Added GZDB repo at r2462 and updated project file to VS2015.

This commit is contained in:
MascaraSnake 2015-12-31 13:21:44 +01:00
parent 83dae10571
commit e971586805
2046 changed files with 370998 additions and 0 deletions

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compilers
{
// This defines what files a compiler uses
// The setting named "program" defines what .exe to run
// The "interface" setting defines what interal interface to use for processing and error feedback
// All others are the required files (the setting names do not matter)
bcc
{
interface = "AccCompiler";
program = "bcc.exe";
zcommon = "zcommon.acs";
std = "std.acs";
}
}

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#include "std.acs"
import upmost: region = std;

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compilers
{
// This defines what files a compiler uses
// The setting named "program" defines what .exe to run
// The "interface" setting defines what interal interface to use for processing and error feedback
// All others are the required files (the setting names do not matter)
hexen_acc
{
interface = "AccCompiler";
program = "acc.exe";
zcommon = "common.acs";
zdefs = "defs.acs";
zspecial = "specials.acs";
zwvars = "wvars.acs";
}
}

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//**************************************************************************
//**
//** common.acs
//**
//**************************************************************************
#include "specials.acs"
#include "defs.acs"
#include "wvars.acs"

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//**************************************************************************
//**
//** defs.acs
//**
//**************************************************************************
#define TRUE 1
#define FALSE 0
#define ON 1
#define OFF 0
#define YES 1
#define NO 0
#define LINE_FRONT 0
#define LINE_BACK 1
#define SIDE_FRONT 0
#define SIDE_BACK 1
#define TEXTURE_TOP 0
#define TEXTURE_MIDDLE 1
#define TEXTURE_BOTTOM 2
#define GAME_SINGLE_PLAYER 0
#define GAME_NET_COOPERATIVE 1
#define GAME_NET_DEATHMATCH 2
#define CLASS_FIGHTER 0
#define CLASS_CLERIC 1
#define CLASS_MAGE 2
#define SKILL_VERY_EASY 0
#define SKILL_EASY 1
#define SKILL_NORMAL 2
#define SKILL_HARD 3
#define SKILL_VERY_HARD 4
#define T_NONE 0
#define T_CENTAUR 1
#define T_CENTAURLEADER 2
#define T_DEMON 3
#define T_ETTIN 4
#define T_FIREGARGOYLE 5
#define T_WATERLURKER 6
#define T_WATERLURKERLEADER 7
#define T_WRAITH 8
#define T_WRAITHBURIED 9
#define T_FIREBALL1 10
#define T_MANA1 11
#define T_MANA2 12
#define T_ITEMBOOTS 13
#define T_ITEMEGG 14
#define T_ITEMFLIGHT 15
#define T_ITEMSUMMON 16
#define T_ITEMTPORTOTHER 17
#define T_ITEMTELEPORT 18
#define T_BISHOP 19
#define T_ICEGOLEM 20
#define T_BRIDGE 21
#define T_DRAGONSKINBRACERS 22
#define T_ITEMHEALTHPOTION 23
#define T_ITEMHEALTHFLASK 24
#define T_ITEMHEALTHFULL 25
#define T_ITEMBOOSTMANA 26
#define T_FIGHTERAXE 27
#define T_FIGHTERHAMMER 28
#define T_FIGHTERSWORD1 29
#define T_FIGHTERSWORD2 30
#define T_FIGHTERSWORD3 31
#define T_CLERICSTAFF 32
#define T_CLERICHOLY1 33
#define T_CLERICHOLY2 34
#define T_CLERICHOLY3 35
#define T_MAGESHARDS 36
#define T_MAGESTAFF1 37
#define T_MAGESTAFF2 38
#define T_MAGESTAFF3 39
#define T_MORPHBLAST 40
#define T_ROCK1 41
#define T_ROCK2 42
#define T_ROCK3 43
#define T_DIRT1 44
#define T_DIRT2 45
#define T_DIRT3 46
#define T_DIRT4 47
#define T_DIRT5 48
#define T_DIRT6 49
#define T_ARROW 50
#define T_DART 51
#define T_POISONDART 52
#define T_RIPPERBALL 53
#define T_STAINEDGLASS1 54
#define T_STAINEDGLASS2 55
#define T_STAINEDGLASS3 56
#define T_STAINEDGLASS4 57
#define T_STAINEDGLASS5 58
#define T_STAINEDGLASS6 59
#define T_STAINEDGLASS7 60
#define T_STAINEDGLASS8 61
#define T_STAINEDGLASS9 62
#define T_STAINEDGLASS0 63
#define T_BLADE 64
#define T_ICESHARD 65
#define T_FLAME_SMALL 66
#define T_FLAME_LARGE 67
#define T_MESHARMOR 68
#define T_FALCONSHIELD 69
#define T_PLATINUMHELM 70
#define T_AMULETOFWARDING 71
#define T_ITEMFLECHETTE 72
#define T_ITEMTORCH 73
#define T_ITEMREPULSION 74
#define T_MANA3 75
#define T_PUZZSKULL 76
#define T_PUZZGEMBIG 77
#define T_PUZZGEMRED 78
#define T_PUZZGEMGREEN1 79
#define T_PUZZGEMGREEN2 80
#define T_PUZZGEMBLUE1 81
#define T_PUZZGEMBLUE2 82
#define T_PUZZBOOK1 83
#define T_PUZZBOOK2 84
#define T_METALKEY 85
#define T_SMALLMETALKEY 86
#define T_AXEKEY 87
#define T_FIREKEY 88
#define T_GREENKEY 89
#define T_MACEKEY 90
#define T_SILVERKEY 91
#define T_RUSTYKEY 92
#define T_HORNKEY 93
#define T_SERPENTKEY 94
#define T_WATERDRIP 95
#define T_TEMPSMALLFLAME 96
#define T_PERMSMALLFLAME 97
#define T_TEMPLARGEFLAME 98
#define T_PERMLARGEFLAME 99
#define T_DEMON_MASH 100
#define T_DEMON2_MASH 101
#define T_ETTIN_MASH 102
#define T_CENTAUR_MASH 103
#define T_THRUSTSPIKEUP 104
#define T_THRUSTSPIKEDOWN 105
#define T_FLESH_DRIP1 106
#define T_FLESH_DRIP2 107
#define T_SPARK_DRIP 108

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//**************************************************************************
//**
//** specials.acs
//**
//**************************************************************************
special
80:ACS_Execute(5),
81:ACS_Suspend(2),
82:ACS_Terminate(2),
83:ACS_LockedExecute(5),
42:Ceiling_CrushAndRaise(3),
44:Ceiling_CrushStop(1),
43:Ceiling_LowerAndCrush(3),
40:Ceiling_LowerByValue(3),
41:Ceiling_RaiseByValue(3),
45:Ceiling_CrushRaiseAndStay(3),
69:Ceiling_MoveToValueTimes8(4),
10:Door_Close(2),
11:Door_Open(2),
12:Door_Raise(3),
13:Door_LockedRaise(4),
20:Floor_LowerByValue(3),
36:Floor_LowerByValueTimes8(3),
66:Floor_LowerInstant(3),
68:Floor_MoveToValueTimes8(4),
21:Floor_LowerToLowest(2),
22:Floor_LowerToNearest(2),
28:Floor_RaiseAndCrush(3),
23:Floor_RaiseByValue(3),
35:Floor_RaiseByValueTimes8(3),
67:Floor_RaiseInstant(3),
24:Floor_RaiseToHighest(2),
25:Floor_RaiseToNearest(2),
95:FloorAndCeiling_LowerByValue(3),
96:FloorAndCeiling_RaiseByValue(3),
46:Floor_CrushStop(1),
109:Light_ForceLightning(1),
110:Light_RaiseByValue(2),
111:Light_LowerByValue(2),
112:Light_ChangeToValue(2),
113:Light_Fade(3),
114:Light_Glow(4),
115:Light_Flicker(3),
116:Light_Strobe(5),
29:Pillar_Build(3),
94:Pillar_BuildAndCrush(4),
30:Pillar_Open(4),
62:Plat_DownWaitUpStay(3),
63:Plat_DownByValue(4),
64:Plat_UpWaitDownStay(3),
65:Plat_UpByValue(4),
60:Plat_PerpetualRaise(3),
61:Plat_Stop(1),
6:Polyobj_MoveTimes8(4),
4:Polyobj_Move(4),
2:Polyobj_RotateLeft(3),
3:Polyobj_RotateRight(3),
7:Polyobj_DoorSwing(4),
8:Polyobj_DoorSlide(5),
93:Polyobj_OR_MoveTimes8(4),
92:Polyobj_OR_Move(4),
90:Polyobj_OR_RotateLeft(3),
91:Polyobj_OR_RotateRight(3),
120:Radius_Quake(5),
140:Sector_ChangeSound(2),
26:Stairs_BuildDown(5),
27:Stairs_BuildUp(5),
31:Stairs_BuildDownSync(4),
32:Stairs_BuildUpSync(4),
70:Teleport(1),
71:Teleport_NoFog(1),
74:Teleport_NewMap(2),
72:ThrustThing(2),
73:DamageThing(1),
130:Thing_Activate(1),
131:Thing_Deactivate(1),
133:Thing_Destroy(1),
134:Thing_Projectile(5),
136:Thing_ProjectileGravity(5),
132:Thing_Remove(1),
135:Thing_Spawn(3),
137:Thing_SpawnNoFog(3),
138:Floor_Waggle(5);

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//**************************************************************************
//**
//** wvars.acs
//**
//**************************************************************************
/*
world int 0:WorldFree1;
world int 1:WorldFree2;
world int 2:WorldFree3;
world int 3:WorldFree4;
*/

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compilers
{
// This defines what files a compiler uses
// The setting named "program" defines what .exe to run
zennode
{
interface = "NodesCompiler";
program = "ZenNode.exe";
}
}
// Below are configurations for this nodebuilder. If you want to make your own configurations,
// it is recommended to do so in your own file as this file will be updated each release.
// NOTE: Nodebuilder configuration key names defined here must be unique for all nodebuilders!
// Recommend to start the key name with the name of the compiler, followed by underscore and a specific name.
// The "compiler" setting must refer to an existing compiler (such as defined above), but it
// does not have to be a compiler defined in the same configuration file.
nodebuilders
{
zennode_normal
{
title = "ZenNode - Normal";
compiler = "zennode";
parameters = "%FI -o %FI";
}
zennode_fast
{
title = "ZenNode - Fast (no reject)";
compiler = "zennode";
parameters = "-n3 -nq -rz %FI -o %FI";
}
}

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bsp-w32.exe %*

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compilers
{
// This defines what files a compiler uses
// The setting named "program" defines what .exe to run
bspw32
{
// Don't ask me why, but running the exe directly doesn't seem to work.
// It seems like it ignores the parameters. Using a batch file seems to 'fix' this.
interface = "NodesCompiler";
program = "bsp-w32.bat";
executable = "bsp-w32.exe";
}
}
// Below are configurations for this nodebuilder. If you want to make your own configurations,
// it is recommended to do so in your own file as this file will be updated each release.
// NOTE: Nodebuilder configuration key names defined here must be unique for all nodebuilders!
// Recommend to start the key name with the name of the compiler, followed by underscore and a specific name.
// The "compiler" setting must refer to an existing compiler (such as defined above), but it
// does not have to be a compiler defined in the same configuration file.
nodebuilders
{
bspw32_normal
{
title = "BSP-W32 - Normal";
compiler = "bspw32";
parameters = "%FI -o %FO";
}
bspw32_fast
{
title = "BSP-W32 - Fast (no reject)";
compiler = "bspw32";
parameters = "-noreject %FI -o %FO";
}
}

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compilers
{
// This defines what files a compiler uses
// The setting named "program" defines what .exe to run
deepbsp
{
interface = "NodesCompiler";
program = "deepbsp.exe";
}
}
// Below are configurations for this nodebuilder. If you want to make your own configurations,
// it is recommended to do so in your own file as this file will be updated each release.
// NOTE: Nodebuilder configuration key names defined here must be unique for all nodebuilders!
// Recommend to start the key name with the name of the compiler, followed by underscore and a specific name.
// The "compiler" setting must refer to an existing compiler (such as defined above), but it
// does not have to be a compiler defined in the same configuration file.
nodebuilders
{
deepbsp_normal
{
title = "DeepBSP - Normal";
compiler = "deepbsp";
parameters = "%FI %FO";
}
}

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compilers
{
// This defines what files a compiler uses
// The setting named "program" defines what .exe to run
glbsp
{
interface = "NodesCompiler";
program = "glBSP.exe";
}
}
// Below are configurations for this nodebuilder. If you want to make your own configurations,
// it is recommended to do so in your own file as this file will be updated each release.
// NOTE: Nodebuilder configuration key names defined here must be unique for all nodebuilders!
// Recommend to start the key name with the name of the compiler, followed by underscore and a specific name.
// The "compiler" setting must refer to an existing compiler (such as defined above), but it
// does not have to be a compiler defined in the same configuration file.
nodebuilders
{
glbsp_normal
{
title = "glBSP - Normal";
compiler = "glbsp";
parameters = "%FI -o %FO";
}
glbsp_fast
{
title = "glBSP - Fast (no reject)";
compiler = "glbsp";
parameters = "-normal -noreject -v5 -factor 1 %FI -o %FO";
}
}

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compilers
{
// This defines what files a compiler uses
// The setting named "program" defines what .exe to run
zdbsp
{
interface = "NodesCompiler";
program = "zdbsp.exe";
}
}
// Below are configurations for this nodebuilder. If you want to make your own configurations,
// it is recommended to do so in your own file as this file will be updated each release.
// NOTE: Nodebuilder configuration key names defined here must be unique for all nodebuilders!
// Recommend to start the key name with the name of the compiler, followed by underscore and a specific name.
// The "compiler" setting must refer to an existing compiler (such as defined above), but it
// does not have to be a compiler defined in the same configuration file.
nodebuilders
{
zdbsp_normal
{
title = "ZDBSP - Normal (no reject)";
compiler = "zdbsp";
parameters = "-c -o%FO %FI";
// -c adds comment indices in UDMF format. This is not documented in the ZDBSP usage.
}
zdbsp_udmf_normal
{
title = "ZDBSP - UDMF Normal (no reject)";
compiler = "zdbsp";
parameters = "-c -X -o%FO %FI";
// -c adds comment indices in UDMF format. This is not documented in the ZDBSP usage.
}
zdbsp_fast
{
title = "ZDBSP - Normal (zero reject)";
compiler = "zdbsp";
parameters = "-R -o%FO %FI";
}
zdbsp_udmf_fast
{
title = "ZDBSP - UDMF Normal (zero reject)";
compiler = "zdbsp";
parameters = "-R -X -o%FO %FI";
}
zdbsp_compressed
{
title = "ZDBSP - Compress nodes";
compiler = "zdbsp";
parameters = "-z -o%FO %FI";
}
zdbsp_udmf_compressed
{
title = "ZDBSP - Compress nodes (UDMF)";
compiler = "zdbsp";
parameters = "-z -X -o%FO %FI";
}
}

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compilers
{
// This defines what files a compiler uses
// The setting named "program" defines what .exe to run
// The "interface" setting defines what interal interface to use for processing and error feedback
// All others are the required files (the setting names do not matter)
zdoom_acc
{
interface = "AccCompiler";
program = "acc.exe";
zcommon = "zcommon.acs";
zdefs = "zdefs.acs";
zspecial = "zspecial.acs";
zwvars = "zwvars.acs";
}
}

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//**************************************************************************
//**
//** zcommon.acs
//**
//**************************************************************************
// If you are not using the -h command line switch and do not want to use
// WadAuthor's error checker, you can uncomment the following line to shave
// a few bytes off the size of compiled scripts.
//#nowadauthor
#include "zspecial.acs"
#include "zdefs.acs"
#include "zwvars.acs"

