag configs to Zandronum
69 lines
2.4 KiB
INI
69 lines
2.4 KiB
INI
/*************************************************************\
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Doom Builder 2 Game Configuration for ZDoom-compatible port
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\*************************************************************/
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// This is required to prevent accidental use of a different configuration
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type = "Doom Builder 2 Game Configuration";
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// This is the title to show for this game
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game = "Zandronum: Harmony (Doom format)";
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// This is the simplified game engine/sourceport name
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engine = "zandronum";
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// *******************************************************
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// * *
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// * Note: all the elements that could be factorized *
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// * because they were common to ZDoom, GZDoom and *
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// * Zandronum have been moved to ZDoom_common.cfg. *
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// * *
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// *******************************************************
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// STANDARD ZDOOM SETTINGS
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// Settings common to all games and all map formats
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include("Includes\\ZDoom_common.cfg", "common");
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// Settings common to Doom map format
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include("Includes\\ZDoom_common.cfg", "mapformat_doom");
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// Settings common to Harmony games
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include("Includes\\ZDoom_common.cfg", "game_harmony");
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// Depends on both game and map format
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gamedetect
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{
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// Map format
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include("Includes\\ZDoom_misc.cfg", "gamedetect_doom");
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// Game scheme
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include("Includes\\Harmony_misc.cfg", "gamedetect");
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}
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// THING TYPES
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// Each engine has its own additional thing types
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// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
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thingtypes
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{
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// Basic game actors
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include("Includes\\Harmony_things.cfg");
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// Additional ZDoom actors for that game
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include("Includes\\ZDoom_things.cfg", "default");
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// Standard ZDoom actors
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include("Includes\\ZDoom_things.cfg", "zdoom");
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// Additional actors from the engine
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include("Includes\\Zandronum_things.cfg", "default");
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}
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// ENUMERATIONS
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// Each engine has its own additional thing types
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// These are enumerated lists for linedef types and UDMF fields.
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enums
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{
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// Basic game enums
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include("Includes\\Doom_misc.cfg", "enums");
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// Standard ZDoom enums
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include("Includes\\ZDoom_misc.cfg", "enums");
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// Additional ZDoom enums for that game
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include("Includes\\ZDoom_misc.cfg", "enums_harmony");
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// Additional enums from the engine
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include("Includes\\Zandronum_misc.cfg", "enums_notdoom");
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}
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