mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 14:12:16 +00:00
0f7aa9f827
Added, DECORATE parser: damage types are now parsed. Added: the editor now reports duplicate textures/flats/patches/sprites/colormaps/voxels in the loaded wads. Added, all text parsers: added #region/#endregion support. Added TERRAIN parser. Added, Script Editor: added special handling for DECORATE special comments. Added, Sector Edit window, UDMF: Soundsequence value was setup incorrectly when showing the window for multiple sectors with mixed Soundsequence value. Fixed, Map Options window: "Strictly load patches between P_START and P_END" was not applied when applying the changes. Fixed, MAPINFO parser: MapInfo should be treated as defined when a map MAPINFO block corresponding to current map is encountered even if it doesn't define any properties recognized by the editor. Fixed, all text parsers: in some cases error line was calculated incorrectly when reporting an error detected by a text parser. Cosmetic: changed ' to " in the rest of Error and Warning messages. Internal: added text resource tracking. Updated ZDoom_DECORATE.cfg. Updated documentation ("Game Configuration - Basic Settings" page).
193 lines
No EOL
4 KiB
INI
193 lines
No EOL
4 KiB
INI
|
|
// Basic UDMF stuff.
|
|
thingflags
|
|
{
|
|
skill1 = "Skill 1";
|
|
skill2 = "Skill 2";
|
|
skill3 = "Skill 3";
|
|
skill4 = "Skill 4";
|
|
skill5 = "Skill 5";
|
|
skill6 = "Skill 6";
|
|
skill7 = "Skill 7";
|
|
skill8 = "Skill 8";
|
|
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";
|
|
}
|
|
|
|
|
|
// Default flags for first new thing
|
|
defaultthingflags
|
|
{
|
|
skill1;
|
|
skill2;
|
|
skill3;
|
|
skill4;
|
|
skill5;
|
|
skill6;
|
|
skill7;
|
|
skill8;
|
|
single;
|
|
coop;
|
|
dm;
|
|
}
|
|
|
|
|
|
// How thing flags should be compared (for the stuck thing error check)
|
|
thingflagscompare
|
|
{
|
|
skills
|
|
{
|
|
skill1;
|
|
skill2;
|
|
skill3;
|
|
skill4;
|
|
skill5;
|
|
skill6;
|
|
skill7;
|
|
skill8;
|
|
}
|
|
|
|
gamemodes
|
|
{
|
|
single { requiredgroups = "skills"; }
|
|
coop { requiredgroups = "skills"; }
|
|
dm { ignoredgroups = "skills"; }
|
|
}
|
|
|
|
classes
|
|
{
|
|
class1;
|
|
class2;
|
|
class3;
|
|
class4;
|
|
class5;
|
|
}
|
|
}
|
|
|
|
sectorflags
|
|
{
|
|
silent = "Silent";
|
|
hidden = "Not shown on automap";
|
|
nofallingdamage = "No falling damage";
|
|
waterzone = "Sector is under water and swimmable";
|
|
norespawn = "Players can't respawn in this sector";
|
|
dropactors = "Actors drop with instantly moving floors";
|
|
damageterraineffect = "Spawn terrain splashes on damage";
|
|
damagehazard = "Strife damage model";
|
|
}
|
|
|
|
linedefflags
|
|
{
|
|
blocking = "Impassable";
|
|
blockmonsters = "Block monsters";
|
|
twosided = "Doublesided";
|
|
dontpegtop = "Upper unpegged";
|
|
dontpegbottom = "Lower unpegged";
|
|
secret = "Shown as 1-sided on automap";
|
|
blocksound = "Block sound";
|
|
dontdraw = "Not shown on automap";
|
|
transparent = "Transparent (25% opacity)";
|
|
mapped = "Initially shown on automap";
|
|
}
|
|
|
|
|
|
linedefactivations
|
|
{
|
|
playercross = "When player walks over";
|
|
playeruse = "When player presses use";
|
|
monstercross = "When monster walks over";
|
|
monsteruse = "When monster presses use";
|
|
impact = "On projectile impact";
|
|
playerpush = "When player bumps";
|
|
monsterpush = "When monsters bumps";
|
|
missilecross = "When projectile crosses";
|
|
repeatspecial = "Repeatable action";
|
|
passuse = "Pass use on";
|
|
}
|
|
|
|
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";
|
|
}
|
|
|
|
//RENDER STYLES
|
|
thingrenderstyles
|
|
{
|
|
normal = "Normal";
|
|
translucent = "Translucent";
|
|
soultrans = "Translucent (Lost Soul)";
|
|
translucentstencil = "Translucent (stencil)";
|
|
add = "Additive";
|
|
subtract = "Subtractive";
|
|
stencil = "Stencil";
|
|
fuzzy = "Fuzzy";
|
|
optfuzzy = "Fuzzy/Shadow (uses r_drawfuzz CVAR)";
|
|
none = "None";
|
|
}
|
|
|
|
linedefrenderstyles
|
|
{
|
|
translucent = "Translucent";
|
|
add = "Additive";
|
|
}
|
|
|
|
sectorrenderstyles
|
|
{
|
|
translucent = "Translucent";
|
|
add = "Additive";
|
|
}
|
|
|
|
/*
|
|
MAP LUMP NAMES
|
|
Map lumps are loaded with the map as long as they are right after each other. When the editor
|
|
meets a lump which is not defined in this list it will ignore the map if not satisfied.
|
|
The order of items defines the order in which lumps will be written to WAD file on save.
|
|
To indicate the map header lump, use ~MAP
|
|
|
|
Legenda:
|
|
required = Lump is required to exist.
|
|
blindcopy = Lump will be copied along with the map blindly. (useful for lumps Doom Builder doesn't use)
|
|
nodebuild = The nodebuilder generates this lump.
|
|
allowempty = The nodebuilder is allowed to leave this lump empty.
|
|
script = This lump is a text-based script. Specify the filename of the script configuration to use.
|
|
*/
|
|
|
|
udmfmaplumpnames_begin
|
|
{
|
|
~MAP
|
|
{
|
|
required = true;
|
|
blindcopy = true;
|
|
nodebuild = false;
|
|
}
|
|
|
|
TEXTMAP
|
|
{
|
|
required = true;
|
|
nodebuild = true;
|
|
allowempty = true;
|
|
}
|
|
}
|
|
|
|
udmfmaplumpnames_end
|
|
{
|
|
ENDMAP
|
|
{
|
|
required = true;
|
|
nodebuild = false;
|
|
allowempty = true;
|
|
}
|
|
} |