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//**************************************************************************
//**
//** zspecials.acs
//**
//**************************************************************************
special
// 1:Polyobj_StartLine
2:Polyobj_RotateLeft(3),
3:Polyobj_RotateRight(3),
4:Polyobj_Move(4),
// 5:Polyobj_ExplicitLine
6:Polyobj_MoveTimes8(4),
7:Polyobj_DoorSwing(4),
8:Polyobj_DoorSlide(5),
9:Line_Horizon(0),
10:Door_Close(2,3),
11:Door_Open(2,3),
12:Door_Raise(3,4),
13:Door_LockedRaise(4,5),
14:Door_Animated(3,4),
15:Autosave(0),
// 16:Transfer_WallLight
17:Thing_Raise(1),
18:StartConversation(1,2),
19:Thing_Stop(1),
20:Floor_LowerByValue(3),
21:Floor_LowerToLowest(2),
22:Floor_LowerToNearest(2),
23:Floor_RaiseByValue(3),
24:Floor_RaiseToHighest(2),
25:Floor_RaiseToNearest(2),
26:Stairs_BuildDown(5),
27:Stairs_BuildUp(5),
28:Floor_RaiseAndCrush(3,4),
29:Pillar_Build(3),
30:Pillar_Open(4),
31:Stairs_BuildDownSync(4),
32:Stairs_BuildUpSync(4),
33:ForceField(0),
34:ClearForceField(1),
35:Floor_RaiseByValueTimes8(3),
36:Floor_LowerByValueTimes8(3),
37:Floor_MoveToValue(3,4),
38:Ceiling_Waggle(5),
39:Teleport_ZombieChanger(2),
40:Ceiling_LowerByValue(3),
41:Ceiling_RaiseByValue(3),
42:Ceiling_CrushAndRaise(3,4),
43:Ceiling_LowerAndCrush(3,4),
44:Ceiling_CrushStop(1),
45:Ceiling_CrushRaiseAndStay(3,4),
46:Floor_CrushStop(1),
47:Ceiling_MoveToValue(3,4),
// 48:Sector_Attach3dMidtex
49:GlassBreak(0,1),
// 50:ExtraFloor_LightOnly
51:Sector_SetLink(4),
52:Scroll_Wall(5),
53:Line_SetTextureOffset(5),
54:Sector_ChangeFlags(3),
55:Line_SetBlocking(3),
56:Line_SetTextureScale(5),
// 57: Sector_SetPortal
// 58: Sector_CopyScroller
59:Polyobj_OR_MoveToSpot(3),
60:Plat_PerpetualRaise(3),
61:Plat_Stop(1),
62:Plat_DownWaitUpStay(3),
63:Plat_DownByValue(4),
64:Plat_UpWaitDownStay(3),
65:Plat_UpByValue(4),
66:Floor_LowerInstant(3),
67:Floor_RaiseInstant(3),
68:Floor_MoveToValueTimes8(4),
69:Ceiling_MoveToValueTimes8(4),
70:Teleport(1,3),
71:Teleport_NoFog(1,4),
72:ThrustThing(2,4),
73:DamageThing(1,2),
74:Teleport_NewMap(2,3),
75:Teleport_EndGame(0),
76:TeleportOther(3),
77:TeleportGroup(5),
78:TeleportInSector(4,5),
79:Thing_SetConversation(2),
80:ACS_Execute(2,5),
81:ACS_Suspend(2),
82:ACS_Terminate(2),
83:ACS_LockedExecute(5),
84:ACS_ExecuteWithResult(1,5),
85:ACS_LockedExecuteDoor(5),
86:Polyobj_MoveToSpot(3),
87:Polyobj_Stop(1),
88:Polyobj_MoveTo(4),
89:Polyobj_OR_MoveTo(4),
90:Polyobj_OR_RotateLeft(3),
91:Polyobj_OR_RotateRight(3),
92:Polyobj_OR_Move(4),
93:Polyobj_OR_MoveTimes8(4),
94:Pillar_BuildAndCrush(4,5),
95:FloorAndCeiling_LowerByValue(3),
96:FloorAndCeiling_RaiseByValue(3),
97:Ceiling_LowerAndCrushDist(3,5),
98:Sector_SetTranslucent(3,4),
99:Floor_RaiseAndCrushDoom(3,4),
// 100:Scroll_Texture_Left
// 101:Scroll_Texture_Right
// 102:Scroll_Texture_Up
// 103:Scroll_Texture_Down
104:Ceiling_CrushAndRaiseSilentDist(4,5),
109:Light_ForceLightning(1),
110:Light_RaiseByValue(2),
111:Light_LowerByValue(2),
112:Light_ChangeToValue(2),
113:Light_Fade(3),
114:Light_Glow(4),
115:Light_Flicker(3),
116:Light_Strobe(5),
117:Light_Stop(1),
// 118:Plane_Copy
119:Thing_Damage(2,3),
120:Radius_Quake(5),
// 121:Line_SetIdentification
125:Thing_Move(2,3),
127:Thing_SetSpecial(5),
128:ThrustThingZ(4),
129:UsePuzzleItem(0), // only for setting it on a line. Cannot be called!
130:Thing_Activate(1),
131:Thing_Deactivate(1),
132:Thing_Remove(1),
133:Thing_Destroy(1,3),
134:Thing_Projectile(5),
135:Thing_Spawn(3,4),
136:Thing_ProjectileGravity(5),
137:Thing_SpawnNoFog(3,4),
138:Floor_Waggle(5),
139:Thing_SpawnFacing(2,4),
140:Sector_ChangeSound(2),
143:Player_RemoveItem(2), // Skulltag Functions
144:Player_GiveItem(2), // Skulltag Functions
145:Player_SetTeam(1), // Skulltag Functions
152:Team_Score(2), // Skulltag Functions
153:Team_GivePoints(3), // Skulltag Functions
154:Teleport_NoStop(2, 3),
157:SetGlobalFogParameter(2), // GZDoom only!
158:FS_Execute(1,4),
159:Sector_SetPlaneReflection(3), // GZDoom only!
// 160:Sector_Set3DFloor
// 161:Sector_SetContents
168:Ceiling_CrushAndRaiseDist(3,5),
169:Generic_Crusher2(5),
170:Sector_SetCeilingScale2(3),
171:Sector_SetFloorScale2(3),
172:Plat_UpNearestWaitDownStay(3),
173:NoiseAlert(2),
174:SendToCommunicator(4),
175:Thing_ProjectileIntercept(5),
176:Thing_ChangeTID(2),
177:Thing_Hate(2,3),
178:Thing_ProjectileAimed(4,5),
179:ChangeSkill(1),
180:Thing_SetTranslation(2),
// 181:Plane_Align,
182:Line_Mirror(0),
183:Line_AlignCeiling(2),
184:Line_AlignFloor(2),
185:Sector_SetRotation(3),
186:Sector_SetCeilingPanning(5),
187:Sector_SetFloorPanning(5),
188:Sector_SetCeilingScale(5),
189:Sector_SetFloorScale(5),
191:SetPlayerProperty(3),
192:Ceiling_LowerToHighestFloor(2),
193:Ceiling_LowerInstant(3),
194:Ceiling_RaiseInstant(3),
195:Ceiling_CrushRaiseAndStayA(4,5),
196:Ceiling_CrushAndRaiseA(4,5),
197:Ceiling_CrushAndRaiseSilentA(4,5),
198:Ceiling_RaiseByValueTimes8(3),
199:Ceiling_LowerByValueTimes8(3),
200:Generic_Floor(5),
201:Generic_Ceiling(5),
202:Generic_Door(5),
203:Generic_Lift(5),
204:Generic_Stairs(5),
205:Generic_Crusher(5),
206:Plat_DownWaitUpStayLip(4,5),
207:Plat_PerpetualRaiseLip(4),
208:TranslucentLine(2,3),
// 209:Transfer_Heights,
// 210:Transfer_FloorLight,
// 211:Transfer_CeilingLight,
212:Sector_SetColor(4,5),
213:Sector_SetFade(4),
214:Sector_SetDamage(3),
215:Teleport_Line(2),
216:Sector_SetGravity(3),
217:Stairs_BuildUpDoom(5),
218:Sector_SetWind(4),
219:Sector_SetFriction(2),
220:Sector_SetCurrent(4),
221:Scroll_Texture_Both(5),
// 222:Scroll_Texture_Model,
223:Scroll_Floor(4),
224:Scroll_Ceiling(4),
// 225:Scroll_Texture_Offsets,
226:ACS_ExecuteAlways(2,5),
// 227:PointPush_SetForce,
228:Plat_RaiseAndStayTx0(2,3),
229:Thing_SetGoal(3,4),
230:Plat_UpByValueStayTx(3),
231:Plat_ToggleCeiling(1),
232:Light_StrobeDoom(3),
233:Light_MinNeighbor(1),
234:Light_MaxNeighbor(1),
235:Floor_TransferTrigger(1),
236:Floor_TransferNumeric(1),
237:ChangeCamera(3),
238:Floor_RaiseToLowestCeiling(2),
239:Floor_RaiseByValueTxTy(3),
240:Floor_RaiseByTexture(2),
241:Floor_LowerToLowestTxTy(2),
242:Floor_LowerToHighest(3,4),
243:Exit_Normal(1),
244:Exit_Secret(1),
245:Elevator_RaiseToNearest(2),
246:Elevator_MoveToFloor(2),
247:Elevator_LowerToNearest(2),
248:HealThing(1,2),
249:Door_CloseWaitOpen(3, 4),
250:Floor_Donut(3),
251:FloorAndCeiling_LowerRaise(3,4),
252:Ceiling_RaiseToNearest(2),
253:Ceiling_LowerToLowest(2),
254:Ceiling_LowerToFloor(2),
255:Ceiling_CrushRaiseAndStaySilA(4,5),
// internal functions have negative values
-1:GetLineUDMFInt(2),
-2:GetLineUDMFFixed(2),
-3:GetThingUDMFInt(2),
-4:GetThingUDMFFixed(2),
-5:GetSectorUDMFInt(2),
-6:GetSectorUDMFFixed(2),
-7:GetSideUDMFInt(3),
-8:GetSideUDMFFixed(3),
-9:GetActorVelX(1),
-10:GetActorVelY(1),
-11:GetActorVelZ(1),
-12:SetActivator(1,2),
-13:SetActivatorToTarget(1),
-14:GetActorViewHeight(1),
-15:GetChar(2),
-16:GetAirSupply(1),
-17:SetAirSupply(2),
-18:SetSkyScrollSpeed(2),
-19:GetArmorType(2),
-20:SpawnSpotForced(4),
-21:SpawnSpotFacingForced(3),
-22:CheckActorProperty(3),
-23:SetActorVelocity(6),
-24:SetUserVariable(3),
-25:GetUserVariable(2),
-26:Radius_Quake2(6),
-27:CheckActorClass(2),
-28:SetUserArray(4),
-29:GetUserArray(3),
-30:SoundSequenceOnActor(2),
-31:SoundSequenceOnSector(3),
-32:SoundSequenceOnPolyobj(2),
-33:GetPolyobjX(1),
-34:GetPolyobjY(1),
-35:CheckSight(3),
-36:SpawnForced(4,6),
-37:AnnouncerSound(2),
-38:SetPointer(2,4),
-39:ACS_NamedExecute(2,5),
-40:ACS_NamedSuspend(2),
-41:ACS_NamedTerminate(2),
-42:ACS_NamedLockedExecute(5),
-43:ACS_NamedLockedExecuteDoor(5),
-44:ACS_NamedExecuteWithResult(1,5),
-45:ACS_NamedExecuteAlways(2,5),
-46:UniqueTID(0,2),
-47:IsTIDUsed(1),
-48:Sqrt(1),
-49:FixedSqrt(1),
-50:VectorLength(2),
-51:SetHUDClipRect(4,6),
-52:SetHUDWrapWidth(1),
-53:SetCVar(2),
-54:GetUserCVar(2),
-55:SetUserCVar(3),
-56:GetCVarString(1),
-57:SetCVarString(2),
-58:GetUserCVarString(2),
-59:SetUserCVarString(3),
-60:LineAttack(4,8),
-61:PlaySound(2,6),
-62:StopSound(1,2),
-63:strcmp(2,3),
-64:stricmp(2,3),
-64:strcasecmp(2,3), // an alias for stricmp
-65:StrLeft(2),
-66:StrRight(2),
-67:StrMid(3),
-68:GetActorClass(1),
-69:GetWeapon(0),
-70:SoundVolume(3),
-71:PlayActorSound(2,6),
-72:SpawnDecal(2,6),
-73:CheckFont(1),
-74:DropItem(2,4),
-75:CheckFlag(2),
-76:SetLineActivation(2),
-77:GetLineActivation(1),
-78:GetActorPowerupTics(2),
-79:ChangeActorAngle(2,3),
-80:ChangeActorPitch(2,3),
-81:GetArmorInfo(1),
-82:DropInventory(2),
-83:PickActor(5,8),
-84:IsPointerEqual(2,4),
-85:CanRaiseActor(1),
-86:SetActorTeleFog(3),
-87:SwapActorTeleFog(1),
-88:SetActorRoll(2),
-89:ChangeActorRoll(2,3),
-90:GetActorRoll(1),
-91:QuakeEx(8,12),
-92:Warp(6,11),
-93:GetMaxInventory(2),
// Zandronum's
-100:ResetMap(0),
-101:PlayerIsSpectator(1),
-102:ConsolePlayerNumber(0),
-103:GetTeamProperty(2),
-104:GetPlayerLivesLeft(1),
-105:SetPlayerLivesLeft(2),
-106:KickFromGame(2),
-107:GetGamemodeState(0),
-108:SetDBEntry(3),
-109:GetDBEntry(2),
-110:SetDBEntryString(3),
-111:GetDBEntryString(2),
-112:IncrementDBEntry(3),
-113:PlayerIsLoggedIn(1),
-114:GetPlayerAccountName(1),
-115:SortDBEntries(4),
-116:CountDBResults(1),
-117:FreeDBResults(1),
-118:GetDBResultKeyString(2),
-119:GetDBResultValueString(2),
-120:GetDBResultValue(2),
-121:GetDBEntryRank(3),
-122:RequestScriptPuke(4),
-123:BeginDBTransaction(0),
-124:EndDBTransaction(0),
-125:GetDBEntries(1),
// ZDaemon's
-19620:GetTeamScore(1),
-19621:SetTeamScore(2),
-100000:__EndOfList__(10);

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//**************************************************************************
//**
//** zwvars.acs
//**
//**************************************************************************
// include your world-variable declarations here.

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compilers
{
// This defines what files a compiler uses
// The setting named "program" defines what .exe to run
// The "interface" setting defines what interal interface to use for processing and error feedback
// All others are the required files (the setting names do not matter)
zandronum_acc
{
interface = "AccCompiler";
program = "acc.exe";
zcommon = "zcommon.acs";
zdefs = "zdefs.acs";
zspecial = "zspecial.acs";
zwvars = "zwvars.acs";
}
}

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//**************************************************************************
//**
//** zcommon.acs
//**
//**************************************************************************
// If you are not using the -h command line switch and do not want to use
// WadAuthor's error checker, you can uncomment the following line to shave
// a few bytes off the size of compiled scripts.
//#nowadauthor
#include "zspecial.acs"
#include "zdefs.acs"
#include "zwvars.acs"

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//**************************************************************************
//**
//** zdefs.acs
//**
//** Common definitions for use when compiling ACS scripts for ZDoom
//**
//**************************************************************************
#define TRUE 1
#define FALSE 0
#define ON 1
#define OFF 0
#define YES 1
#define NO 0
#define LINE_FRONT 0
#define LINE_BACK 1
#define SIDE_FRONT 0
#define SIDE_BACK 1
#define TEXTURE_TOP 0
#define TEXTURE_MIDDLE 1
#define TEXTURE_BOTTOM 2
// same information as combinable bit flags
#define TEXFLAG_TOP 1
#define TEXFLAG_MIDDLE 2
#define TEXFLAG_BOTTOM 4
#define TEXFLAG_ADDOFFSET 8
#define GAME_SINGLE_PLAYER 0
#define GAME_NET_COOPERATIVE 1
#define GAME_NET_DEATHMATCH 2
#define GAME_TITLE_MAP 3
// Classes are only useful with Hexen
#define CLASS_FIGHTER 0
#define CLASS_CLERIC 1
#define CLASS_MAGE 2
#define SKILL_VERY_EASY 0
#define SKILL_EASY 1
#define SKILL_NORMAL 2
#define SKILL_HARD 3
#define SKILL_VERY_HARD 4
#define BLOCK_NOTHING 0
#define BLOCK_CREATURES 1
#define BLOCK_EVERYTHING 2
#define BLOCK_RAILING 3
#define BLOCK_PLAYERS 4
#define SCROLL 0
#define CARRY 1
#define SCROLL_AND_CARRY 2
// Means-of-death for Sector_SetDamage --------------------------------------
#define MOD_UNKNOWN 0
#define MOD_ROCKET 5
#define MOD_R_SPLASH 6
#define MOD_PLASMARIFLE 7
#define MOD_BFG_BOOM 8
#define MOD_BFG_SPLASH 9
#define MOD_CHAINSAW 10
#define MOD_SSHOTGUN 11
#define MOD_WATER 12
#define MOD_SLIME 13
#define MOD_LAVA 14
#define MOD_CRUSH 15
#define MOD_TELEFRAG 16
#define MOD_FALLING 17
#define MOD_SUICIDE 18
#define MOD_BARREL 19
#define MOD_EXIT 20
#define MOD_SPLASH 21
#define MOD_HIT 22
#define MOD_RAILGUN 23
#define MOD_ICE 24
#define MOD_DISINTEGRATE 25
#define MOD_POISON 26
#define MOD_ELECTRIC 27
// Return values for PlayMovie ----------------------------------------------
#define MOVIE_Played 0
#define MOVIE_Played_NoVideo 1
#define MOVIE_Played_Aborted 2
#define MOVIE_Failed -1
// Player properties --------------------------------------------------------
#define PROP_FROZEN 0
#define PROP_NOTARGET 1
#define PROP_INSTANTWEAPONSWITCH 2
#define PROP_FLY 3
#define PROP_TOTALLYFROZEN 4
#define PROP_BUDDHA 16
// The following properties correspond to powers given by certain items
#define PROP_INVULNERABILITY 5
#define PROP_STRENGTH 6
#define PROP_INVISIBILITY 7
#define PROP_RADIATIONSUIT 8
#define PROP_ALLMAP 9
#define PROP_INFRARED 10
#define PROP_WEAPONLEVEL2 11
#define PROP_FLIGHT 12
#define PROP_SPEED 15
// Player input -------------------------------------------------------------
// These are the original inputs sent by the player.
#define INPUT_OLDBUTTONS 0
#define INPUT_BUTTONS 1
#define INPUT_PITCH 2
#define INPUT_YAW 3
#define INPUT_ROLL 4
#define INPUT_FORWARDMOVE 5
#define INPUT_SIDEMOVE 6
#define INPUT_UPMOVE 7
// These are the inputs, as modified by P_PlayerThink().
// Most of the time, these will match the original inputs, but
// they can be different if a player is frozen or using a
// chainsaw.
#define MODINPUT_OLDBUTTONS 8
#define MODINPUT_BUTTONS 9
#define MODINPUT_PITCH 10
#define MODINPUT_YAW 11
#define MODINPUT_ROLL 12
#define MODINPUT_FORWARDMOVE 13
#define MODINPUT_SIDEMOVE 14
#define MODINPUT_UPMOVE 15
// Player buttons -----------------------------------------------------------
#define BT_ATTACK 1
#define BT_USE 2
#define BT_JUMP 4
#define BT_CROUCH 8
#define BT_TURN180 16
#define BT_ALTATTACK 32
#define BT_RELOAD 64
#define BT_ZOOM 128
#define BT_SPEED 256
#define BT_STRAFE 512
#define BT_MOVERIGHT 1024
#define BT_MOVELEFT 2048
#define BT_BACK 4096
#define BT_FORWARD 8192
#define BT_RIGHT 16384
#define BT_LEFT 32768
#define BT_LOOKUP 65536
#define BT_LOOKDOWN 131072
#define BT_MOVEUP 262144
#define BT_MOVEDOWN 524288
#define BT_SHOWSCORES 1048576
// Do whatever you want with these.
#define BT_USER1 2097152
#define BT_USER2 4194304
#define BT_USER3 8388608
#define BT_USER4 16777216
// Text colors --------------------------------------------------------------
#define CR_UNTRANSLATED -1
#define CR_BRICK 0
#define CR_TAN 1
#define CR_GRAY 2
#define CR_GREY 2
#define CR_GREEN 3
#define CR_BROWN 4
#define CR_GOLD 5
#define CR_RED 6
#define CR_BLUE 7
#define CR_ORANGE 8
#define CR_WHITE 9
#define CR_YELLOW 10
#define CR_BLACK 12
#define CR_LIGHTBLUE 13
#define CR_CREAM 14
#define CR_OLIVE 15
#define CR_DARKGREEN 16
#define CR_DARKRED 17
#define CR_DARKBROWN 18
#define CR_PURPLE 19
#define CR_DARKGRAY 20
#define CR_DARKGREY 20
#define CR_CYAN 21
// HUD message types --------------------------------------------------------
#define HUDMSG_PLAIN 0
#define HUDMSG_FADEOUT 1
#define HUDMSG_TYPEON 2
#define HUDMSG_FADEINOUT 3
// OR this with one of the above to log the hudmessage to the console.
// i.e. instead of HUDMSG_PLAIN, you can use HUDMSG_PLAIN | HUDMSG_LOG
#define HUDMSG_LOG 0x80000000
// OR this with one of the above if the color you passed is a string
// instead of one of the CR_ constants.
#define HUDMSG_COLORSTRING 0x40000000
// OR this with one of the above to use additive blending when drawing the
// HUD message.
#define HUDMSG_ADDBLEND 0x20000000
// HUD message layers; these are not flags
#define HUDMSG_LAYER_OVERHUD 0x00000000
#define HUDMSG_LAYER_UNDERHUD 0x00001000
#define HUDMSG_LAYER_OVERMAP 0x00002000
// HUD message visibility flags
#define HUDMSG_NOTWITH3DVIEW 0x00010000
#define HUDMSG_NOTWITHFULLMAP 0x00020000
#define HUDMSG_NOTWITHOVERLAYMAP 0x00040000
// "Scripted" Marine weapon types -------------------------------------------
#define MARINEWEAPON_Dummy 0
#define MARINEWEAPON_Fist 1
#define MARINEWEAPON_BerserkFist 2
#define MARINEWEAPON_Chainsaw 3
#define MARINEWEAPON_Pistol 4
#define MARINEWEAPON_Shotgun 5
#define MARINEWEAPON_SuperShotgun 6
#define MARINEWEAPON_Chaingun 7
#define MARINEWEAPON_RocketLauncher 8
#define MARINEWEAPON_PlasmaRifle 9
#define MARINEWEAPON_Railgun 10
#define MARINEWEAPON_BFG 11
// Actor properties you can get/set -----------------------------------------
#define APROP_Health 0
#define APROP_Speed 1
#define APROP_Damage 2
#define APROP_Alpha 3
#define APROP_RenderStyle 4
#define APROP_SeeSound 5 // Sounds can only be set, not gotten
#define APROP_AttackSound 6
#define APROP_PainSound 7
#define APROP_DeathSound 8
#define APROP_ActiveSound 9
#define APROP_Ambush 10
#define APROP_Invulnerable 11
#define APROP_JumpZ 12
#define APROP_ChaseGoal 13
#define APROP_Frightened 14
#define APROP_Gravity 15
#define APROP_Friendly 16
#define APROP_SpawnHealth 17
#define APROP_Dropped 18
#define APROP_Notarget 19
#define APROP_Species 20
#define APROP_Nametag 21
#define APROP_Score 22
#define APROP_Notrigger 23
#define APROP_DamageFactor 24
#define APROP_MasterTID 25
#define APROP_TargetTID 26
#define APROP_TracerTID 27
#define APROP_Waterlevel 28
#define APROP_ScaleX 29
#define APROP_ScaleY 30
#define APROP_Dormant 31
#define APROP_Mass 32
#define APROP_Accuracy 33
#define APROP_Stamina 34
// Render Styles ------------------------------------------------------------
#define STYLE_None 0 // Do not draw
#define STYLE_Normal 1 // Normal; just copy the image to the screen
#define STYLE_Fuzzy 2 // Draw silhouette using "fuzz" effect
#define STYLE_SoulTrans 3 // Draw translucent with amount in r_transsouls
#define STYLE_OptFuzzy 4 // Draw as fuzzy or translucent, based on user preference
#define STYLE_Stencil 5 // Draw as solid color
#define STYLE_Translucent 64 // Draw translucent
#define STYLE_Add 65 // Draw additive
#define STYLE_Shaded 66 //
#define STYLE_TranslucentStencil 67
// Properties you can use with GetLevelInfo() -------------------------------
#define LEVELINFO_PAR_TIME 0
#define LEVELINFO_CLUSTERNUM 1
#define LEVELINFO_LEVELNUM 2
#define LEVELINFO_TOTAL_SECRETS 3
#define LEVELINFO_FOUND_SECRETS 4
#define LEVELINFO_TOTAL_ITEMS 5
#define LEVELINFO_FOUND_ITEMS 6
#define LEVELINFO_TOTAL_MONSTERS 7
#define LEVELINFO_KILLED_MONSTERS 8
#define LEVELINFO_SUCK_TIME 9
// Properties you can use with GetPlayerInfo() ------------------------------
#define PLAYERINFO_TEAM 0
#define PLAYERINFO_AIMDIST 1
#define PLAYERINFO_COLOR 2
#define PLAYERINFO_GENDER 3
#define PLAYERINFO_NEVERSWITCH 4
#define PLAYERINFO_MOVEBOB 5
#define PLAYERINFO_STILLBOB 6
#define PLAYERINFO_PLAYERCLASS 7
#define PLAYERINFO_FOV 8
#define PLAYERINFO_DESIREDFOV 9
// Flags for ReplaceTextures ------------------------------------------------
#define NOT_BOTTOM 1
#define NOT_MIDDLE 2
#define NOT_TOP 4
#define NOT_FLOOR 8
#define NOT_CEILING 16
// Flags for SectorDamage ---------------------------------------------------
#define DAMAGE_PLAYERS 1
#define DAMAGE_NONPLAYERS 2
#define DAMAGE_IN_AIR 4
#define DAMAGE_SUBCLASSES_PROTECT 8
// Flags for MorphActor -----------------------------------------------------
#define MRF_OLDEFFECTS 0x00000000
#define MRF_ADDSTAMINA 0x00000001
#define MRF_FULLHEALTH 0x00000002
#define MRF_UNDOBYTOMEOFPOWER 0x00000004
#define MRF_UNDOBYCHAOSDEVICE 0x00000008
#define MRF_FAILNOTELEFRAG 0x00000010
#define MRF_FAILNOLAUGH 0x00000020
#define MRF_WHENINVULNERABLE 0x00000040
#define MRF_LOSEACTUALWEAPON 0x00000080
#define MRF_NEWTIDBEHAVIOUR 0x00000100
#define MRF_UNDOBYDEATH 0x00000200
#define MRF_UNDOBYDEATHFORCED 0x00000400
#define MRF_UNDOBYDEATHSAVES 0x00000800
// Shared spawnable things from Hexen. You can spawn these in the other -----
// games if you provide sprites for them, otherwise they'll be invisible. ---
#define T_ROCK1 41
#define T_ROCK2 42
#define T_ROCK3 43
#define T_DIRT1 44
#define T_DIRT2 45
#define T_DIRT3 46
#define T_DIRT4 47
#define T_DIRT5 48
#define T_DIRT6 49
#define T_STAINEDGLASS1 54
#define T_STAINEDGLASS2 55
#define T_STAINEDGLASS3 56
#define T_STAINEDGLASS4 57
#define T_STAINEDGLASS5 58
#define T_STAINEDGLASS6 59
#define T_STAINEDGLASS7 60
#define T_STAINEDGLASS8 61
#define T_STAINEDGLASS9 62
#define T_STAINEDGLASS0 63
// Doom Spawnable things (used for thingcount() and thing spawners) ---------
#define T_NONE 0
#define T_SHOTGUY 1
#define T_CHAINGUY 2
#define T_BARON 3
#define T_ZOMBIE 4
#define T_IMP 5
#define T_ARACHNOTRON 6
#define T_SPIDERMASTERMIND 7
#define T_DEMON 8
#define T_SPECTRE 9
#define T_IMPFIREBALL 10
#define T_CLIP 11
#define T_SHELLS 12
#define T_CACODEMON 19
#define T_REVENANT 20
#define T_BRIDGE 21
#define T_ARMORBONUS 22
#define T_STIMPACK 23
#define T_MEDKIT 24
#define T_SOULSPHERE 25
#define T_SHOTGUN 27
#define T_CHAINGUN 28
#define T_ROCKETLAUNCHER 29
#define T_PLASMAGUN 30
#define T_BFG 31
#define T_CHAINSAW 32
#define T_SUPERSHOTGUN 33
#define T_PLASMABOLT 51
#define T_TRACER 53
#define T_GREENARMOR 68
#define T_BLUEARMOR 69
#define T_CELL 75
#define T_BLUEKEYCARD 85
#define T_REDKEYCARD 86
#define T_YELLOWKEYCARD 87
#define T_YELLOWSKULLKEY 88
#define T_REDSKULLKEY 89
#define T_BLUESKULLKEY 90
#define T_TEMPLARGEFLAME 98
#define T_STEALTHBARON 100
#define T_STEALTHKNIGHT 101
#define T_STEALTHZOMBIE 102
#define T_STEALTHSHOTGUY 103
#define T_LOSTSOUL 110
#define T_VILE 111
#define T_MANCUBUS 112
#define T_HELLKNIGHT 113
#define T_CYBERDEMON 114
#define T_PAINELEMENTAL 115
#define T_WOLFSS 116
#define T_STEALTHARACHNOTRON 117
#define T_STEALTHVILE 118
#define T_STEALTHCACODEMON 119
#define T_STEALTHCHAINGUY 120
#define T_STEALTHSERGEANT 121
#define T_STEALTHIMP 122
#define T_STEALTHMANCUBUS 123
#define T_STEALTHREVENANT 124
#define T_BARREL 125
#define T_CACODEMONSHOT 126
#define T_ROCKET 127
#define T_BFGSHOT 128
#define T_ARACHNOTRONPLASMA 129
#define T_BLOOD 130
#define T_PUFF 131
#define T_MEGASPHERE 132
#define T_INVULNERABILITY 133
#define T_BERSERK 134
#define T_INVISIBILITY 135
#define T_IRONFEET 136
#define T_COMPUTERMAP 137
#define T_LIGHTAMP 138
#define T_AMMOBOX 139
#define T_ROCKETAMMO 140
#define T_ROCKETBOX 141
#define T_BATTERY 142
#define T_SHELLBOX 143
#define T_BACKPACK 144
#define T_GUTS 145
#define T_BLOODPOOL 146
#define T_BLOODPOOL1 147
#define T_BLOODPOOL2 148
#define T_FLAMINGBARREL 149
#define T_BRAINS 150
#define T_SCRIPTEDMARINE 151
#define T_HEALTHBONUS 152
#define T_MANCUBUSSHOT 153
#define T_BARONBALL 154
// Heretic Spawnable things (used for thingcount() and thing spawners) ------
#define T_CLINK 1
#define T_MUMMYLEADER 2
#define T_BEAST 3
#define T_MUMMY 4
//#define T_IMP 5 // Defined above
#define T_KNIGHT 6
#define T_IMPLEADER 7
#define T_MUMMYGHOST 8
#define T_MUMMYLEADERGHOST 9
//#define T_IMPFIREBALL 10
#define T_WIMPYWANDAMMO 11
#define T_HEFTYWANDAMMO 12
#define T_ITEMEGG 14
#define T_ITEMFLIGHT 15
#define T_ITEMTELEPORT 18
#define T_WIZARD 19
#define T_IRONLICH 20
#define T_ITEMHEALTHPOTION 23
#define T_ITEMHEALTHFLASH 24 // incorrect name but keep it for compatibility
#define T_ITEMHEALTHFLASK 24
#define T_ITEMHEALTHFULL 25
#define T_CROSSBOW 27
#define T_BLASTER 28
#define T_PHOENIXROD 29
#define T_SKULLROD 30
#define T_MACE 31
#define T_GAUNTLETS 32
#define T_WIMPYCROSSBOWAMMO 33
#define T_HEFTYCROSSBOWAMMO 34
#define T_WIMPYMACEAMMO 35
#define T_HEFTYMACEAMMO 36
#define T_WIMPYBLASTERAMMO 37
#define T_HEFTYBLASTERAMMO 38
#define T_MORPHBLAST 40
#define T_SHIELD1 68
#define T_SHIELD2 69
#define T_ITEMTIMEBOMB 72
#define T_ITEMTORCH 73
#define T_BLUEKEY 85
#define T_GREENKEY 86
#define T_YELLOWKEY 87
#define T_SOUND_WIND 110
#define T_SOUND_WATERFALL 111
#define T_BEASTBALL 120
#define T_FEATHER 121
#define T_CHICKEN 122
#define T_VOLCANOBALL 123
#define T_TINYVOLCANOBALL 124
#define T_POD 125
#define T_PODGENERATOR 126
#define T_KNIGHTAXE 127
#define T_KNIGHTBLOODAXE 128
#define T_KNIGHTGHOST 129
#define T_MUMMYHEAD 131
#define T_SNAKE 132
#define T_ITEMINVULNERABILITY 133
#define T_ITEMTOME 134
#define T_ITEMINVISIBILITY 135
#define T_ITEMBAGOFHOLDING 136
#define T_ITEMALLMAP 137
#define T_SNAKEPROJECTILE 138
#define T_SNAKEPROJECTILEBIG 139
#define T_WIZARDSHOT 140
#define T_DSPARILTELEPORTDEST 141
#define T_DSPARILONSERPENT 142
#define T_DSPARILALONE 143
#define T_SERPENTFIREBALL 144
#define T_DSPARILBLUESHOT 145
#define T_DSPARILWIZARDSPAWNER 146
#define T_CROSSBOWMAINBLAST 147
#define T_CROSSBOWMINIBLAST 148
#define T_CROSSBOWPOWERBLAST 149
#define T_VOLCANO 150
#define T_POWERWANDMINIBLAST 151
#define T_POWERWANDBIGGERBLAST 152
#define T_DEATHBALL 153
#define T_NOGRAVITYMACEBALL 154
#define T_BOUNCYMACEBALL 155
#define T_HEAVYMACEBALL 156
#define T_RIPPER 157
#define T_WIMPYSKULLRODAMMO 158
#define T_HEFTYSKULLRODAMMO 159
#define T_SKULLRODBLAST 160
#define T_WIMPYPHOENIXRODAMMO 161
#define T_HEFTYPHOENIXRODAMMO 162
#define T_PHOENIXSHOT 163
#define T_IRONLICHBLUESHOT 164
#define T_WHIRLWIND 165
#define T_REDTELEGLITTER 166
#define T_BLUETELEGLITTER 167
// Hexen Spawnable things (used for thingcount() and thing spawners) ------
#define T_CENTAUR 1
#define T_CENTAURLEADER 2
#define T_DEMON1 3
#define T_ETTIN 4
#define T_FIREGARGOYLE 5
#define T_WATERLURKER 6
#define T_WATERLURKERLEADER 7
#define T_WRAITH 8
#define T_WRAITHBURIED 9
#define T_FIREBALL1 10
#define T_MANA1 11
#define T_MANA2 12
#define T_ITEMBOOTS 13
#define T_ITEMPORK 14
#define T_ITEMSUMMON 16
#define T_ITEMTPORTOTHER 17
#define T_BISHOP 19
#define T_ICEGOLEM 20
#define T_DRAGONSKINBRACERS 22
#define T_ITEMBOOSTMANA 26
#define T_FIGHTERAXE 27
#define T_FIGHTERHAMMER 28
#define T_FIGHTERSWORD1 29
#define T_FIGHTERSWORD2 30
#define T_FIGHTERSWORD3 31
#define T_CLERICSTAFF 32
#define T_CLERICHOLY1 33
#define T_CLERICHOLY2 34
#define T_CLERICHOLY3 35
#define T_MAGESHARDS 36
#define T_MAGESTAFF1 37
#define T_MAGESTAFF2 38
#define T_MAGESTAFF3 39
#define T_ARROW 50
#define T_DART 51
#define T_POISONDART 52
#define T_RIPPERBALL 53
#define T_BLADE 64
#define T_ICESHARD 65
#define T_FLAME_SMALL 66
#define T_FLAME_LARGE 67
#define T_MESHARMOR 68
#define T_FALCONSHIELD 69
#define T_PLATINUMHELM 70
#define T_AMULETOFWARDING 71
#define T_ITEMFLECHETTE 72
#define T_ITEMREPULSION 74
#define T_MANA3 75
#define T_PUZZSKULL 76
#define T_PUZZGEMBIG 77
#define T_PUZZGEMRED 78
#define T_PUZZGEMGREEN1 79
#define T_PUZZGEMGREEN2 80
#define T_PUZZGEMBLUE1 81
#define T_PUZZGEMBLUE2 82
#define T_PUZZBOOK1 83
#define T_PUZZBOOK2 84
#define T_METALKEY 85
#define T_SMALLMETALKEY 86
#define T_AXEKEY 87
#define T_FIREKEY 88
#define T_EMERALDKEY 89
#define T_MACEKEY 90
#define T_SILVERKEY 91
#define T_RUSTYKEY 92
#define T_HORNKEY 93
#define T_SERPENTKEY 94
#define T_WATERDRIP 95
#define T_TEMPSMALLFLAME 96
#define T_PERMSMALLFLAME 97
#define T_PERMLARGEFLAME 99
#define T_DEMON_MASH 100
#define T_DEMON2_MASH 101
#define T_ETTIN_MASH 102
#define T_CENTAUR_MASH 103
#define T_THRUSTSPIKEUP 104
#define T_THRUSTSPIKEDOWN 105
#define T_FLESH_DRIP1 106
#define T_FLESH_DRIP2 107
#define T_SPARK_DRIP 108
// Flags returned by ClassifyActor
#define ACTOR_NONE 0
#define ACTOR_WORLD 1
#define ACTOR_PLAYER 2
#define ACTOR_BOT 4
#define ACTOR_VOODOODOLL 8
#define ACTOR_MONSTER 16
#define ACTOR_ALIVE 32
#define ACTOR_DEAD 64
#define ACTOR_MISSILE 128
#define ACTOR_GENERIC 256
// Physical volumes for SoundSequenceOnSector
#define SECSEQ_FLOOR 1
#define SECSEQ_CEILING 2
#define SECSEQ_FULLHEIGHT 3
#define SECSEQ_INTERIOR 4
// Actor pointer selectors
#DEFINE AAPTR_DEFAULT 0
#DEFINE AAPTR_NULL 0x1
#DEFINE AAPTR_TARGET 0x2
#DEFINE AAPTR_MASTER 0x4
#DEFINE AAPTR_TRACER 0x8
#DEFINE AAPTR_PLAYER_GETTARGET 0x10
#DEFINE AAPTR_PLAYER_GETCONVERSATION 0x20
#DEFINE AAPTR_PLAYER1 0x40
#DEFINE AAPTR_PLAYER2 0x80
#DEFINE AAPTR_PLAYER3 0x100
#DEFINE AAPTR_PLAYER4 0x200
#DEFINE AAPTR_PLAYER5 0x400
#DEFINE AAPTR_PLAYER6 0x800
#DEFINE AAPTR_PLAYER7 0x1000
#DEFINE AAPTR_PLAYER8 0x2000
#DEFINE AAPTR_FRIENDPLAYER 0x4000
// Actor pointer operation flags
#DEFINE PTROP_UNSAFETARGET 1
#DEFINE PTROP_UNSAFEMASTER 2
#DEFINE PTROP_NOSAFEGUARDS PTROP_UNSAFETARGET |PTROP_UNSAFEMASTER
// ==========================================================================
// Skulltag Definitions
// ==========================================================================
// Skulltag Teams -----------------------------------------------------------
#define TEAM_BLUE 0
#define TEAM_RED 1
#define NO_TEAM 2
// Skulltag Invasion --------------------------------------------------------
#define IS_WAITINGFORPLAYERS 0
#define IS_FIRSTCOUNTDOWN 1
#define IS_INPROGRESS 2
#define IS_BOSSFIGHT 3
#define IS_WAVECOMPLETE 4
#define IS_COUNTDOWN 5
#define T_GRENADE 216
#define T_BFG10KSHOT 217
#define T_DARKIMPFIREBALL 218
#define T_CACOLANTERNSHOT 219
#define T_ABADDONSHOT 221
// Skulltag Monsters --------------------------------------------------------
#define T_DARKIMP 155
#define T_BLOODDEMON 156
#define T_SSGGUY 157
#define T_HECTEBUS 158
#define T_CACOLANTERN 159
#define T_BELPHEGOR 215
#define T_ABADDON 220
// Skulltag Weapons ---------------------------------------------------------
#define T_PISTOL 162
#define T_GRENADELAUNCHER 163
#define T_RAILGUN 164
#define T_BFG10000 165
#define T_MINIGUN 214
// Skulltag Armor/Health Items ----------------------------------------------
#define T_MAXHEALTHBONUS 166
#define T_MAXARMORBONUS 167
#define T_REDARMOR 168
// Skulltag Powerups --------------------------------------------------------
#define T_TURBOSPHERE 169
#define T_ANTIGRAVBELT 170
#define T_TIMEFREEZER 171
#define T_INFRAGOGGLES 172
#define T_INFRATRACKER 173
#define T_TRANSLUCENCY 174
#define T_DOOMSPHERE 175
#define T_RANDOMPOWERUP 176
// Skulltag Flags -----------------------------------------------------------
#define T_BLUEFLAG 177
#define T_REDFLAG 178
#define T_WHITEFLAG 179
// Skulltag Runes -----------------------------------------------------------
#define T_STRENGTH 180
#define T_RAGE 181
#define T_DRAIN 182
#define T_SPREAD 183
#define T_RESISTANCE 184
#define T_REGENERATION 185
#define T_PROSPERITY 186
#define T_REFLECTION 187
#define T_HIGHJUMP 188
#define T_HASTE 189
// Events when you have input grabbed
#define EV_KeyDown 1 // data1: unshifted ASCII, data2: shifted ASCII
#define EV_KeyRepeat 2 // data1: unshifted ASCII, data2: shifted ASCII
#define EV_KeyUp 3 // data1: unshifted ASCII, data2: shifted ASCII
#define EV_Char 4 // data1: translated character for text input
#define EV_MouseMove 5 // data1: x, data2: y
#define EV_LButtonDown 6
#define EV_LButtonUp 7
#define EV_LButtonDblClick 8
#define EV_MButtonDown 9
#define EV_MButtonUp 10
#define EV_MButtonDblClick 11
#define EV_RButtonDown 12
#define EV_RButtonUp 13
#define EV_RButtonDblClick 14
#define EV_WheelDown 15
#define EV_WheelUp 16
// Key modifiers (or'd with event type)
#define GKM_SHIFT 256
#define GKM_CTRL 512
#define GKM_ALT 1024
// Button modifiers are only valid for EV_MouseMove events
#define GKM_LBUTTON 2048
#define GKM_MBUTTON 4096
#define GKM_RBUTTON 8192
// Special codes for some GUI keys, including a few real ASCII codes.
#define GK_PGDN 1
#define GK_PGUP 2
#define GK_HOME 3
#define GK_END 4
#define GK_LEFT 5
#define GK_RIGHT 6
#define GK_ALERT 7 // ASCII bell
#define GK_BACKSPACE 8 // ASCII
#define GK_TAB 9 // ASCII
#define GK_LINEFEED 10 // ASCII
#define GK_DOWN 10
#define GK_VTAB 11 // ASCII
#define GK_UP 11
#define GK_FORMFEED 12 // ASCII
#define GK_RETURN 13 // ASCII
#define GK_F1 14
#define GK_F2 15
#define GK_F3 16
#define GK_F4 17
#define GK_F5 18
#define GK_F6 19
#define GK_F7 20
#define GK_F8 21
#define GK_F9 22
#define GK_F10 23
#define GK_F11 24
#define GK_F12 25
#define GK_DEL 26
#define GK_ESCAPE 27 // ASCII
#define GK_FREE1 28
#define GK_FREE2 29
#define GK_FREE3 30
#define GK_CESCAPE 31 // color escape
#define CHANGELEVEL_KEEPFACING 1
#define CHANGELEVEL_RESETINVENTORY 2
#define CHANGELEVEL_NOMONSTERS 4
#define CHANGELEVEL_CHANGESKILL 8
#define CHANGELEVEL_NOINTERMISSION 16
#define CHANGELEVEL_RESETHEALTH 32
#define NO_CHANGE 32767.0
#define SECF_SILENT 1
#define SECF_NOFALLINGDAMAGE 2
#define SECF_FLOORDROP 4
#define SECF_NORESPAWN 8
#define BLOCKF_CREATURES 1
#define BLOCKF_MONSTERS 2
#define BLOCKF_PLAYERS 4
#define BLOCKF_FLOATERS 8
#define BLOCKF_PROJECTILES 16
#define BLOCKF_EVERYTHING 32
#define BLOCKF_RAILING 64
#define BLOCKF_USE 128
#define BLOCKF_SIGHT 256
#define FOGP_DENSITY 0
#define FOGP_OUTSIDEDENSITY 1
#define FOGP_SKYFOG 2
#define PRINTNAME_LEVELNAME -1
#define PRINTNAME_LEVEL -2
#define PRINTNAME_SKILL -3
#define CSF_NOFAKEFLOORS 1
#define CSF_NOBLOCKALL 2
#define TPROP_Name 0
#define TPROP_Score 1
#define TPROP_IsValid 2
#define TPROP_NumPlayers 3
#define TPROP_NumLivePlayers 4
#define TPROP_TextColor 5
#define TPROP_PlayerStartNum 6
#define TPROP_Spread 7
#define TPROP_Carrier 8
#define TPROP_Assister 9
#define TPROP_FragCount 10
#define TPROP_DeathCount 11
#define TPROP_WinCount 12
#define TPROP_PointCount 13
#define TPROP_ReturnTics 14
#define TPROP_TeamItem 15
#define TPROP_WinnerTheme 16
#define TPROP_LoserTheme 17

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//**************************************************************************
//**
//** zspecials.acs
//**
//**************************************************************************
special
// 1:Polyobj_StartLine
2:Polyobj_RotateLeft(3),
3:Polyobj_RotateRight(3),
4:Polyobj_Move(4),
// 5:Polyobj_ExplicitLine
6:Polyobj_MoveTimes8(4),
7:Polyobj_DoorSwing(4),
8:Polyobj_DoorSlide(5),
9:Line_Horizon(0),
10:Door_Close(2),
11:Door_Open(2,3),
12:Door_Raise(3,4),
13:Door_LockedRaise(4,5),
14:Door_Animated(3),
15:Autosave(0),
// 16:Transfer_WallLight
17:Thing_Raise(1),
18:StartConversation(1,2),
19:Thing_Stop(1),
20:Floor_LowerByValue(3),
21:Floor_LowerToLowest(2),
22:Floor_LowerToNearest(2),
23:Floor_RaiseByValue(3),
24:Floor_RaiseToHighest(2),
25:Floor_RaiseToNearest(2),
26:Stairs_BuildDown(5),
27:Stairs_BuildUp(5),
28:Floor_RaiseAndCrush(3,4),
29:Pillar_Build(3),
30:Pillar_Open(4),
31:Stairs_BuildDownSync(4),
32:Stairs_BuildUpSync(4),
33:ForceField(0),
34:ClearForceField(1),
35:Floor_RaiseByValueTimes8(3),
36:Floor_LowerByValueTimes8(3),
37:Floor_MoveToValue(3,4),
38:Ceiling_Waggle(5),
39:Teleport_ZombieChanger(2),
40:Ceiling_LowerByValue(3),
41:Ceiling_RaiseByValue(3),
42:Ceiling_CrushAndRaise(3,4),
43:Ceiling_LowerAndCrush(3,4),
44:Ceiling_CrushStop(1),
45:Ceiling_CrushRaiseAndStay(3,4),
46:Floor_CrushStop(1),
47:Ceiling_MoveToValue(3,4),
// 48:Sector_Attach3dMidtex
49:GlassBreak(0,1),
// 50:ExtraFloor_LightOnly
51:Sector_SetLink(4),
52:Scroll_Wall(5),
53:Line_SetTextureOffset(5),
54:Sector_ChangeFlags(3),
55:Line_SetBlocking(3),
56:Line_SetTextureScale(5),
// 57: Sector_SetPortal
// 58: Sector_CopyScroller
59:Polyobj_OR_MoveToSpot(3),
60:Plat_PerpetualRaise(3),
61:Plat_Stop(1),
62:Plat_DownWaitUpStay(3),
63:Plat_DownByValue(4),
64:Plat_UpWaitDownStay(3),
65:Plat_UpByValue(4),
66:Floor_LowerInstant(3),
67:Floor_RaiseInstant(3),
68:Floor_MoveToValueTimes8(4),
69:Ceiling_MoveToValueTimes8(4),
70:Teleport(1,3),
71:Teleport_NoFog(1,3),
72:ThrustThing(2,4),
73:DamageThing(1,2),
74:Teleport_NewMap(2,3),
75:Teleport_EndGame(0),
76:TeleportOther(3),
77:TeleportGroup(5),
78:TeleportInSector(4,5),
80:ACS_Execute(2,5),
81:ACS_Suspend(2),
82:ACS_Terminate(2),
83:ACS_LockedExecute(5),
84:ACS_ExecuteWithResult(1,4),
85:ACS_LockedExecuteDoor(5),
86:Polyobj_MoveToSpot(3),
87:Polyobj_Stop(1),
88:Polyobj_MoveTo(4),
89:Polyobj_OR_MoveTo(4),
90:Polyobj_OR_RotateLeft(3),
91:Polyobj_OR_RotateRight(3),
92:Polyobj_OR_Move(4),
93:Polyobj_OR_MoveTimes8(4),
94:Pillar_BuildAndCrush(4,5),
95:FloorAndCeiling_LowerByValue(3),
96:FloorAndCeiling_RaiseByValue(3),
// 100:Scroll_Texture_Left
// 101:Scroll_Texture_Right
// 102:Scroll_Texture_Up
// 103:Scroll_Texture_Down
109:Light_ForceLightning(1),
110:Light_RaiseByValue(2),
111:Light_LowerByValue(2),
112:Light_ChangeToValue(2),
113:Light_Fade(3),
114:Light_Glow(4),
115:Light_Flicker(3),
116:Light_Strobe(5),
117:Light_Stop(1),
// 118:Plane_Copy
119:Thing_Damage(2,3),
120:Radius_Quake(5),
// 121:Line_SetIdentification
125:Thing_Move(2,3),
127:Thing_SetSpecial(5),
128:ThrustThingZ(4),
129:UsePuzzleItem(0), // only for setting it on a line. Cannot be called!
130:Thing_Activate(1),
131:Thing_Deactivate(1),
132:Thing_Remove(1),
133:Thing_Destroy(1,2),
134:Thing_Projectile(5),
135:Thing_Spawn(3,4),
136:Thing_ProjectileGravity(5),
137:Thing_SpawnNoFog(3,4),
138:Floor_Waggle(5),
139:Thing_SpawnFacing(2,4),
140:Sector_ChangeSound(2),
143:Player_RemoveItem(2), // Skulltag Functions
144:Player_GiveItem(2), // Skulltag Functions
145:Player_SetTeam(1), // Skulltag Functions
152:Team_Score(2), // Skulltag Functions
153:Team_GivePoints(3), // Skulltag Functions
154:Teleport_NoStop(2, 3),
157:SetGlobalFogParameter(2), // GZDoom only!
158:FS_Execute(1,4), // GZDoom only!
159:Sector_SetPlaneReflection(3), // GZDoom only!
// 160:Sector_Set3DFloor // GZDoom/Vavoom
// 161:Sector_SetContents // Vavoom
169:Generic_Crusher2(5),
170:Sector_SetCeilingScale2(3),
171:Sector_SetFloorScale2(3),
172:Plat_UpNearestWaitDownStay(3),
173:NoiseAlert(2),
174:SendToCommunicator(4),
175:Thing_ProjectileIntercept(5),
176:Thing_ChangeTID(2),
177:Thing_Hate(2,3),
178:Thing_ProjectileAimed(4,5),
179:ChangeSkill(1),
180:Thing_SetTranslation(2),
// 181:Plane_Align,
182:Line_Mirror(0),
183:Line_AlignCeiling(2),
184:Line_AlignFloor(2),
185:Sector_SetRotation(3),
186:Sector_SetCeilingPanning(5),
187:Sector_SetFloorPanning(5),
188:Sector_SetCeilingScale(5),
189:Sector_SetFloorScale(5),
191:SetPlayerProperty(3),
192:Ceiling_LowerToHighestFloor(2),
193:Ceiling_LowerInstant(3),
194:Ceiling_RaiseInstant(3),
195:Ceiling_CrushRaiseAndStayA(4,5),
196:Ceiling_CrushAndRaiseA(4,5),
197:Ceiling_CrushAndRaiseSilentA(4,5),
198:Ceiling_RaiseByValueTimes8(3),
199:Ceiling_LowerByValueTimes8(3),
200:Generic_Floor(5),
201:Generic_Ceiling(5),
202:Generic_Door(5),
203:Generic_Lift(5),
204:Generic_Stairs(5),
205:Generic_Crusher(5),
206:Plat_DownWaitUpStayLip(4,5),
207:Plat_PerpetualRaiseLip(4),
208:TranslucentLine(2,3),
// 209:Transfer_Heights,
// 210:Transfer_FloorLight,
// 211:Transfer_CeilingLight,
212:Sector_SetColor(4,5),
213:Sector_SetFade(4),
214:Sector_SetDamage(3),
215:Teleport_Line(2),
216:Sector_SetGravity(3),
217:Stairs_BuildUpDoom(5),
218:Sector_SetWind(4),
219:Sector_SetFriction(2),
220:Sector_SetCurrent(4),
221:Scroll_Texture_Both(5),
// 222:Scroll_Texture_Model,
223:Scroll_Floor(4),
224:Scroll_Ceiling(4),
// 225:Scroll_Texture_Offsets,
226:ACS_ExecuteAlways(2,5),
// 227:PointPush_SetForce,
228:Plat_RaiseAndStayTx0(2),
229:Thing_SetGoal(3,4),
230:Plat_UpByValueStayTx(3),
231:Plat_ToggleCeiling(1),
232:Light_StrobeDoom(3),
233:Light_MinNeighbor(1),
234:Light_MaxNeighbor(1),
235:Floor_TransferTrigger(1),
236:Floor_TransferNumeric(1),
237:ChangeCamera(3),
238:Floor_RaiseToLowestCeiling(2),
239:Floor_RaiseByValueTxTy(3),
240:Floor_RaiseByTexture(2),
241:Floor_LowerToLowestTxTy(2),
242:Floor_LowerToHighest(3),
243:Exit_Normal(1),
244:Exit_Secret(1),
245:Elevator_RaiseToNearest(2),
246:Elevator_MoveToFloor(2),
247:Elevator_LowerToNearest(2),
248:HealThing(1,2),
249:Door_CloseWaitOpen(3, 4),
250:Floor_Donut(3),
251:FloorAndCeiling_LowerRaise(3),
252:Ceiling_RaiseToNearest(2),
253:Ceiling_LowerToLowest(2),
254:Ceiling_LowerToFloor(2),
255:Ceiling_CrushRaiseAndStaySilA(4,5),
// internal functions have negative values
-1:GetLineUDMFInt(2),
-2:GetLineUDMFFixed(2),
-3:GetThingUDMFInt(2),
-4:GetThingUDMFFixed(2),
-5:GetSectorUDMFInt(2),
-6:GetSectorUDMFFixed(2),
-7:GetSideUDMFInt(3),
-8:GetSideUDMFFixed(3),
-9:GetActorVelX(1),
-10:GetActorVelY(1),
-11:GetActorVelZ(1),
-12:SetActivator(1),
-13:SetActivatorToTarget(1),
-14:GetActorViewHeight(1),
-15:GetChar(2),
-16:GetAirSupply(1),
-17:SetAirSupply(2),
-18:SetSkyScrollSpeed(2),
-19:GetArmorType(2),
-20:SpawnSpotForced(4),
-21:SpawnSpotFacingForced(3),
-22:CheckActorProperty(3),
-23:SetActorVelocity(6),
-24:SetUserVariable(3),
-25:GetUserVariable(2),
-26:Radius_Quake2(6),
-27:CheckActorClass(2),
-28:SetUserArray(4),
-29:GetUserArray(3),
-30:SoundSequenceOnActor(2),
-31:SoundSequenceOnSector(3),
-32:SoundSequenceOnPolyobj(2),
-33:GetPolyobjX(1),
-34:GetPolyobjY(1),
-45:ACS_NamedExecuteAlways(2,5),
-100:ResetMap(0),
-101:PlayerIsSpectator(1),
-102:ConsolePlayerNumber(0),
-103:GetTeamProperty(2),
-104:GetPlayerLivesLeft(1),
-105:SetPlayerLivesLeft(2),
-106:KickFromGame(2),
-19620:GetTeamScore(1), //Zdaemon
-100000:__EndOfList__(10);
//-1000:__EndOfList__(10);

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//**************************************************************************
//**
//** zwvars.acs
//**
//**************************************************************************
// include your world-variable declarations here.

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "Boom: Doom 2 (Doom format)";
// This is the simplified game engine/sourceport name
engine = "boom";
// Should this configuration be initially available?
enabledbydefault = true;
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD DOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\Doom_common.cfg", "common");
// Settings common to Doom map format
include("Includes\\Boom_common.cfg", "mapformat_doom");
// Settings common to Doom games
include("Includes\\Game_Doom.cfg");
//mxd. No DECORATE support in vanilla
decorategames = "";
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
include("Includes\\Doom_misc.cfg", "thingsfilters");
}
// THING TYPES
// Each engine has its own additional thing types
// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
thingtypes
{
// Basic game actors
include("Includes\\Doom_things.cfg");
include("Includes\\Doom2_things.cfg");
}
// ENUMERATIONS
// Each engine has its own additional thing types
// These are enumerated lists for linedef types and UDMF fields.
enums
{
// Basic game enums
include("Includes\\Doom_misc.cfg", "enums");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "Boom: Doom (Doom format)";
// This is the simplified game engine/sourceport name
engine = "boom";
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD DOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\Doom_common.cfg", "common");
// Settings common to Doom map format
include("Includes\\Boom_common.cfg", "mapformat_doom");
// Settings common to Doom games
include("Includes\\Game_Doom.cfg");
//mxd. No DECORATE support in vanilla
decorategames = "";
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
include("Includes\\Doom_misc.cfg", "thingsfilters");
}
//Default map name
defaultlumpname = "E1M1";
// Default testing parameters
include("Includes\\Test_params.cfg", "vanilla_exmx");
// THING TYPES
// Each engine has its own additional thing types
// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
thingtypes
{
// Basic game actors
include("Includes\\Doom_things.cfg");
}
// ENUMERATIONS
// Each engine has its own additional thing types
// These are enumerated lists for linedef types and UDMF fields.
enums
{
// Basic game enums
include("Includes\\Doom_misc.cfg", "enums");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "Doom: Doom 2 (Doom format)";
// This is the simplified game engine/sourceport name
engine = "doom2";
// Should this configuration be initially available?
enabledbydefault = true;
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD DOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\Doom_common.cfg", "common");
// Settings common to Doom map format
include("Includes\\Doom_common.cfg", "mapformat_doom");
// Settings common to Doom games
include("Includes\\Game_Doom.cfg");
//mxd. No DECORATE support in vanilla
decorategames = "";
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
include("Includes\\Doom_misc.cfg", "thingsfilters");
}
// THING TYPES
// Each engine has its own additional thing types
// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
thingtypes
{
// Basic game actors
include("Includes\\Doom_things.cfg");
include("Includes\\Doom2_things.cfg");
}
// ENUMERATIONS
// Each engine has its own additional thing types
// These are enumerated lists for linedef types and UDMF fields.
enums
{
// Basic game enums
include("Includes\\Doom_misc.cfg", "enums");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "Doom: Doom (Doom format)";
// This is the simplified game engine/sourceport name
engine = "doom";
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD DOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\Doom_common.cfg", "common");
// Settings common to Doom map format
include("Includes\\Doom_common.cfg", "mapformat_doom");
// Settings common to Doom games
include("Includes\\Game_Doom.cfg");
//mxd. No DECORATE support in vanilla
decorategames = "";
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
include("Includes\\Doom_misc.cfg", "thingsfilters");
}
//Default map name
defaultlumpname = "E1M1";
// Default testing parameters
include("Includes\\Test_params.cfg", "vanilla_exmx");
// THING TYPES
// Each engine has its own additional thing types
// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
thingtypes
{
// Basic game actors
include("Includes\\Doom_things.cfg");
}
// ENUMERATIONS
// Each engine has its own additional thing types
// These are enumerated lists for linedef types and UDMF fields.
enums
{
// Basic game enums
include("Includes\\Doom_misc.cfg", "enums");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "GZDoom: Doom 2 (Doom format)";
// This is the simplified game engine/sourceport name
engine = "gzdoom";
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD ZDOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\ZDoom_common.cfg", "common");
// Settings common to Doom map format
include("Includes\\ZDoom_common.cfg", "mapformat_doom");
// Settings common to Doom games
include("Includes\\Game_Doom.cfg");
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
include("Includes\\Doom_misc.cfg", "thingsfilters");
}
// THING TYPES
// Each engine has its own additional thing types
// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
thingtypes
{
// Basic game actors
include("Includes\\Doom_things.cfg");
include("Includes\\Doom2_things.cfg");
// Additional ZDoom actors for that game
include("Includes\\ZDoom_things.cfg", "doom");
// Standard ZDoom actors
include("Includes\\ZDoom_things.cfg", "zdoom");
// Additional actors from the engine
include("Includes\\GZDoom_things.cfg", "gzdoom");
include("Includes\\GZDoom_things.cfg", "gzdoom_lights");
}
// ENUMERATIONS
// Each engine has its own additional thing types
// These are enumerated lists for linedef types and UDMF fields.
enums
{
// Basic game enums
include("Includes\\Doom_misc.cfg", "enums");
// Standard ZDoom enums
include("Includes\\ZDoom_misc.cfg", "enums");
// Additional ZDoom enums for that game
include("Includes\\ZDoom_misc.cfg", "enums_doom");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "GZDoom: Doom 2 (Hexen format)";
// This is the simplified game engine/sourceport name
engine = "gzdoom";
// Should this configuration be initially available?
enabledbydefault = true;
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD ZDOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\ZDoom_common.cfg", "common");
// Settings common to Hexen map format
include("Includes\\ZDoom_common.cfg", "mapformat_hexen");
// Settings common to Doom games
include("Includes\\Game_Doom.cfg");
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
include("Includes\\Doom_misc.cfg", "thingsfilters");
}
// THING TYPES
// Each engine has its own additional thing types
// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
thingtypes
{
// Basic game actors
include("Includes\\Doom_things.cfg");
include("Includes\\Doom2_things.cfg");
// Additional ZDoom actors for that game
include("Includes\\ZDoom_things.cfg", "doom");
// Standard ZDoom actors
include("Includes\\ZDoom_things.cfg", "zdoom");
// Additional actors from the engine
include("Includes\\GZDoom_things.cfg", "gzdoom");
include("Includes\\GZDoom_things.cfg", "gzdoom_lights");
}
// ENUMERATIONS
// Each engine has its own additional thing types
// These are enumerated lists for linedef types and UDMF fields.
enums
{
// Basic game enums
include("Includes\\Doom_misc.cfg", "enums");
// Standard ZDoom enums
include("Includes\\ZDoom_misc.cfg", "enums");
// Additional ZDoom enums for that game
include("Includes\\ZDoom_misc.cfg", "enums_doom");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "GZDoom: Doom 2 (UDMF)";
// This is the simplified game engine/sourceport name
engine = "gzdoom";
// Should this configuration be initially available?
enabledbydefault = true;
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD ZDOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\ZDoom_common.cfg", "common");
// Settings common to text map format
include("Includes\\ZDoom_common.cfg", "mapformat_udmf");
// Settings common to Doom games
include("Includes\\Game_Doom.cfg");
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
include("Includes\\ZDoom_misc.cfg", "thingsfilters_udmf");
}
// THING TYPES
// Each engine has its own additional thing types
// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
thingtypes
{
// Basic game actors
include("Includes\\Doom_things.cfg");
include("Includes\\Doom2_things.cfg");
// Additional ZDoom actors for that game
include("Includes\\ZDoom_things.cfg", "doom");
// Standard ZDoom actors
include("Includes\\ZDoom_things.cfg", "zdoom");
// Additional actors from the engine
include("Includes\\GZDoom_things.cfg", "gzdoom");
include("Includes\\GZDoom_things.cfg", "gzdoom_lights");
}
// ENUMERATIONS
// Each engine has its own additional thing types
// These are enumerated lists for linedef types and UDMF fields.
enums
{
// Basic game enums
include("Includes\\Doom_misc.cfg", "enums");
// Standard ZDoom enums
include("Includes\\ZDoom_misc.cfg", "enums");
// Additional ZDoom enums for that game
include("Includes\\ZDoom_misc.cfg", "enums_doom");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "GZDoom: Heretic (Doom format)";
// This is the simplified game engine/sourceport name
engine = "gzdoom";
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD ZDOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\ZDoom_common.cfg", "common");
// Settings common to Doom map format
include("Includes\\ZDoom_common.cfg", "mapformat_doom");
include("Includes\\Heretic_misc.cfg", "mapformat_doom");
// Settings common to Heretic games
include("Includes\\Game_Heretic.cfg");
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
include("Includes\\Doom_misc.cfg", "thingsfilters");
}
// THING TYPES
// Each engine has its own additional thing types
// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
thingtypes
{
// Basic game actors
include("Includes\\Heretic_things.cfg");
// Additional ZDoom actors for that game
include("Includes\\ZDoom_things.cfg", "heretic");
// Standard ZDoom actors
include("Includes\\ZDoom_things.cfg", "zdoom");
// Additional actors from the engine
include("Includes\\GZDoom_things.cfg", "gzdoom");
include("Includes\\GZDoom_things.cfg", "gzdoom_lights");
}
// ENUMERATIONS
// Each engine has its own additional thing types
// These are enumerated lists for linedef types and UDMF fields.
enums
{
// Basic game enums
include("Includes\\Doom_misc.cfg", "enums");
// Standard ZDoom enums
include("Includes\\ZDoom_misc.cfg", "enums");
// Additional ZDoom enums for that game
include("Includes\\ZDoom_misc.cfg", "enums_heretic");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "GZDoom: Heretic (Hexen format)";
// This is the simplified game engine/sourceport name
engine = "gzdoom";
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD ZDOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\ZDoom_common.cfg", "common");
// Settings common to Hexen map format
include("Includes\\ZDoom_common.cfg", "mapformat_hexen");
// Settings common to Heretic games
include("Includes\\Game_Heretic.cfg");
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
include("Includes\\Doom_misc.cfg", "thingsfilters");
}
// THING TYPES
// Each engine has its own additional thing types
// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
thingtypes
{
// Basic game actors
include("Includes\\Heretic_things.cfg");
// Additional ZDoom actors for that game
include("Includes\\ZDoom_things.cfg", "heretic");
// Standard ZDoom actors
include("Includes\\ZDoom_things.cfg", "zdoom");
// Additional actors from the engine
include("Includes\\GZDoom_things.cfg", "gzdoom");
include("Includes\\GZDoom_things.cfg", "gzdoom_lights");
}
// ENUMERATIONS
// Each engine has its own additional thing types
// These are enumerated lists for linedef types and UDMF fields.
enums
{
// Basic game enums
include("Includes\\Doom_misc.cfg", "enums");
// Standard ZDoom enums
include("Includes\\ZDoom_misc.cfg", "enums");
// Additional ZDoom enums for that game
include("Includes\\ZDoom_misc.cfg", "enums_heretic");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "GZDoom: Heretic (UDMF)";
// This is the simplified game engine/sourceport name
engine = "gzdoom";
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD ZDOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\ZDoom_common.cfg", "common");
// Settings common to text map format
include("Includes\\ZDoom_common.cfg", "mapformat_udmf");
// Settings common to Heretic games
include("Includes\\Game_Heretic.cfg");
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
include("Includes\\ZDoom_misc.cfg", "thingsfilters_udmf");
}
// THING TYPES
// Each engine has its own additional thing types
// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
thingtypes
{
// Basic game actors
include("Includes\\Heretic_things.cfg");
// Additional ZDoom actors for that game
include("Includes\\ZDoom_things.cfg", "heretic");
// Standard ZDoom actors
include("Includes\\ZDoom_things.cfg", "zdoom");
// Additional actors from the engine
include("Includes\\GZDoom_things.cfg", "gzdoom");
include("Includes\\GZDoom_things.cfg", "gzdoom_lights");
}
// ENUMERATIONS
// Each engine has its own additional thing types
// These are enumerated lists for linedef types and UDMF fields.
enums
{
// Basic game enums
include("Includes\\Doom_misc.cfg", "enums");
// Standard ZDoom enums
include("Includes\\ZDoom_misc.cfg", "enums");
// Additional ZDoom enums for that game
include("Includes\\ZDoom_misc.cfg", "enums_heretic");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "GZDoom: Hexen (Hexen format)";
// This is the simplified game engine/sourceport name
engine = "gzdoom";
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD ZDOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\ZDoom_common.cfg", "common");
// Settings common to Hexen map format
include("Includes\\ZDoom_common.cfg", "mapformat_hexen");
// Settings common to Hexen games
include("Includes\\Game_Hexen.cfg");
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
include("Includes\\Hexen_misc.cfg", "thingsfilters");
}
// THING TYPES
// Each engine has its own additional thing types
// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
thingtypes
{
// Basic game actors
include("Includes\\Hexen_things.cfg");
// Additional ZDoom actors for that game
include("Includes\\ZDoom_things.cfg", "hexen");
// Standard ZDoom actors
include("Includes\\ZDoom_things.cfg", "zdoom");
// Additional actors from the engine
include("Includes\\GZDoom_things.cfg", "gzdoom");
include("Includes\\GZDoom_things.cfg", "gzdoom_lights");
}
// ENUMERATIONS
// Each engine has its own additional thing types
// These are enumerated lists for linedef types and UDMF fields.
enums
{
// Basic game enums
include("Includes\\Doom_misc.cfg", "enums");
// Standard ZDoom enums
include("Includes\\ZDoom_misc.cfg", "enums");
// Additional ZDoom enums for that game
include("Includes\\ZDoom_misc.cfg", "enums_hexen");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "GZDoom: Hexen (UDMF)";
// This is the simplified game engine/sourceport name
engine = "gzdoom";
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD ZDOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\ZDoom_common.cfg", "common");
// Settings common to text map format
include("Includes\\ZDoom_common.cfg", "mapformat_udmf");
// Settings common to Hexen games
include("Includes\\Game_Hexen.cfg");
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
include("Includes\\ZDoom_misc.cfg", "thingsfilters_udmf");
}
// THING TYPES
// Each engine has its own additional thing types
// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
thingtypes
{
// Basic game actors
include("Includes\\Hexen_things.cfg");
// Additional ZDoom actors for that game
include("Includes\\ZDoom_things.cfg", "hexen");
// Standard ZDoom actors
include("Includes\\ZDoom_things.cfg", "zdoom");
// Additional actors from the engine
include("Includes\\GZDoom_things.cfg", "gzdoom");
include("Includes\\GZDoom_things.cfg", "gzdoom_lights");
}
// ENUMERATIONS
// Each engine has its own additional thing types
// These are enumerated lists for linedef types and UDMF fields.
enums
{
// Basic game enums
include("Includes\\Doom_misc.cfg", "enums");
// Standard ZDoom enums
include("Includes\\ZDoom_misc.cfg", "enums");
// Additional ZDoom enums for that game
include("Includes\\ZDoom_misc.cfg", "enums_hexen");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "GZDoom: Strife (Doom format)";
// This is the simplified game engine/sourceport name
engine = "gzdoom";
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD ZDOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\ZDoom_common.cfg", "common");
// Settings common to Doom map format
include("Includes\\ZDoom_common.cfg", "mapformat_doom");
include("Includes\\Strife_misc.cfg", "mapformat_doom");
// Settings common to Strife games
include("Includes\\Game_Strife.cfg");
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
include("Includes\\Strife_misc.cfg", "thingsfilters");
}
// THING TYPES
// Each engine has its own additional thing types
// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
thingtypes
{
// Basic game actors
include("Includes\\Strife_things.cfg");
// Additional ZDoom actors for that game
include("Includes\\ZDoom_things.cfg", "strife");
// Standard ZDoom actors
include("Includes\\ZDoom_things.cfg", "zdoom");
// Additional actors from the engine
include("Includes\\GZDoom_things.cfg", "gzdoom");
include("Includes\\GZDoom_things.cfg", "gzdoom_lights");
}
// ENUMERATIONS
// Each engine has its own additional thing types
// These are enumerated lists for linedef types and UDMF fields.
enums
{
// Basic game enums
include("Includes\\Doom_misc.cfg", "enums");
// Standard ZDoom enums
include("Includes\\ZDoom_misc.cfg", "enums");
// Additional ZDoom enums for that game
include("Includes\\ZDoom_misc.cfg", "enums_strife");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "GZDoom: Strife (Hexen format)";
// This is the simplified game engine/sourceport name
engine = "gzdoom";
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD ZDOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\ZDoom_common.cfg", "common");
// Settings common to Hexen map format
include("Includes\\ZDoom_common.cfg", "mapformat_hexen");
// Settings common to Strife games
include("Includes\\Game_Strife.cfg");
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
include("Includes\\Strife_misc.cfg", "thingsfilters");
}
// THING TYPES
// Each engine has its own additional thing types
// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
thingtypes
{
// Basic game actors
include("Includes\\Strife_things.cfg");
// Additional ZDoom actors for that game
include("Includes\\ZDoom_things.cfg", "strife");
// Standard ZDoom actors
include("Includes\\ZDoom_things.cfg", "zdoom");
// Additional actors from the engine
include("Includes\\GZDoom_things.cfg", "gzdoom");
include("Includes\\GZDoom_things.cfg", "gzdoom_lights");
}
// ENUMERATIONS
// Each engine has its own additional thing types
// These are enumerated lists for linedef types and UDMF fields.
enums
{
// Basic game enums
include("Includes\\Doom_misc.cfg", "enums");
// Standard ZDoom enums
include("Includes\\ZDoom_misc.cfg", "enums");
// Additional ZDoom enums for that game
include("Includes\\ZDoom_misc.cfg", "enums_strife");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "GZDoom: Strife (UDMF)";
// This is the simplified game engine/sourceport name
engine = "gzdoom";
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD ZDOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\ZDoom_common.cfg", "common");
// Settings common to text map format
include("Includes\\ZDoom_common.cfg", "mapformat_udmf");
// Settings common to Strife games
include("Includes\\Game_Strife.cfg");
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
include("Includes\\ZDoom_misc.cfg", "thingsfilters_udmf");
}
// THING TYPES
// Each engine has its own additional thing types
// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
thingtypes
{
// Basic game actors
include("Includes\\Strife_things.cfg");
// Additional ZDoom actors for that game
include("Includes\\ZDoom_things.cfg", "strife");
// Standard ZDoom actors
include("Includes\\ZDoom_things.cfg", "zdoom");
// Additional actors from the engine
include("Includes\\GZDoom_things.cfg", "gzdoom");
include("Includes\\GZDoom_things.cfg", "gzdoom_lights");
}
// ENUMERATIONS
// Each engine has its own additional thing types
// These are enumerated lists for linedef types and UDMF fields.
enums
{
// Basic game enums
include("Includes\\Doom_misc.cfg", "enums");
// Standard ZDoom enums
include("Includes\\ZDoom_misc.cfg", "enums");
// Additional ZDoom enums for that game
include("Includes\\ZDoom_misc.cfg", "enums_strife");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "Heretic: Heretic (Doom format)";
// This is the simplified game engine/sourceport name
engine = "heretic";
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD DOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\Doom_common.cfg", "common");
// Settings common to Doom map format
include("Includes\\Heretic_common.cfg", "mapformat_doom");
// Settings common to Doom games
include("Includes\\Game_Heretic.cfg");
//mxd. No DECORATE support in vanilla
decorategames = "";
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
include("Includes\\Doom_misc.cfg", "thingsfilters");
}
//Default map name
defaultlumpname = "E1M1";
// Default testing parameters
include("Includes\\Test_params.cfg", "vanilla_exmx");
// THING TYPES
// Each engine has its own additional thing types
// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
thingtypes
{
// Basic game actors
include("Includes\\Heretic_things.cfg");
}
// ENUMERATIONS
// Each engine has its own additional thing types
// These are enumerated lists for linedef types and UDMF fields.
enums
{
// Basic game enums
include("Includes\\Doom_misc.cfg", "enums");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "Hexen: Hexen (Hexen format)";
// This is the simplified game engine/sourceport name
engine = "hexen";
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD ZDOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\Doom_common.cfg", "common");
// Settings common to Hexen map format
include("Includes\\Hexen_common.cfg", "mapformat_hexen");
// Settings common to Hexen games
include("Includes\\Game_Hexen.cfg");
//mxd. No DECORATE support in vanilla
decorategames = "";
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
include("Includes\\Hexen_misc.cfg", "thingsfilters");
}
// THING TYPES
// Each engine has its own additional thing types
// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
thingtypes
{
// Basic game actors
include("Includes\\Hexen_things.cfg");
}
// ENUMERATIONS
// Each engine has its own additional thing types
// These are enumerated lists for linedef types and UDMF fields.
enums
{
// Basic game enums
include("Includes\\Doom_misc.cfg", "enums");
// Standard ZDoom enums
include("Includes\\ZDoom_misc.cfg", "enums");
// Additional ZDoom enums for that game
include("Includes\\ZDoom_misc.cfg", "enums_hexen");
}

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mapformat_doom
{
// The format interface handles the map data format
formatinterface = "DoomMapSetIO";
maplumpnames
{
include("Doom_misc.cfg", "doommaplumpnames");
include("Boom_misc.cfg", "boommaplumpnames");
}
// When this is set to true, sectors with the same tag will light up when a line is highlighted
linetagindicatesectors = true;
// Special linedefs
include("ZDoom_misc.cfg", "speciallinedefs_doomhexen");
// Default flags for first new thing
defaultthingflags
{
include("Doom_misc.cfg", "defaultthingflags");
}
// Door making
include("ZDoom_misc.cfg", "doormaking_doom");
// Generalized actions
generalizedlinedefs = true;
generalizedsectors = true;
// GENERALIZED LINEDEF TYPES
gen_linedeftypes
{
include("Boom_generalized.cfg", "gen_linedeftypes");
}
// GENERALIZED SECTOR TYPES
gen_sectortypes
{
include("Boom_generalized.cfg", "gen_sectortypes");
}
// DEFAULT SECTOR BRIGHTNESS LEVELS
sectorbrightness
{
include("Doom_misc.cfg", "sectorbrightness");
}
// SECTOR TYPES
sectortypes
{
include("Doom_sectors.cfg");
}
// LINEDEF FLAGS
linedefflags
{
include("Doom_misc.cfg", "linedefflags");
include("Boom_misc.cfg", "linedefflags");
}
// LINEDEF ACTIVATIONS
linedefactivations
{
}
// Linedef flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
linedefflagstranslation
{
include("Doom_misc.cfg", "linedefflagstranslation");
include("Boom_misc.cfg", "linedefflagstranslation");
}
// LINEDEF TYPES
linedeftypes
{
include("Doom_linedefs.cfg");
include("Boom_linedefs.cfg");
}
// THING FLAGS
thingflags
{
include("Doom_misc.cfg", "thingflags");
include("Boom_misc.cfg", "thingflags");
}
// Thing flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
thingflagstranslation
{
include("Doom_misc.cfg", "thingflagstranslation");
include("Boom_misc.cfg", "thingflagstranslation");
}
// How to compare thing flags (for the stuck things error checker)
thingflagscompare
{
include("Boom_misc.cfg", "thingflagscompare");
}
// Things flags masks
include("Doom_misc.cfg", "thingflagsmasks");
}

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// Generalized sector types
gen_sectortypes
{
lighting
{
0 = "Normal";
1 = "Light Blinks (randomly)";
2 = "Light Blinks (0.5 sec)";
3 = "Light Blinks (1 sec)";
8 = "Light Glows (1+ sec)";
12 = "Light Blinks (0.5 sec sync)";
13 = "Light Blinks (1 sec sync)";
17 = "Light Flickers (randomly)";
}
damage
{
0 = "None";
32 = "5 per second";
64 = "10 per second";
96 = "20 per second";
}
secret
{
0 = "No";
128 = "Yes";
}
friction
{
0 = "Disabled";
256 = "Enabled";
}
wind
{
0 = "Disabled";
512 = "Enabled";
}
}
// Generalized linedef types
gen_linedeftypes
{
normal
{
title = "None";
offset = 0;
length = 0;
}
floors
{
title = "Floor";
offset = 24576;
length = 8192;
trigger
{
0 = "Walk Over Once";
1 = "Walk Over Repeatable";
2 = "Switch Once";
3 = "Switch Repeatable";
4 = "Gunfire Once";
5 = "Gunfire Repeatable";
6 = "Door Once";
7 = "Door Repeatable";
}
direction
{
0 = "Down";
64 = "Up";
}
target
{
0 = "Highest Adjacent Floor";
128 = "Lowest Adjacent Floor";
256 = "Next Adjacent Floor";
384 = "Lowest Adjacent Ceiling";
512 = "Ceiling";
640 = "Shortest Lower Texture";
768 = "24 Map Pixels (relative)";
896 = "32 Map Pixels (relative)";
}
speed
{
0 = "Slow";
8 = "Normal";
16 = "Fast";
24 = "Turbo";
}
model
{
0 = "Trigger";
32 = "Numeric";
}
change
{
0 = "None";
1024 = "Change Texture and Remove Effect";
2048 = "Change Texture Only";
3072 = "Change Texture and Effect";
}
crusher
{
0 = "No";
4096 = "Yes";
}
}
ceilings
{
title = "Ceiling";
offset = 16384;
length = 8192;
trigger
{
0 = "Walk Over Once";
1 = "Walk Over Repeatable";
2 = "Switch Once";
3 = "Switch Repeatable";
4 = "Gunfire Once";
5 = "Gunfire Repeatable";
6 = "Door Once";
7 = "Door Repeatable";
}
direction
{
0 = "Down";
64 = "Up";
}
target
{
0 = "Highest Adjacent Ceiling";
128 = "Lowest Adjacent Ceiling";
256 = "Next Adjacent Ceiling";
384 = "Highest Adjacent Floor";
512 = "Floor";
640 = "Shortest Lower Texture";
768 = "24 Map Pixels (relative)";
896 = "32 Map Pixels (relative)";
}
speed
{
0 = "Slow";
8 = "Normal";
16 = "Fast";
24 = "Turbo";
}
model
{
0 = "Trigger";
32 = "Numeric";
}
change
{
0 = "None";
1024 = "Change Texture and Remove Effect";
2048 = "Change Texture Only";
3072 = "Change Texture and Effect";
}
crusher
{
0 = "No";
4096 = "Yes";
}
}
doors
{
title = "Door";
offset = 15360;
length = 1024;
trigger
{
0 = "Walk Over Once";
1 = "Walk Over Repeatable";
2 = "Switch Once";
3 = "Switch Repeatable";
4 = "Gunfire Once";
5 = "Gunfire Repeatable";
6 = "Door Once";
7 = "Door Repeatable";
}
action
{
0 = "Open Wait Close";
32 = "Open Only";
64 = "Close Wait Open";
96 = "Close Only";
}
speed
{
0 = "Slow";
8 = "Normal";
16 = "Fast";
24 = "Turbo";
}
wait
{
0 = "1 Second";
256 = "4 Seconds";
512 = "9 Seconds";
768 = "30 Seconds";
}
monsters
{
0 = "No";
128 = "Yes";
}
}
lockeddoors
{
title = "Locked Door";
offset = 14336;
length = 1024;
trigger
{
0 = "Walk Over Once";
1 = "Walk Over Repeatable";
2 = "Switch Once";
3 = "Switch Repeatable";
4 = "Gunfire Once";
5 = "Gunfire Repeatable";
6 = "Door Once";
7 = "Door Repeatable";
}
action
{
0 = "Open Wait Close";
32 = "Open Only";
}
speed
{
0 = "Slow";
8 = "Normal";
16 = "Fast";
24 = "Turbo";
}
lock
{
0 = "Any";
64 = "Red Keycard";
128 = "Blue Keycard";
192 = "Yellow Keycard";
256 = "Red Skullkey";
320 = "Blue Skullkey";
384 = "Yellow Skullkey";
448 = "All";
}
combination
{
0 = "No (each is a different key)";
512 = "Keycard and Skullkey are same";
}
}
lifts
{
title = "Lift";
offset = 13312;
length = 1024;
trigger
{
0 = "Walk Over Once";
1 = "Walk Over Repeatable";
2 = "Switch Once";
3 = "Switch Repeatable";
4 = "Gunfire Once";
5 = "Gunfire Repeatable";
6 = "Door Once";
7 = "Door Repeatable";
}
target
{
0 = "Lowest adjacent Floor";
256 = "Next adjacent Floor";
512 = "Lowest adjacent Ceiling";
768 = "Perpetual Lowest and Highest Floors";
}
speed
{
0 = "Slow";
8 = "Normal";
16 = "Fast";
24 = "Turbo";
}
delay
{
0 = "1 Second";
64 = "3 Seconds";
128 = "5 Seconds";
192 = "10 Seconds";
}
monsters
{
0 = "No";
32 = "Yes";
}
}
stairs
{
title = "Stairs";
offset = 12288;
length = 1024;
trigger
{
0 = "Walk Over Once";
1 = "Walk Over Repeatable";
2 = "Switch Once";
3 = "Switch Repeatable";
4 = "Gunfire Once";
5 = "Gunfire Repeatable";
6 = "Door Once";
7 = "Door Repeatable";
}
direction
{
0 = "Down";
256 = "Up";
}
step
{
0 = "4 Map Pixels";
64 = "8 Map Pixels";
128 = "16 Map Pixels";
192 = "24 Map Pixels";
}
speed
{
0 = "Slow";
8 = "Normal";
16 = "Fast";
24 = "Turbo";
}
break
{
0 = "At different texture";
512 = "No";
}
monsters
{
0 = "No";
32 = "Yes";
}
}
crushers
{
title = "Crusher";
offset = 12160;
length = 128;
trigger
{
0 = "Walk Over Once";
1 = "Walk Over Repeatable";
2 = "Switch Once";
3 = "Switch Repeatable";
4 = "Gunfire Once";
5 = "Gunfire Repeatable";
6 = "Door Once";
7 = "Door Repeatable";
}
speed
{
0 = "Slow";
8 = "Normal";
16 = "Fast";
24 = "Turbo";
}
silent
{
0 = "No";
64 = "Yes";
}
monsters
{
0 = "No";
32 = "Yes";
}
}
}

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door
{
title = "Door";
175
{
title = "Door Close Wait Open (30 seconds)";
prefix = "S1";
}
196
{
title = "Door Close Wait Open (30 seconds)";
prefix = "SR";
}
}
floor
{
title = "Floor";
146
{
title = "Floor Raise Donut (changes texture)";
prefix = "W1";
}
155
{
title = "Floor Raise Donut (changes texture)";
prefix = "WR";
}
191
{
title = "Floor Raise Donut (changes texture)";
prefix = "SR";
}
142
{
title = "Floor Raise by 512";
prefix = "W1";
}
147
{
title = "Floor Raise by 512";
prefix = "WR";
}
158
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "S1";
}
159
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "S1";
}
160
{
title = "Floor Raise by 24 (changes texture and effect)";
prefix = "S1";
}
161
{
title = "Floor Raise by 24";
prefix = "S1";
}
176
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "SR";
}
177
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "SR";
}
178
{
title = "Floor Raise by 512";
prefix = "SR";
}
179
{
title = "Floor Raise by 24 (changes texture and effect)";
prefix = "SR";
}
180
{
title = "Floor Raise by 24";
prefix = "SR";
}
213
{
title = "Floor Change Brightness to this Brightness";
prefix = "";
}
219
{
title = "Floor Lower to Nearest Floor";
prefix = "W1";
}
220
{
title = "Floor Lower to Nearest Floor";
prefix = "WR";
}
221
{
title = "Floor Lower to Nearest Floor";
prefix = "S1";
}
222
{
title = "Floor Lower to Nearest Floor";
prefix = "SR";
}
}
crusher
{
title = "Crusher";
150
{
title = "Crusher Start (silent)";
prefix = "WR";
}
164
{
title = "Crusher Start (fast)";
prefix = "S1";
}
165
{
title = "Crusher Start (silent)";
prefix = "S1";
}
168
{
title = "Crusher Stop";
prefix = "S1";
}
183
{
title = "Crusher Start (fast)";
prefix = "SR";
}
184
{
title = "Crusher Start";
prefix = "SR";
}
185
{
title = "Crusher Start (silent)";
prefix = "SR";
}
188
{
title = "Crusher Stop";
prefix = "SR";
}
}
stairs
{
title = "Stairs";
256
{
title = "Stairs Raise by 8";
prefix = "WR";
}
257
{
title = "Stairs Raise by 16 (fast)";
prefix = "WR";
}
258
{
title = "Stairs Raise by 8";
prefix = "SR";
}
259
{
title = "Stairs Raise by 16 (fast)";
prefix = "SR";
}
}
lift
{
title = "Lift";
143
{
title = "Lift Raise by 24 (changes texture)";
prefix = "W1";
}
144
{
title = "Lift Raise by 32 (changes texture)";
prefix = "W1";
}
148
{
title = "Lift Raise by 24 (changes texture)";
prefix = "WR";
}
149
{
title = "Lift Raise by 32 (changes texture)";
prefix = "WR";
}
162
{
title = "Lift Perpetual Lowest and Highest Floors";
prefix = "S1";
}
163
{
title = "Lift Stop";
prefix = "S1";
}
181
{
title = "Lift Perpetual Lowest and Highest Floors";
prefix = "SR";
}
182
{
title = "Lift Stop";
prefix = "SR";
}
211
{
title = "Lift Raise to Ceiling (instantly)";
prefix = "SR";
}
212
{
title = "Lift Raise to Ceiling (instantly)";
prefix = "WR";
}
227
{
title = "Lift Raise to Next Highest Floor (fast)";
prefix = "W1";
}
228
{
title = "Lift Raise to Next Highest Floor (fast)";
prefix = "WR";
}
229
{
title = "Lift Raise to Next Highest Floor (fast)";
prefix = "S1";
}
230
{
title = "Lift Raise to Next Highest Floor (fast)";
prefix = "SR";
}
231
{
title = "Lift Lower to Next Lowest Floor (fast)";
prefix = "W1";
}
232
{
title = "Lift Lower to Next Lowest Floor (fast)";
prefix = "WR";
}
233
{
title = "Lift Lower to Next Lowest Floor (fast)";
prefix = "S1";
}
234
{
title = "Lift Lower to Next Lowest Floor (fast)";
prefix = "SR";
}
235
{
title = "Lift Move to Same Floor Height (fast)";
prefix = "W1";
}
236
{
title = "Lift Move to Same Floor Height (fast)";
prefix = "WR";
}
237
{
title = "Lift Move to Same Floor Height (fast)";
prefix = "S1";
}
238
{
title = "Lift Move to Same Floor Height (fast)";
prefix = "SR";
}
}
exit
{
title = "Exit";
197
{
title = "Exit Level";
prefix = "G1";
}
198
{
title = "Exit Level (goes to secret level)";
prefix = "G1";
}
}
light
{
title = "Light";
156
{
title = "Light Start Blinking";
prefix = "WR";
}
157
{
title = "Light Change to Darkest Adjacent";
prefix = "WR";
}
169
{
title = "Light Change to Brightest Adjacent";
prefix = "S1";
}
170
{
title = "Light Change to 35";
prefix = "S1";
}
171
{
title = "Light Change to 255";
prefix = "S1";
}
172
{
title = "Light Start Blinking";
prefix = "S1";
}
173
{
title = "Light Change to Darkest Adjacent";
prefix = "S1";
}
192
{
title = "Light Change to Brightest Adjacent";
prefix = "SR";
}
193
{
title = "Light Start Blinking";
prefix = "SR";
}
194
{
title = "Light Change to Darkest Adjacent";
prefix = "SR";
}
}
teleport
{
title = "Teleport";
174
{
title = "Teleport (also monsters)";
prefix = "S1";
}
195
{
title = "Teleport (also monsters)";
prefix = "SR";
}
207
{
title = "Teleport (also monsters, silent, same angle)";
prefix = "W1";
}
208
{
title = "Teleport (also monsters, silent, same angle)";
prefix = "WR";
}
209
{
title = "Teleport (also monsters, silent, same angle)";
prefix = "S1";
}
210
{
title = "Teleport (also monsters, silent, same angle)";
prefix = "SR";
}
243
{
title = "Teleport to Line With Same Tag (silent, same angle)";
prefix = "W1";
}
244
{
title = "Teleport to Line With Same Tag (silent, same angle)";
prefix = "WR";
}
262
{
title = "Teleport to Line With Same Tag (silent, reversed angle)";
prefix = "W1";
}
263
{
title = "Teleport to Line With Same Tag (silent, reversed angle)";
prefix = "WR";
}
264
{
title = "Teleport to Line With Same Tag (also monsters, silent, reversed angle)";
prefix = "W1";
}
265
{
title = "Teleport to Line With Same Tag (also monsters, reversed angle)";
prefix = "WR";
}
266
{
title = "Teleport to Line With Same Tag (monsters only, silent)";
prefix = "W1";
}
267
{
title = "Teleport to Line With Same Tag (monsters only, silent)";
prefix = "WR";
}
268
{
title = "Teleport (monsters only, silent)";
prefix = "W1";
}
269
{
title = "Teleport (monsters only, silent)";
prefix = "WR";
}
}
ceiling
{
title = "Ceiling";
145
{
title = "Ceiling Lower to Floor (fast)";
prefix = "W1";
}
151
{
title = "Ceiling Raise to Highest Ceiling";
prefix = "WR";
}
152
{
title = "Ceiling Lower to Floor (fast)";
prefix = "WR";
}
166
{
title = "Ceiling Raise to Highest Ceiling";
prefix = "S1";
}
167
{
title = "Ceiling Lower to 8 Above Floor";
prefix = "S1";
}
186
{
title = "Ceiling Raise to Highest Ceiling";
prefix = "SR";
}
187
{
title = "Ceiling Lower to 8 Above Floor";
prefix = "SR";
}
199
{
title = "Ceiling Lower to Lowest Ceiling";
prefix = "W1";
}
200
{
title = "Ceiling Lower to Highest Floor";
prefix = "W1";
}
201
{
title = "Ceiling Lower to Lowest Ceiling";
prefix = "WR";
}
202
{
title = "Ceiling Lower to Highest Floor";
prefix = "WR";
}
203
{
title = "Ceiling Lower to Lowest Ceiling";
prefix = "S1";
}
204
{
title = "Ceiling Lower to Highest Floor";
prefix = "S1";
}
205
{
title = "Ceiling Lower to Lowest Ceiling";
prefix = "SR";
}
206
{
title = "Ceiling Lower to Highest Floor";
prefix = "SR";
}
261
{
title = "Ceiling Brightness to this Brightness";
prefix = "";
}
}
scroll
{
title = "Scroll";
85
{
title = "Scroll Texture Right";
prefix = "";
}
214
{
title = "Scroll Ceiling Accelerates when Sector Changes Height";
prefix = "";
}
215
{
title = "Scroll Floor Accelerates when Sector Changes Height";
prefix = "";
}
216
{
title = "Scroll Things Accelerates when Sector Changes Height";
prefix = "";
}
217
{
title = "Scroll Floor/Things Accelerates when Sector Changes Height";
prefix = "";
}
218
{
title = "Scroll Wall Accelerates when Sector Changes Height";
prefix = "";
}
245
{
title = "Scroll Ceiling when Sector Changes Height";
prefix = "";
}
246
{
title = "Scroll Floor when Sector Changes Height";
prefix = "";
}
247
{
title = "Scroll Move Things when Sector Changes Height";
prefix = "";
}
248
{
title = "Scroll Floor/Move Things when Sector Changes Height";
prefix = "";
}
249
{
title = "Scroll Wall when Sector Changes Height";
prefix = "";
}
250
{
title = "Scroll Ceiling according to Line Vector";
prefix = "";
}
251
{
title = "Scroll Floor according to Line Vector";
prefix = "";
}
252
{
title = "Scroll Move Things according to Line Vector";
prefix = "";
}
253
{
title = "Scroll Floor, Move Things";
prefix = "";
}
254
{
title = "Scroll Wall according to Line Vector";
prefix = "";
}
255
{
title = "Scroll Wall using Sidedef Offsets";
prefix = "";
}
}
change
{
title = "Change";
78
{
title = "Change Texture and Effect to Nearest";
prefix = "SR";
}
153
{
title = "Change Texture And Effect";
prefix = "W1";
}
154
{
title = "Change Texture And Effect";
prefix = "WR";
}
189
{
title = "Change Texture And Effect";
prefix = "S1";
}
190
{
title = "Change Texture And Effect";
prefix = "SR";
}
239
{
title = "Change Texture and Effect to Nearest";
prefix = "W1";
}
240
{
title = "Change Texture and Effect to Nearest";
prefix = "WR";
}
241
{
title = "Change Texture and Effect to Nearest";
prefix = "S1";
}
}
friction
{
title = "Friction";
223
{
title = "Friction Tagged Sector: Drag < 100, Slide > 100";
prefix = "";
}
}
wind
{
title = "Wind";
224
{
title = "Wind according to Line Vector";
prefix = "";
}
}
current
{
title = "Current";
225
{
title = "Current according to Line Vector";
prefix = "";
}
}
wind/current
{
title = "Wind/Current";
226
{
title = "Wind/Current by Push/Pull Thing In Sector";
prefix = "";
}
}
create
{
title = "Create";
242
{
title = "Create Fake Ceiling and Floor";
prefix = "";
}
}
translucent
{
title = "Translucent";
260
{
title = "Translucent (Middle Texture)";
prefix = "";
}
}
transfer
{
title = "Transfer";
271
{
title = "Transfer Sky Texture to Tagged Sectors";
prefix = "";
}
272
{
title = "Transfer Sky Texture to Tagged Sectors (flipped)";
prefix = "";
}
}

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// LINEDEF FLAGS
linedefflags
{
512 = "Pass use action";
}
// Linedef flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
linedefflagstranslation
{
512 = "passuse";
}
// THING FLAGS
thingflags
{
32 = "Not Deathmatch";
64 = "Not Cooperative";
}
// Thing flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
thingflagstranslation
{
32 = "!dm";
64 = "!coop";
}
// How thing flags should be compared (for the stuck thing error check)
thingflagscompare
{
skills
{
1;
2;
4;
}
gamemodes
{
16
{
comparemethod = "equal";
ignoredgroups = "skills";
ingnorethisgroupwhenunset = true;
}
}
gamemodes_extra
{
optional = true;
32
{
invert = true;
requiredflag = "16";
requiredgroups = "gamemodes";
ignoredgroups = "skills";
}
64
{
invert = true;
requiredflag = "16";
requiredgroups = "skills,gamemodes";
}
}
}
/*
TEXTURES AND FLAT SOURCES
This tells Doom Builder where to find the information for textures
and flats in the IWAD file, Addition WAD file and Map WAD file.
Start and end lumps must be given in a structure (of which the
key name doesnt matter) and any textures or flats in between them
are loaded in either the textures category or flats category.
For textures: PNAMES, TEXTURE1 and TEXTURE2 are loaded by default.
*/
// Colormap sources
colormaps
{
standard1
{
start = "C_START";
end = "C_END";
}
}
/*
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.
*/
boommaplumpnames
{
DEHACKED
{
required = false;
nodebuild = false;
script = "Dehacked.cfg";
}
}

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boom
{
color = 8; // Grey
arrow = 1;
title = "Boom Items";
width = 0;
height = 0;
sort = 1;
fixedsize = true;
5001
{
title = "Pusher";
sprite = "internal:pointpusher";
class = "PointPusher";
}
5002
{
title = "Puller";
sprite = "internal:pointpuller";
class = "PointPuller";
}
}

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// Common settings that are included in most (if not every) game configuration
// These are settings you probably don't have to deal with unless you're making
// something really advanced (or maybe using a game engine not based on Doom)
// Simulate Doom brightness levels (turn this off for linear lighting)
doomlightlevels = true;
// Thing number for start position in 3D Mode
start3dmode = 32000;
// Map boundaries. Map objects can only be placed within these boundaries
// WARNING: changing this may mess your map up, so only change it when you
// know what you are doing
leftboundary = -32768;
rightboundary = 32767;
topboundary = 32767;
bottomboundary = -32768;
// Enables support for long (> 8 chars) texture names
// WARNING: this should only be enabled for UDMF game configurations!
// WARNING: enabling this will make maps incompatible with Doom Builder 2 and can lead to problems in Slade 3!
longtexturenames = false;
// Things used by the editor
thingtypes
{
editor
{
color = 15; // White
arrow = 1;
title = "Editor Things";
width = 16;
sort = 1;
height = 0;
hangs = 0;
blocking = 0;
error = 0;
fixedsize = true;
32000 = "Visual Mode camera";
}
}

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// Only the new Doom 2 things, use in combination with Doom_things.cfg
monsters
{
color = 12; // Light Red
arrow = 1;
title = "Monsters";
width = 20;
sort = 1;
height = 56;
hangs = 0;
blocking = 1;
error = 2;
65
{
title = "Chaingunner";
sprite = "CPOSA2";
class = "ChaingunGuy";
}
69
{
title = "Hell Knight";
width = 24;
sprite = "BOS2A2C8";
height = 64;
class = "HellKnight";
}
68
{
title = "Arachnotron";
width = 64;
sprite = "BSPIA2A8";
height = 64;
class = "Arachnotron";
}
71
{
title = "Pain Elemental";
width = 31;
sprite = "PAINA2A8";
class = "PainElemental";
}
66
{
title = "Revenant";
sprite = "SKELA2D8";
class = "Revenant";
}
67
{
title = "Mancubus";
width = 48;
sprite = "FATTC2C8";
height = 64;
class = "Fatso";
}
64
{
title = "Archvile";
sprite = "VILEA2D8";
class = "Archvile";
}
84
{
title = "Wolfenstein SS";
sprite = "SSWVA2";
class = "WolfensteinSS";
}
72
{
title = "Commander Keen";
width = 16;
sprite = "KEENA0";
height = 72;
hangs = 1;
class = "CommanderKeen";
}
88
{
title = "Icon of Sin";
width = 16;
sprite = "BBRNA0";
height = 16;
class = "BossBrain";
}
89
{
title = "Monsters Spawner";
sprite = "BOSFB0";
locksprite = true;
height = 32;
class = "BossEye";
}
87
{
title = "Monsters Target";
sprite = "internal:Target";
height = 32;
class = "BossTarget";
}
}
weapons
{
color = 14; // Yellow
arrow = 0;
title = "Weapons";
width = 20;
height = 25;
hangs = 0;
blocking = 0;
sort = 1;
82
{
title = "Super Shotgun";
sprite = "SGN2A0";
class = "SuperShotgun";
}
}
powerups
{
color = 9; // Light Blue
arrow = 0;
title = "Powerups";
width = 20;
height = 20;
hangs = 0;
blocking = 0;
sort = 1;
83
{
title = "Megasphere";
sprite = "MEGAA0";
height = 40;
class = "Megasphere";
}
}
obstacles
{
color = 3; // Cyan
arrow = 0;
title = "Obstacles";
sort = 1;
blocking = 1;
error = 2;
70
{
title = "Burning barrel";
width = 16;
sprite = "FCANA0";
height = 32;
class = "BurningBarrel";
}
}
lights
{
color = 11; // Light Cyan
arrow = 0;
title = "Light sources";
width = 16;
sort = 1;
height = 16;
blocking = 1;
error = 2;
hangs = 0;
85
{
title = "Tall techno floor lamp";
sprite = "TLMPA0";
class = "TechLamp";
}
86
{
title = "Short techno floor lamp";
sprite = "TLP2A0";
class = "TechLamp2";
}
}
decoration
{
color = 4; // Red
arrow = 0;
title = "Decoration";
width = 16;
sort = 1;
height = 16;
hangs = 0;
blocking = 0;
79
{
title = "Pool of blood and guts";
sprite = "POB1A0";
class = "ColonGibs";
}
80
{
title = "Pool of blood";
sprite = "POB2A0";
class = "SmallBloodPool";
}
81
{
title = "Pool of brains";
sprite = "BRS1A0";
class = "BrainStem";
}
73
{
title = "Hanging victim, guts removed";
sprite = "HDB1A0";
height = 88;
hangs = 1;
blocking = 1;
error = 2;
class = "HangNoGuts";
}
74
{
title = "Hanging victim, guts and brain removed";
sprite = "HDB2A0";
height = 88;
hangs = 1;
blocking = 1;
error = 2;
class = "HangBNoBrain";
}
75
{
title = "Hanging torso, looking down";
sprite = "HDB3A0";
height = 64;
hangs = 1;
blocking = 1;
error = 2;
class = "HangTLookingDown";
}
76
{
title = "Hanging torso, open skull";
sprite = "HDB4A0";
height = 64;
hangs = 1;
blocking = 1;
error = 2;
class = "HangTSkull";
}
77
{
title = "Hanging torso, looking up";
sprite = "HDB5A0";
height = 64;
hangs = 1;
blocking = 1;
error = 2;
class = "HangTLookingUp";
}
78
{
title = "Hanging torso, brain removed";
sprite = "HDB6A0";
height = 64;
hangs = 1;
blocking = 1;
error = 2;
class = "HangTNoBrain";
}
}

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common
{
// Some common settings
include("Common.cfg");
// Default testing parameters
include("Test_params.cfg", "vanilla_mapxx");
testshortpaths = true;
// Default nodebuilder configurations
defaultsavecompiler = "zennode_normal";
defaulttestcompiler = "zennode_fast";
// Texture loading options
mixtexturesflats = false;
defaulttexturescale = 1.0f;
defaultflatscale = 1.0f;
scaledtextureoffsets = true;
// Texture sources
textures
{
include("Doom_misc.cfg", "textures");
}
// Patch sources
patches
{
include("Doom_misc.cfg", "patches");
}
// Sprite sources
sprites
{
include("Doom_misc.cfg", "sprites");
}
// Flat sources
flats
{
include("Doom_misc.cfg", "flats");
}
}
mapformat_doom
{
// The format interface handles the map data format
formatinterface = "DoomMapSetIO";
maplumpnames
{
include("Doom_misc.cfg", "doommaplumpnames");
}
// When this is set to true, sectors with the same tag will light up when a line is highlighted
linetagindicatesectors = true;
// Special linedefs
include("ZDoom_misc.cfg", "speciallinedefs_doomhexen");
// Default flags for first new thing
defaultthingflags
{
include("Doom_misc.cfg", "defaultthingflags");
}
// Door making
include("ZDoom_misc.cfg", "doormaking_doom");
// Generalized actions
generalizedlinedefs = false;
generalizedsectors = false;
// DEFAULT SECTOR BRIGHTNESS LEVELS
sectorbrightness
{
include("Doom_misc.cfg", "sectorbrightness");
}
// SECTOR TYPES
sectortypes
{
include("Doom_sectors.cfg");
}
// LINEDEF FLAGS
linedefflags
{
include("Doom_misc.cfg", "linedefflags");
}
// LINEDEF ACTIVATIONS
linedefactivations
{
}
// Linedef flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
linedefflagstranslation
{
include("Doom_misc.cfg", "linedefflagstranslation");
}
// LINEDEF TYPES
linedeftypes
{
include("Doom_linedefs.cfg");
}
// THING FLAGS
thingflags
{
include("Doom_misc.cfg", "thingflags");
}
// Thing flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
thingflagstranslation
{
include("Doom_misc.cfg", "thingflagstranslation");
}
// How to compare thing flags (for the stuck things error checker)
thingflagscompare
{
include("Doom_misc.cfg", "thingflagscompare");
}
// Things flags masks
include("Doom_misc.cfg", "thingflagsmasks");
}

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misc
{
0
{
title = "None";
prefix = "";
}
}
door
{
title = "Door";
1
{
title = "Door Open Wait Close (also monsters)";
prefix = "DR";
}
2
{
title = "Door Open Stay";
prefix = "W1";
}
3
{
title = "Door Close Stay";
prefix = "W1";
}
4
{
title = "Door Open Wait Close";
prefix = "W1";
}
16
{
title = "Door Close Wait Open";
prefix = "W1";
}
26
{
title = "Door (Blue) Open Wait Close";
prefix = "DR";
}
27
{
title = "Door (Yellow) Open Wait Close";
prefix = "DR";
}
28
{
title = "Door (Red) Open Wait Close";
prefix = "DR";
}
29
{
title = "Door Open Wait Close";
prefix = "S1";
}
31
{
title = "Door Open Stay";
prefix = "D1";
}
32
{
title = "Door (Blue) Open Stay";
prefix = "D1";
}
33
{
title = "Door (Red) Open Stay";
prefix = "D1";
}
34
{
title = "Door (Yellow) Open Stay";
prefix = "D1";
}
42
{
title = "Door Close Stay";
prefix = "SR";
}
46
{
title = "Door Open Stay";
prefix = "GR";
}
50
{
title = "Door Close Stay";
prefix = "S1";
}
61
{
title = "Door Open Stay";
prefix = "SR";
}
63
{
title = "Door Open Wait Close";
prefix = "SR";
}
75
{
title = "Door Close Stay";
prefix = "WR";
}
76
{
title = "Door Close Stay Open";
prefix = "WR";
}
86
{
title = "Door Open Stay";
prefix = "WR";
}
90
{
title = "Door Open Wait Close";
prefix = "WR";
}
99
{
title = "Door (Blue) Open Stay (fast)";
prefix = "SR";
}
103
{
title = "Door Open Stay";
prefix = "S1";
}
105
{
title = "Door Open Wait Close (fast)";
prefix = "WR";
}
106
{
title = "Door Open Stay (fast)";
prefix = "WR";
}
107
{
title = "Door Close Stay (fast)";
prefix = "WR";
}
108
{
title = "Door Open Wait Close (fast)";
prefix = "W1";
}
109
{
title = "Door Open Stay (fast)";
prefix = "W1";
}
110
{
title = "Door Close (fast)";
prefix = "W1";
}
111
{
title = "Door Open Wait Close (fast)";
prefix = "S1";
}
112
{
title = "Door Open Stay (fast)";
prefix = "S1";
}
113
{
title = "Door Close Stay (fast)";
prefix = "S1";
}
114
{
title = "Door Open Wait Close (fast)";
prefix = "SR";
}
115
{
title = "Door Open Stay (fast)";
prefix = "SR";
}
116
{
title = "Door Close Stay (fast)";
prefix = "SR";
}
117
{
title = "Door Open Wait Close (fast)";
prefix = "DR";
}
118
{
title = "Door Open Stay (fast)";
prefix = "D1";
}
133
{
title = "Door (Blue) Open Stay (fast)";
prefix = "S1";
}
134
{
title = "Door (Red) Open Stay (fast)";
prefix = "SR";
}
135
{
title = "Door (Red) Open Stay (fast)";
prefix = "S1";
}
136
{
title = "Door (Yellow) Open Stay (fast)";
prefix = "SR";
}
137
{
title = "Door (Yellow) Open Stay (fast)";
prefix = "S1";
}
}
floor
{
title = "Floor";
5
{
title = "Floor Raise to Lowest Ceiling";
prefix = "W1";
}
9
{
title = "Floor Raise Donut (changes texture)";
prefix = "S1";
}
14
{
title = "Floor Raise by 32 (changes texture)";
prefix = "S1";
}
15
{
title = "Floor Raise by 24 (changes texture)";
prefix = "S1";
}
18
{
title = "Floor Raise to Next Higher Floor";
prefix = "S1";
}
19
{
title = "Floor Lower to Highest Floor";
prefix = "W1";
}
20
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "S1";
}
22
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "W1";
}
23
{
title = "Floor Lower to Lowest Floor";
prefix = "S1";
}
24
{
title = "Floor Raise to Lowest Ceiling";
prefix = "G1";
}
30
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "W1";
}
36
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "W1";
}
37
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "W1";
}
38
{
title = "Floor Lower to Lowest Floor";
prefix = "W1";
}
45
{
title = "Floor Lower to Highest Floor";
prefix = "SR";
}
47
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "G1";
}
53
{
title = "Floor Start Moving Up and Down";
prefix = "W1";
}
54
{
title = "Floor Stop Moving";
prefix = "W1";
}
55
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "S1";
}
56
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "W1";
}
58
{
title = "Floor Raise by 24";
prefix = "W1";
}
59
{
title = "Floor Raise by 24 (changes texture)";
prefix = "W1";
}
60
{
title = "Floor Lower to Lowest Floor";
prefix = "SR";
}
64
{
title = "Floor Raise to Lowest Ceiling";
prefix = "SR";
}
65
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "SR";
}
66
{
title = "Floor Raise by 24 (changes texture)";
prefix = "SR";
}
67
{
title = "Floor Raise by 32 (changes texture)";
prefix = "SR";
}
68
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "SR";
}
69
{
title = "Floor Raise to Next Higher Floor";
prefix = "SR";
}
70
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "SR";
}
71
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "S1";
}
82
{
title = "Floor Lower to Lowest Floor";
prefix = "WR";
}
83
{
title = "Floor Lower to Highest Floor";
prefix = "WR";
}
84
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "WR";
}
87
{
title = "Floor Start Moving Up and Down";
prefix = "WR";
}
89
{
title = "Floor Stop Moving";
prefix = "WR";
}
91
{
title = "Floor Raise to Lowest Ceiling";
prefix = "WR";
}
92
{
title = "Floor Raise by 24";
prefix = "WR";
}
93
{
title = "Floor Raise by 24 (changes texture)";
prefix = "WR";
}
94
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "WR";
}
95
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "WR";
}
96
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "WR";
}
98
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "WR";
}
101
{
title = "Floor Raise to Lowest Ceiling";
prefix = "S1";
}
102
{
title = "Floor Lower to Highest Floor";
prefix = "S1";
}
119
{
title = "Floor Raise to Next Higher Floor";
prefix = "W1";
}
128
{
title = "Floor Raise to Next Higher Floor";
prefix = "WR";
}
129
{
title = "Floor Raise to Next Higher Floor (fast)";
prefix = "WR";
}
130
{
title = "Floor Raise to Next Higher Floor (fast)";
prefix = "W1";
}
131
{
title = "Floor Raise to Next Higher Floor (fast)";
prefix = "S1";
}
132
{
title = "Floor Raise to Next Higher Floor (fast)";
prefix = "SR";
}
140
{
title = "Floor Raise by 512";
prefix = "S1";
}
}
crusher
{
title = "Crusher";
6
{
title = "Crusher Start with Fast Damage";
prefix = "W1";
}
25
{
title = "Crusher Start with Slow Damage";
prefix = "W1";
}
57
{
title = "Crusher Stop";
prefix = "W1";
}
73
{
title = "Crusher Start with Slow Damage";
prefix = "WR";
}
74
{
title = "Crusher Stop";
prefix = "WR";
}
77
{
title = "Crusher Start with Fast Damage";
prefix = "WR";
}
141
{
title = "Crusher Start with Slow Damage (silent)";
prefix = "W1";
}
}
stairs
{
title = "Stairs";
7
{
title = "Stairs Raise by 8";
prefix = "S1";
}
8
{
title = "Stairs Raise by 8";
prefix = "W1";
}
100
{
title = "Stairs Raise by 16 (fast)";
prefix = "W1";
}
127
{
title = "Stairs Raise by 16 (fast)";
prefix = "S1";
}
}
lift
{
title = "Lift";
10
{
title = "Lift Lower Wait Raise";
prefix = "W1";
}
21
{
title = "Lift Lower Wait Raise";
prefix = "S1";
}
62
{
title = "Lift Lower Wait Raise";
prefix = "SR";
}
88
{
title = "Lift Lower Wait Raise";
prefix = "WR";
}
120
{
title = "Lift Lower Wait Raise (fast)";
prefix = "WR";
}
121
{
title = "Lift Lower Wait Raise (fast)";
prefix = "W1";
}
122
{
title = "Lift Lower Wait Raise (fast)";
prefix = "S1";
}
123
{
title = "Lift Lower Wait Raise (fast)";
prefix = "SR";
}
}
exit
{
title = "Exit";
11
{
title = "Exit Level";
prefix = "S1";
}
51
{
title = "Exit Level (goes to secret level)";
prefix = "S1";
}
52
{
title = "Exit Level";
prefix = "W1";
}
124
{
title = "Exit Level (goes to secret level)";
prefix = "W1";
}
}
light
{
title = "Light";
12
{
title = "Light Change to Brightest Adjacent";
prefix = "W1";
}
13
{
title = "Light Change to 255";
prefix = "W1";
}
17
{
title = "Light Start Blinking";
prefix = "W1";
}
35
{
title = "Light Change to 35";
prefix = "W1";
}
79
{
title = "Light Change to 35";
prefix = "WR";
}
80
{
title = "Light Change to Brightest Adjacent";
prefix = "WR";
}
81
{
title = "Light Change to 255";
prefix = "WR";
}
104
{
title = "Light Change to Darkest Adjacent";
prefix = "W1";
}
138
{
title = "Light Change to 255";
prefix = "SR";
}
139
{
title = "Light Change to 35";
prefix = "SR";
}
}
ceiling
{
title = "Ceiling";
40
{
title = "Ceiling Raise to Highest Ceiling";
prefix = "W1";
}
41
{
title = "Ceiling Lower to Floor";
prefix = "S1";
}
43
{
title = "Ceiling Lower to Floor";
prefix = "SR";
}
44
{
title = "Ceiling Lower to 8 above Floor";
prefix = "W1";
}
49
{
title = "Ceiling Lower to 8 above Floor (perpetual slow crusher damage)";
prefix = "S1";
}
72
{
title = "Ceiling Lower to 8 above Floor";
prefix = "WR";
}
}
scroll
{
title = "Scroll";
48
{
title = "Scroll Texture Left";
prefix = "";
}
}
teleport
{
title = "Teleport";
97
{
title = "Teleport";
prefix = "WR";
}
39
{
title = "Teleport";
prefix = "W1";
}
125
{
title = "Teleport (monsters only)";
prefix = "W1";
}
126
{
title = "Teleport (monsters only)";
prefix = "WR";
}
}

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@ -0,0 +1,489 @@
// Basic Doom and Vanilla engine stuff.
skills
{
1 = "I'm too young to die";
2 = "Hey, not too rough";
3 = "Hurt me plenty";
4 = "Ultra-Violence";
5 = "Nightmare!";
}
linedefflags
{
1 = "Impassable";
2 = "Block Monsters";
4 = "Double Sided";
8 = "Upper Unpegged";
16 = "Lower Unpegged";
32 = "Shown as 1-sided on automap";
64 = "Block Sound";
128 = "Not shown on automap";
256 = "Initially shown on automap";
}
thingflags
{
1 = "Easy";
2 = "Medium";
4 = "Hard";
8 = "Ambush players";
16 = "Multiplayer only";
}
// Default flags for first new thing
defaultthingflags
{
1;
2;
4;
}
// How thing flags should be compared (for the stuck thing error check)
thingflagscompare
{
skills
{
1;
2;
4;
}
gamemodes
{
16
{
comparemethod = "equal";
ignoredgroups = "skills";
ingnorethisgroupwhenunset = true;
}
}
}
// Mask for the thing flags which indicates the options
// that make the same thing appear in the same modes
thingflagsmasks
{
thingflagsmask1 = 7; // 1 + 2 + 4
thingflagsmask2 = 0;
}
// Linedef flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
linedefflagstranslation
{
1 = "blocking";
2 = "blockmonsters";
4 = "twosided";
8 = "dontpegtop";
16 = "dontpegbottom";
32 = "secret";
64 = "blocksound";
128 = "dontdraw";
256 = "mapped";
}
// Thing flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
thingflagstranslation
{
1 = "skill1,skill2";
2 = "skill3";
4 = "skill4,skill5";
8 = "ambush";
16 = "!single";
}
// Default sector brightness levels
sectorbrightness
{
256; 240; 224; 208; 192; 176; 160; 144;
128; 112; 96; 80; 64; 48; 32; 16; 0;
}
/*
TEXTURES AND FLAT SOURCES
This tells Doom Builder where to find the information for textures
and flats in the IWAD file, Addition WAD file and Map WAD file.
Start and end lumps must be given in a structure (of which the
key name doesnt matter) and any textures or flats in between them
are loaded in either the textures category or flats category.
For textures: PNAMES, TEXTURE1 and TEXTURE2 are loaded by default.
*/
// Texture sources
textures
{
}
// Patch sources
patches
{
standard1
{
start = "P_START";
end = "P_END";
}
standard2
{
start = "PP_START";
end = "PP_END";
}
}
// Sprite sources
sprites
{
standard1
{
start = "S_START";
end = "S_END";
}
standard2
{
start = "SS_START";
end = "SS_END";
}
}
// Flat sources
flats
{
standard1
{
start = "F_START";
end = "F_END";
}
standard2
{
start = "FF_START";
end = "FF_END";
}
standard3
{
start = "FF_START";
end = "F_END";
}
standard4
{
start = "F_START";
end = "FF_END";
}
}
/*
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.
*/
doommaplumpnames
{
~MAP
{
required = true;
blindcopy = true;
nodebuild = false;
}
THINGS
{
required = true;
nodebuild = true;
allowempty = true;
}
LINEDEFS
{
required = true;
nodebuild = true;
allowempty = false;
}
SIDEDEFS
{
required = true;
nodebuild = true;
allowempty = false;
}
VERTEXES
{
required = true;
nodebuild = true;
allowempty = false;
}
SEGS
{
required = false;
nodebuild = true;
allowempty = false;
}
SSECTORS
{
required = false;
nodebuild = true;
allowempty = false;
}
NODES
{
required = false;
nodebuild = true;
allowempty = false;
}
SECTORS
{
required = true;
nodebuild = true;
allowempty = false;
}
REJECT
{
required = false;
nodebuild = true;
allowempty = false;
}
BLOCKMAP
{
required = false;
nodebuild = true;
allowempty = false;
}
BEHAVIOR //mxd
{
forbidden = true;
}
}
hexenmaplumpnames
{
~MAP
{
required = true;
blindcopy = true;
nodebuild = false;
}
THINGS
{
required = true;
nodebuild = true;
allowempty = true;
}
LINEDEFS
{
required = true;
nodebuild = true;
allowempty = false;
}
SIDEDEFS
{
required = true;
nodebuild = true;
allowempty = false;
}
VERTEXES
{
required = true;
nodebuild = true;
allowempty = false;
}
SEGS
{
required = false;
nodebuild = true;
allowempty = false;
}
SSECTORS
{
required = false;
nodebuild = true;
allowempty = false;
}
NODES
{
required = false;
nodebuild = true;
allowempty = false;
}
SECTORS
{
required = true;
nodebuild = true;
allowempty = false;
}
REJECT
{
required = false;
nodebuild = true;
allowempty = true;
}
BLOCKMAP
{
required = false;
nodebuild = true;
allowempty = false;
}
BEHAVIOR
{
required = true;
nodebuild = false;
blindcopy = true;
}
SCRIPTS
{
required = false;
nodebuild = false;
script = "Hexen_ACS.cfg";
}
}
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
filter0
{
name = "Easy skill";
category = "";
type = -1;
fields
{
1 = true;
}
}
filter1
{
name = "Medium skill";
category = "";
type = -1;
fields
{
2 = true;
}
}
filter2
{
name = "Hard skill";
category = "";
type = -1;
fields
{
4 = true;
}
}
filter3
{
name = "Keys only";
category = "keys";
type = -1;
}
filter4
{
name = "Multiplayer";
category = "";
type = -1;
fields
{
16 = true;
}
}
}
// ENUMERATIONS
// These are enumerated lists for linedef types and UDMF fields.
// Reserved names are: angledeg, anglerad, color, texture, flat
enums
{
falsetrue
{
0 = "False";
1 = "True";
}
yesno
{
0 = "Yes";
1 = "No";
}
noyes
{
0 = "No";
1 = "Yes";
}
onoff
{
0 = "On";
1 = "Off";
}
offon
{
0 = "Off";
1 = "On";
}
updown
{
0 = "Up";
1 = "Down";
}
downup
{
0 = "Down";
1 = "Up";
}
addset
{
0 = "Add";
1 = "Set";
}
}

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@ -0,0 +1,17 @@
0 = "None";
1 = "Light Blinks (randomly)";
2 = "Light Blinks (2 Hz)";
3 = "Light Blinks (1 Hz)";
4 = "Damage -10 or 20% health and Light Blinks (2 Hz)";
5 = "Damage -5 or 10% health";
7 = "Damage -2 or 5% health";
8 = "Light Glows (1+ sec)";
9 = "Secret";
10 = "Door Close Stay (after 30 sec)";
11 = "Damage -10 or 20% health and End level";
12 = "Light Blinks (1 Hz synchronized)";
13 = "Light Blinks (2 Hz synchronized)";
14 = "Door Open Close (opens after 5 min)";
16 = "Damage -10 or 20% health";
17 = "Light Flickers (randomly)";

View File

@ -0,0 +1,615 @@
set0
{
name = "Rock";
filter0 = "ASHWALL*";
filter1 = "BSTONE*";
filter2 = "FLAT1_1";
filter3 = "FLAT1_2";
filter4 = "FLAT1_3";
filter5 = "FLAT10";
filter6 = "FLAT5_7";
filter7 = "FLAT5_8";
filter8 = "FLOOR6_1";
filter9 = "FLOOR6_2";
filter10 = "GRNROCK";
filter11 = "MFLR8_2";
filter12 = "MFLR8_3";
filter13 = "MFLR8_4";
filter14 = "ROCK*";
filter15 = "SLIME09";
filter16 = "SLIME10";
filter17 = "SLIME11";
filter18 = "SLIME12";
filter19 = "SP_ROCK1";
filter20 = "STONE4";
filter21 = "STONE5";
filter22 = "STONE6";
filter23 = "STONE7";
filter24 = "SW1ROCK";
filter25 = "SW1STON6";
filter26 = "SW2ROCK";
filter27 = "SW2STON6";
filter28 = "TANROCK*";
filter29 = "RROCK*";
}
set1
{
name = "Brick";
filter0 = "BIGBRIK*";
filter1 = "BRICK*";
filter2 = "FLOOR5_4";
filter3 = "FLAT8";
filter4 = "GSTFONT1";
filter5 = "GSTFONT2";
filter6 = "GSTFONT3";
filter7 = "GSTGARG";
filter8 = "GSTLION";
filter9 = "GSTONE1";
filter10 = "GSTONE2";
filter11 = "GSTSATYR";
filter12 = "GSTVINE1";
filter13 = "GSTVINE2";
filter14 = "MFLR8_1";
filter15 = "RROCK10";
filter16 = "RROCK14";
filter17 = "SLIME13";
filter18 = "SP_DUDE1";
filter19 = "SP_DUDE2";
filter20 = "SP_DUDE4";
filter21 = "SP_DUDE5";
filter22 = "SP_DUDE7";
filter23 = "SP_DUDE8";
filter24 = "SP_HOT1";
filter25 = "STONE2";
filter26 = "STONE3";
filter27 = "SW1GSTON";
filter28 = "SW1HOT";
filter29 = "SW2GSTON";
filter30 = "SW2HOT";
}
set2
{
name = "Liquids";
filter0 = "BFALL*";
filter1 = "BLOOD*";
filter2 = "DBRAIN*";
filter3 = "FWATER*";
filter4 = "LAVA*";
filter5 = "NUKAGE*";
filter6 = "SFALL*";
filter7 = "SLIME01";
filter8 = "SLIME02";
filter9 = "SLIME03";
filter10 = "SLIME04";
filter11 = "SLIME05";
filter12 = "SLIME06";
filter13 = "SLIME07";
filter14 = "SLIME08";
}
set3
{
name = "Doors";
filter0 = "BIGDOOR*";
filter1 = "DOOR*";
filter2 = "EXITDOOR";
filter3 = "SPCDOOR*";
filter4 = "TEKBRON1";
filter5 = "TEKBRON2";
}
set4
{
name = "Steps";
filter0 = "STEP*";
}
set5
{
name = "Wood";
filter0 = "BIGDOOR5";
filter1 = "BIGDOOR6";
filter2 = "BIGDOOR7";
filter3 = "CEIL1_1";
filter4 = "CEIL1_3";
filter5 = "FLAT5_1";
filter6 = "FLAT5_2";
filter7 = "PAN*";
filter8 = "SW1PANEL";
filter9 = "SW1WDMET";
filter10 = "SW1WOOD";
filter11 = "SW2PANEL";
filter12 = "SW2WDMET";
filter13 = "SW2WOOD";
filter14 = "WOOD*";
}
set6
{
name = "Flesh";
filter0 = "AASHITTY";
filter1 = "FLAT5_6";
filter2 = "SFLR6_1";
filter3 = "SFLR6_4";
filter4 = "SFLR7_1";
filter5 = "SFLR7_4";
filter6 = "SK_LEFT";
filter7 = "SK_RIGHT";
filter8 = "SKIN*";
filter9 = "SKSNAKE1";
filter10 = "SKSNAKE2";
filter11 = "SKSPINE1";
filter12 = "SKSPINE2";
filter13 = "SLOPPY1";
filter14 = "SLOPPY2";
filter15 = "SP_DUDE1";
filter16 = "SP_DUDE2";
filter17 = "SP_DUDE4";
filter18 = "SP_DUDE5";
filter19 = "SP_DUDE7";
filter20 = "SP_DUDE8";
filter21 = "SP_FACE1";
filter22 = "SP_FACE2";
filter23 = "SW1SKIN";
filter24 = "SW1SKULL";
filter25 = "SW2SKIN";
filter26 = "SW2SKULL";
}
set7
{
name = "Switches";
filter0 = "SW1*";
filter1 = "SW2*";
}
set8
{
name = "Marble";
filter0 = "DEM1_*";
filter1 = "FLOOR7_2";
filter2 = "GST*";
filter3 = "MARB*";
filter4 = "SP_DUDE1";
filter5 = "SP_DUDE2";
filter6 = "SP_DUDE4";
filter7 = "SP_DUDE5";
filter8 = "SP_HOT1";
filter9 = "SW1GSTON";
filter10 = "SW1MARB";
filter11 = "SW2GSTON";
filter12 = "SW2MARB";
}
set9
{
name = "Lights";
filter0 = "BRICKLIT";
filter1 = "BSTONE3";
filter2 = "CEIL1_2";
filter3 = "CEIL1_3";
filter4 = "CEIL3_4";
filter5 = "CEIL3_6";
filter6 = "CEIL4_3";
filter7 = "FLAT17";
filter8 = "FLAT2";
filter9 = "FLAT22";
filter10 = "FLOOR1_7";
filter11 = "GRNLITE1";
filter12 = "LITE3";
filter13 = "LITE5";
filter14 = "LITEBLU1";
filter15 = "LITEBLU4";
filter16 = "TLITE6_1";
filter17 = "TLITE6_4";
filter18 = "TLITE6_5";
filter19 = "TLITE6_6";
}
set10
{
name = "Metal";
filter0 = "CEIL1_2";
filter1 = "METAL*";
filter2 = "METAL";
filter3 = "MIDBRN1";
filter4 = "MIDGRATE";
filter5 = "SW1GARG";
filter6 = "SW1LION";
filter7 = "SW1SATYR";
filter8 = "SW2GARG";
filter9 = "SW2LION";
filter10 = "SW2MET2";
filter11 = "SW2METAL";
filter12 = "SW1METAL";
filter13 = "SW1MET2";
filter14 = "SW2SATYR";
filter15 = "WOODMET1";
filter16 = "WOODMET2";
filter17 = "WOODMET3";
filter18 = "WOODMET4";
filter19 = "SW2WDMET";
filter20 = "SW1WDMET";
filter21 = "SUPPORT*";
}
set11
{
name = "Silver";
filter0 = "BIGDOOR1";
filter1 = "DOORSTOP";
filter2 = "LITEBLU1";
filter3 = "SHAWN*";
filter4 = "SILVER*";
filter5 = "SPCDOOR3";
filter6 = "STEP4";
filter7 = "SUPPORT2";
filter8 = "SW1COMM";
filter9 = "SW2COMM";
}
set12
{
name = "Base";
filter0 = "BIGBRIK*";
filter1 = "BIGDOOR1";
filter2 = "BIGDOOR2";
filter3 = "BIGDOOR3";
filter4 = "BIGDOOR4";
filter5 = "BLAKWAL*";
filter6 = "BRN*";
filter7 = "BRONZE*";
filter8 = "BROWN*";
filter9 = "BROVINE2";
filter10 = "CEIL3_1";
filter11 = "CEIL3_2";
filter12 = "CEIL3_3";
filter13 = "CEIL3_4";
filter14 = "CEIL3_5";
filter15 = "CEIL3_6";
filter16 = "CEIL4_1";
filter17 = "CEIL4_2";
filter18 = "CEIL4_3";
filter19 = "CEIL5_1";
filter20 = "CEIL5_2";
filter21 = "CEMENT*";
filter22 = "COMP*";
filter23 = "CONS*";
filter24 = "CRAT*";
filter25 = "DOOR1";
filter26 = "DOOR3";
filter27 = "DOORBLU";
filter28 = "DOORRED";
filter29 = "DOORSTOP";
filter30 = "DOORTRAK";
filter31 = "DOORYEL";
filter32 = "EXITDOOR";
filter33 = "EXITSIGN";
filter34 = "EXITSTON";
filter35 = "FLAT1";
filter36 = "FLAT1_1";
filter37 = "FLAT1_2";
filter38 = "FLAT1_3";
filter39 = "FLAT14";
filter40 = "FLAT17";
filter41 = "FLAT18";
filter42 = "FLAT19";
filter43 = "FLAT2";
filter44 = "FLAT20";
filter45 = "FLAT22";
filter46 = "FLAT23";
filter47 = "FLAT3";
filter48 = "FLAT4";
filter49 = "FLAT5";
filter50 = "FLAT5_4";
filter51 = "FLAT5_5";
filter52 = "FLAT8";
filter53 = "FLAT9";
filter54 = "FLOOR0_1";
filter55 = "FLOOR0_2";
filter56 = "FLOOR0_3";
filter57 = "FLOOR0_5";
filter58 = "FLOOR0_6";
filter59 = "FLOOR0_7";
filter60 = "FLOOR1_1";
filter61 = "FLOOR1_6";
filter62 = "FLOOR1_7";
filter63 = "FLOOR3_3";
filter64 = "FLOOR4_1";
filter65 = "FLOOR4_5";
filter66 = "FLOOR4_6";
filter67 = "FLOOR4_8";
filter68 = "FLOOR5_1";
filter69 = "FLOOR5_2";
filter70 = "FLOOR5_3";
filter71 = "FLOOR5_4";
filter72 = "FLOOR7_1";
filter73 = "GRAY*";
filter74 = "ICKWALL*";
filter75 = "LITE*";
filter76 = "METAL";
filter77 = "METAL1";
filter78 = "METAL2";
filter79 = "METAL3";
filter80 = "METAL4";
filter81 = "METAL5";
filter82 = "METAL6";
filter83 = "METAL7";
filter84 = "MFLR8_1";
filter85 = "MIDBARS1";
filter86 = "MIDBARS3";
filter87 = "MIDBRONZ";
filter88 = "MIDSPACE";
filter89 = "MODWALL*";
filter90 = "NUKE*";
filter91 = "PIPES";
filter92 = "PIPEWAL1";
filter93 = "PIPEWAL2";
filter94 = "PLAT1";
filter95 = "RROCK14";
filter96 = "SHAWN*";
filter97 = "SILVER*";
filter98 = "SLAD*";
filter99 = "SLIME13";
filter100 = "SLIME14";
filter101 = "SLIME15";
filter102 = "SLIME16";
filter103 = "SPACE*";
filter104 = "SPCDOOR*";
filter105 = "STAR*";
filter106 = "STEP*";
filter107 = "STONE";
filter108 = "STONE2";
filter109 = "STONE3";
filter110 = "SUPPORT2";
filter111 = "SUPPORT3";
filter112 = "SW1BLUE";
filter113 = "SW1BRCOM";
filter114 = "SW1BRIK";
filter115 = "SW1BRN1";
filter116 = "SW1BRN2";
filter117 = "SW1BRNGN";
filter118 = "SW1BROWN";
filter119 = "SW1CMT";
filter120 = "SW1COMM";
filter121 = "SW1COMP";
filter122 = "SW1DIRT";
filter123 = "SW1EXIT";
filter124 = "SW1GRAY";
filter125 = "SW1GRAY1";
filter126 = "SW1MET2";
filter127 = "SW1METAL";
filter128 = "SW1MOD1";
filter129 = "SW1SLAD";
filter130 = "SW1STARG";
filter131 = "SW1STON1";
filter132 = "SW1STON2";
filter133 = "SW1STONE";
filter134 = "SW1STRTN";
filter135 = "SW1TEK";
filter136 = "SW1VINE";
filter137 = "SW2BLUE";
filter138 = "SW2BRCOM";
filter139 = "SW2BRIK";
filter140 = "SW2BRN1";
filter141 = "SW2BRN2";
filter142 = "SW2BRNGN";
filter143 = "SW2BROWN";
filter144 = "SW2CMT";
filter145 = "SW2COMM";
filter146 = "SW2COMP";
filter147 = "SW2DIRT";
filter148 = "SW2EXIT";
filter149 = "SW2GRAY";
filter150 = "SW2GRAY1";
filter151 = "SW2MET2";
filter152 = "SW2METAL";
filter153 = "SW2MOD1";
filter154 = "SW2SLAD";
filter155 = "SW2STARG";
filter156 = "SW2STON1";
filter157 = "SW2STON2";
filter158 = "SW2STONE";
filter159 = "SW2STRTN";
filter160 = "SW2TEK";
filter161 = "SW2VINE";
filter162 = "TEK*";
filter163 = "TLITE*";
filter164 = "PIPE1";
filter165 = "PIPE2";
filter166 = "PIPE4";
filter167 = "PIPE6";
filter168 = "STUCCO*";
filter169 = "STUCCO";
}
set13
{
name = "Hell";
filter0 = "BFALL*";
filter1 = "BIGDOOR5";
filter2 = "BIGDOOR6";
filter3 = "BIGDOOR7";
filter4 = "BLODRIP*";
filter5 = "BLOOD1";
filter6 = "BLOOD2";
filter7 = "BLOOD3";
filter8 = "CEIL1_2";
filter9 = "CEIL1_3";
filter10 = "CEIL1_1";
filter11 = "BSTONE1";
filter12 = "BSTONE2";
filter13 = "BSTONE3";
filter14 = "CRACKLE2";
filter15 = "CRACKLE4";
filter16 = "DOORBLU2";
filter17 = "DOORRED2";
filter18 = "DOORYEL2";
filter19 = "FIRE*";
filter20 = "FLAT1_1";
filter21 = "FLAT1_2";
filter22 = "FLAT1_3";
filter23 = "FLAT5_1";
filter24 = "FLAT5_2";
filter25 = "FLAT5_3";
filter26 = "FLAT5_6";
filter27 = "FLAT5_7";
filter28 = "FLAT5_8";
filter29 = "FLOOR1_6";
filter30 = "FLOOR1_7";
filter31 = "FLOOR6_1";
filter32 = "FLOOR6_2";
filter33 = "GATE*";
filter34 = "GST*";
filter35 = "LAVA*";
filter36 = "MARB*";
filter37 = "METAL";
filter38 = "MFLR8_2";
filter39 = "MFLR8_3";
filter40 = "MIDBRN1";
filter41 = "MIDGRATE";
filter42 = "REDWALL";
filter43 = "ROCKRED1";
filter44 = "ROCKRED2";
filter45 = "ROCKRED3";
filter46 = "RROCK01";
filter47 = "RROCK02";
filter48 = "RROCK03";
filter49 = "RROCK04";
filter50 = "RROCK05";
filter51 = "RROCK06";
filter52 = "RROCK07";
filter53 = "RROCK08";
filter54 = "RROCK09";
filter55 = "RROCK10";
filter56 = "RROCK11";
filter57 = "RROCK12";
filter58 = "RROCK15";
filter59 = "SFLR6_1";
filter60 = "SFLR6_4";
filter61 = "SFLR7_1";
filter62 = "SFLR7_4";
filter63 = "SK_LEFT";
filter64 = "SK_RIGHT";
filter65 = "SKIN*";
filter66 = "SKSNAKE1";
filter67 = "SKSNAKE2";
filter68 = "SKSPINE1";
filter69 = "SKSPINE2";
filter70 = "SLIME09";
filter71 = "SLIME10";
filter72 = "SLIME11";
filter73 = "SLIME12";
filter74 = "SLOPPY1";
filter75 = "SLOPPY2";
filter76 = "SP_*";
filter77 = "SUPPORT3";
filter78 = "SW1GARG";
filter79 = "SW1GSTON";
filter80 = "SW1HOT";
filter81 = "SW1LION";
filter82 = "SW1MARB";
filter83 = "SW1SATYR";
filter84 = "SW1SKIN";
filter85 = "SW1SKULL";
filter86 = "SW1WDMET";
filter87 = "SW1WOOD";
filter88 = "SW2GARG";
filter89 = "SW2GSTON";
filter90 = "SW2HOT";
filter91 = "SW2LION";
filter92 = "SW2MARB";
filter93 = "SW2SATYR";
filter94 = "SW2SKIN";
filter95 = "SW2SKULL";
filter96 = "SW2WDMET";
filter97 = "SW2WOOD";
filter98 = "WOOD*";
}
set14
{
name = "Outdoors";
filter0 = "ASHWALL*";
filter1 = "BFALL*";
filter2 = "FLAT10";
filter3 = "FLAT5_7";
filter4 = "FLAT5_8";
filter5 = "FLOOR6_1";
filter6 = "FLOOR6_2";
filter7 = "FWATER*";
filter8 = "GRASS*";
filter9 = "LAVA*";
filter10 = "MFLR8_2";
filter11 = "MFLR8_3";
filter12 = "MFLR8_4";
filter13 = "NUKAGE*";
filter14 = "ROCK4";
filter15 = "ROCK5";
filter16 = "ROCKRED1";
filter17 = "ROCKRED2";
filter18 = "ROCKRED3";
filter19 = "RROCK01";
filter20 = "RROCK02";
filter21 = "RROCK03";
filter22 = "RROCK04";
filter23 = "RROCK05";
filter24 = "RROCK06";
filter25 = "RROCK07";
filter26 = "RROCK08";
filter27 = "RROCK16";
filter28 = "RROCK17";
filter29 = "RROCK18";
filter30 = "RROCK19";
filter31 = "RROCK20";
filter32 = "SFALL*";
filter33 = "SLIME01";
filter34 = "SLIME02";
filter35 = "SLIME03";
filter36 = "SLIME04";
filter37 = "SLIME05";
filter38 = "SLIME06";
filter39 = "SLIME07";
filter40 = "SLIME08";
filter41 = "SLIME09";
filter42 = "SLIME10";
filter43 = "SLIME11";
filter44 = "SLIME12";
filter45 = "SP_ROCK1";
filter46 = "STONE4";
filter47 = "STONE5";
filter48 = "STONE6";
filter49 = "STONE7";
filter50 = "TANROCK5";
filter51 = "TANROCK8";
filter52 = "ZIMMER*";
}
set15
{
name = "Computer";
filter0 = "COMP*";
filter1 = "CONS*";
filter2 = "SILVER3";
filter3 = "SPACEW3";
filter4 = "SW1COMP";
filter5 = "SW2COMP";
}

View File

@ -0,0 +1,898 @@
players
{
color = 10; // Light Green
arrow = 1;
title = "Player Starts";
width = 16;
sort = 1;
height = 56;
hangs = 0;
blocking = 1;
error = 2;
1
{
title = "Player 1 start";
sprite = "PLAYA2A8";
class = "$Player1Start";
}
2
{
title = "Player 2 start";
sprite = "PLAYA2A8";
class = "$Player2Start";
}
3
{
title = "Player 3 start";
sprite = "PLAYA2A8";
class = "$Player3Start";
}
4
{
title = "Player 4 start";
sprite = "PLAYA2A8";
class = "$Player4Start";
}
11
{
title = "Player Deathmatch start";
sprite = "PLAYF1";
class = "$DeathmatchStart";
}
}
teleports
{
color = 2; // Green
arrow = 1;
title = "Teleports";
width = 16;
sort = 1;
height = 56;
hangs = 0;
blocking = 0;
error = 0;
14
{
title = "Teleport Destination";
sprite = "TFOGB0";
class = "TeleportDest";
}
}
monsters
{
color = 12; // Light Red
arrow = 1;
title = "Monsters";
width = 20;
sort = 1;
height = 56;
hangs = 0;
blocking = 1;
error = 2;
3004
{
title = "Former Human";
sprite = "POSSA2A8";
class = "ZombieMan";
}
9
{
title = "Former Sergeant";
sprite = "SPOSA2A8";
class = "ShotgunGuy";
}
3001
{
title = "Imp";
sprite = "TROOA2A8";
class = "DoomImp";
}
3002
{
title = "Demon";
width = 30;
sprite = "SARGA2A8";
class = "Demon";
}
58
{
title = "Spectre";
renderstyle = "translucent";
alpha = 0.25f;
width = 30;
sprite = "SARGF1";
class = "Spectre";
}
3006
{
title = "Lost Soul";
width = 16;
sprite = "SKULA8A2";
class = "LostSoul";
}
3005
{
title = "Cacodemon";
width = 31;
sprite = "HEADA2A8";
class = "Cacodemon";
}
3003
{
title = "Baron of Hell";
width = 24;
sprite = "BOSSA2A8";
height = 64;
class = "BaronOfHell";
}
16
{
title = "Cyberdemon";
width = 40;
sprite = "CYBRA2";
height = 110;
class = "Cyberdemon";
}
7
{
title = "Spider Mastermind";
width = 128;
sprite = "SPIDG2G8";
height = 100;
class = "SpiderMastermind";
}
}
weapons
{
color = 14; // Yellow
arrow = 0;
title = "Weapons";
width = 20;
sort = 1;
height = 25;
hangs = 0;
blocking = 0;
2005
{
title = "Chainsaw";
sprite = "CSAWA0";
class = "Chainsaw";
}
2001
{
title = "Shotgun";
sprite = "SHOTA0";
class = "Shotgun";
}
2002
{
title = "Chaingun";
sprite = "MGUNA0";
class = "Chaingun";
}
2003
{
title = "Rocket launcher";
sprite = "LAUNA0";
class = "RocketLauncher";
}
2004
{
title = "Plasma gun";
sprite = "PLASA0";
class = "PlasmaRifle";
}
2006
{
title = "BFG9000";
sprite = "BFUGA0";
height = 30;
class = "BFG9000";
}
}
ammunition
{
color = 6; // Brown
arrow = 0;
title = "Ammunition";
width = 20;
sort = 1;
height = 16;
blocking = 0;
hangs = 0;
2007
{
title = "Ammo clip";
sprite = "CLIPA0";
class = "Clip";
}
2008
{
title = "Shotgun shells";
sprite = "SHELA0";
class = "Shell";
}
2010
{
title = "Rocket";
sprite = "ROCKA0";
height = 25;
class = "RocketAmmo";
}
2047
{
title = "Cell charge";
sprite = "CELLA0";
class = "Cell";
}
2048
{
title = "Box of Ammo";
sprite = "AMMOA0";
class = "ClipBox";
}
2049
{
title = "Box of Shells";
sprite = "SBOXA0";
class = "ShellBox";
}
2046
{
title = "Box of Rockets";
sprite = "BROKA0";
height = 25;
class = "RocketBox";
}
17
{
title = "Cell charge pack";
sprite = "CELPA0";
height = 25;
class = "CellPack";
}
8
{
title = "Backpack";
sprite = "BPAKA0";
class = "Backpack";
}
}
health
{
color = 1; // Blue
arrow = 0;
title = "Health and Armor";
width = 20;
sort = 1;
height = 16;
hangs = 0;
blocking = 0;
2011
{
title = "Stimpack";
sprite = "STIMA0";
class = "Stimpack";
}
2012
{
title = "Medikit";
sprite = "MEDIA0";
height = 25;
class = "Medikit";
}
2014
{
title = "Health bonus";
sprite = "BON1A0";
class = "HealthBonus";
}
2015
{
title = "Armor bonus";
sprite = "BON2A0";
class = "ArmorBonus";
}
2018
{
title = "Green armor";
sprite = "ARM1A0";
class = "GreenArmor";
}
2019
{
title = "Blue armor";
sprite = "ARM2A0";
class = "BlueArmor";
}
}
powerups
{
color = 9; // Light Blue
arrow = 0;
title = "Powerups";
width = 20;
sort = 1;
height = 16;
hangs = 0;
blocking = 0;
2013
{
title = "Soulsphere";
sprite = "SOULA0";
height = 45;
class = "Soulsphere";
}
2022
{
title = "Invulnerability";
sprite = "PINVA0";
height = 30;
class = "InvulnerabilitySphere";
}
2023
{
title = "Berserk";
sprite = "PSTRA0";
class = "Berserk";
}
2024
{
title = "Invisibility";
sprite = "PINSA0";
height = 45;
class = "BlurSphere";
}
2025
{
title = "Radiation suit";
sprite = "SUITA0";
height = 60;
class = "RadSuit";
}
2026
{
title = "Computer map";
sprite = "PMAPA0";
height = 35;
class = "Allmap";
}
2045
{
title = "Lite Amplification goggles";
sprite = "PVISA0";
class = "Infrared";
}
}
keys
{
color = 13; // Light Magenta
arrow = 0;
title = "Keys";
width = 20;
sort = 1;
height = 16;
hangs = 0;
blocking = 0;
5
{
title = "Blue keycard";
sprite = "BKEYA0";
class = "BlueCard";
}
40
{
title = "Blue skullkey";
sprite = "BSKUB0";
class = "BlueSkull";
}
13
{
title = "Red keycard";
sprite = "RKEYA0";
class = "RedCard";
}
38
{
title = "Red skullkey";
sprite = "RSKUB0";
class = "RedSkull";
}
6
{
title = "Yellow keycard";
sprite = "YKEYA0";
class = "YellowCard";
}
39
{
title = "Yellow skullkey";
sprite = "YSKUB0";
class = "YellowSkull";
}
}
obstacles
{
color = 3; // Cyan
arrow = 0;
title = "Obstacles";
width = 16;
sort = 1;
height = 20;
hangs = 0;
blocking = 1;
error = 2;
2035
{
title = "Barrel";
width = 10;
sprite = "BAR1A0";
height = 32;
class = "ExplosiveBarrel";
}
48
{
title = "Tall techno pillar";
sprite = "ELECA0";
class = "TechPillar";
}
30
{
title = "Tall green pillar";
sprite = "COL1A0";
class = "TallGreenColumn";
}
32
{
title = "Tall red pillar";
sprite = "COL3A0";
class = "TallRedColumn";
}
31
{
title = "Short green pillar";
sprite = "COL2A0";
class = "ShortGreenColumn";
}
36
{
title = "Short green pillar (beating heart)";
sprite = "COL5A0";
class = "HeartColumn";
}
33
{
title = "Short red pillar";
sprite = "COL4A0";
class = "ShortRedColumn";
}
37
{
title = "Short red pillar (skull)";
sprite = "COL6A0";
class = "SkullColumn";
}
47
{
title = "Stalagtite";
sprite = "SMITA0";
class = "Stalagtite";
}
43
{
title = "Gray tree";
sprite = "TRE1A0";
class = "TorchTree";
}
54
{
title = "Large brown tree";
width = 32;
sprite = "TRE2A0";
class = "BigTree";
}
41
{
title = "Evil Eye";
sprite = "CEYEA0";
class = "EvilEye";
}
42
{
title = "Floating skull rock";
sprite = "FSKUA0";
class = "FloatingSkull";
}
}
lights
{
color = 11; // Light Cyan
arrow = 0;
title = "Light sources";
width = 16;
sort = 1;
height = 16;
hangs = 0;
blocking = 1;
error = 2;
2028
{
title = "Floor lamp";
sprite = "COLUA0";
class = "Column";
}
34
{
title = "Candle";
sprite = "CANDA0";
width = 20;
blocking = 0;
error = 1;
class = "Candlestick";
}
35
{
title = "Candelabra";
sprite = "CBRAA0";
class = "Candelabra";
}
44
{
title = "Tall blue firestick";
sprite = "TBLUA0";
class = "BlueTorch";
}
45
{
title = "Tall green firestick";
sprite = "TGRNA0";
class = "GreenTorch";
}
46
{
title = "Tall red firestick";
sprite = "TREDA0";
class = "RedTorch";
}
55
{
title = "Short blue firestick";
sprite = "SMBTA0";
class = "ShortBlueTorch";
}
56
{
title = "Short green firestick";
sprite = "SMGTA0";
class = "ShortGreenTorch";
}
57
{
title = "Short red firestick";
sprite = "SMRTA0";
class = "ShortRedTorch";
}
}
decoration
{
color = 4; // Red
arrow = 0;
title = "Decoration";
width = 20;
sort = 1;
height = 16;
hangs = 0;
blocking = 0;
49
{
title = "Hanging victim, twitching (blocking)";
sprite = "GOR1A0";
height = 68;
width = 16;
hangs = 1;
blocking = 1;
error = 2;
class = "BloodyTwitch";
}
63
{
title = "Hanging victim, twitching";
sprite = "GOR1A0";
height = 68;
hangs = 1;
class = "NonsolidTwitch";
}
50
{
title = "Hanging victim, arms out (blocking)";
sprite = "GOR2A0";
height = 84;
hangs = 1;
blocking = 1;
error = 2;
class = "Meat2";
}
59
{
title = "Hanging victim, arms out";
sprite = "GOR2A0";
height = 84;
hangs = 1;
class = "NonsolidMeat2";
}
52
{
title = "Hanging pair of legs (blocking)";
sprite = "GOR4A0";
height = 68;
width = 16;
hangs = 1;
blocking = 1;
error = 2;
class = "Meat4";
}
60
{
title = "Hanging pair of legs";
sprite = "GOR4A0";
height = 68;
hangs = 1;
class = "NonsolidMeat4";
}
51
{
title = "Hanging victim, 1-legged (blocking)";
sprite = "GOR3A0";
height = 84;
width = 16;
hangs = 1;
blocking = 1;
error = 2;
class = "HangingCorpse";
}
61
{
title = "Hanging victim, 1-legged";
sprite = "GOR3A0";
height = 52;
hangs = 1;
class = "NonsolidMeat3";
}
53
{
title = "Hanging leg (blocking)";
sprite = "GOR5A0";
height = 52;
width = 16;
hangs = 1;
blocking = 1;
error = 2;
class = "Meat5";
}
62
{
title = "Hanging leg";
sprite = "GOR5A0";
height = 52;
hangs = 1;
class = "NonsolidMeat5";
}
25
{
title = "Impaled human";
sprite = "POL1A0";
width = 16;
blocking = 1;
error = 2;
class = "DeadStick";
}
26
{
title = "Twitching impaled human";
sprite = "POL6A0";
width = 16;
blocking = 1;
error = 2;
class = "LiveStick";
}
27
{
title = "Skull on a pole";
sprite = "POL4A0";
width = 16;
blocking = 1;
error = 2;
class = "HeadOnAStick";
}
28
{
title = "5 skulls shish kebob";
sprite = "POL2A0";
width = 16;
blocking = 1;
error = 2;
class = "HeadsOnAStick";
}
29
{
title = "Pile of skulls and candles";
sprite = "POL3A0";
width = 16;
blocking = 1;
error = 2;
class = "HeadCandles";
}
10
{
title = "Bloody mess 1";
sprite = "PLAYW0";
class = "GibbedMarine";
}
12
{
title = "Bloody mess 2";
sprite = "PLAYW0";
class = "GibbedMarineExtra";
}
24
{
title = "Pool of blood and bones";
sprite = "POL5A0";
class = "Gibs";
}
15
{
title = "Dead player";
sprite = "PLAYN0";
class = "DeadMarine";
}
18
{
title = "Dead former human";
sprite = "POSSL0";
width = 20;
class = "DeadZombieMan";
}
19
{
title = "Dead former sergeant";
sprite = "SPOSL0";
width = 20;
class = "DeadShotgunGuy";
}
20
{
title = "Dead imp";
sprite = "TROOM0";
width = 20;
class = "DeadDoomImp";
}
21
{
title = "Dead demon";
sprite = "SARGN0";
width = 30;
class = "DeadDemon";
}
22
{
title = "Dead cacodemon";
sprite = "HEADL0";
width = 31;
class = "DeadCacodemon";
}
23
{
title = "Dead lost soul";
class = "DeadLostSoul";
}
}

View File

@ -0,0 +1,474 @@
gzdoom_lights
{
dynlights
{
color = 7;
arrow = 0;
title = "Dynamic Lights";
sort = 1;
width = 0;
height = 0;
hangs = 0;
blocking = 0;
fixedsize = true;
sprite = "internal:light";
9800
{
title = "Light";
arg0
{
title = "Red";
default = 255;
}
arg1
{
title = "Green";
default = 255;
}
arg2
{
title = "Blue";
default = 255;
}
arg3
{
title = "Intensity";
default = 64;
}
}
9801
{
title = "Pulse Light";
fixedrotation = true;
arg0
{
title = "Red";
default = 255;
}
arg1
{
title = "Green";
default = 255;
}
arg2
{
title = "Blue";
default = 255;
}
arg3
{
title = "Start intensity";
default = 64;
}
arg4
{
title = "End intensity";
default = 32;
}
}
9802
{
title = "Flicker Light";
fixedrotation = true;
arg0
{
title = "Red";
default = 255;
}
arg1
{
title = "Green";
default = 255;
}
arg2
{
title = "Blue";
default = 255;
}
arg3
{
title = "Primary intensity";
default = 64;
}
arg4
{
title = "Secondary intensity";
default = 32;
}
}
9803
{
title = "Sector Light";
arg0
{
title = "Red";
default = 255;
}
arg1
{
title = "Green";
default = 255;
}
arg2
{
title = "Blue";
default = 255;
}
arg3
{
title = "Intensity scale";
default = 4;
}
}
9804
{
title = "Random Light";
fixedrotation = true;
arg0
{
title = "Red";
default = 255;
}
arg1
{
title = "Green";
default = 255;
}
arg2
{
title = "Blue";
default = 255;
}
arg3
{
title = "Minimal intensity";
default = 32;
}
arg4
{
title = "Maximal intensity";
default = 64;
}
}
9810
{
title = "Additive Light";
arg0
{
title = "Red";
default = 255;
}
arg1
{
title = "Green";
default = 255;
}
arg2
{
title = "Blue";
default = 255;
}
arg3
{
title = "Intensity";
default = 64;
}
}
9811
{
title = "Additive Pulse Light";
fixedrotation = true;
arg0
{
title = "Red";
default = 255;
}
arg1
{
title = "Green";
default = 255;
}
arg2
{
title = "Blue";
default = 255;
}
arg3
{
title = "Start intensity";
default = 32;
}
arg4
{
title = "End intensity";
default = 64;
}
}
9812
{
title = "Additive Flicker Light";
fixedrotation = true;
arg0
{
title = "Red";
default = 255;
}
arg1
{
title = "Green";
default = 255;
}
arg2
{
title = "Blue";
default = 255;
}
arg3
{
title = "Primary intensity";
default = 64;
}
arg4
{
title = "Secondary intensity";
default = 32;
}
}
9813
{
title = "Additive Sector Light";
arg0
{
title = "Red";
default = 255;
}
arg1
{
title = "Green";
default = 255;
}
arg2
{
title = "Blue";
default = 255;
}
arg3
{
title = "Intensity scale";
default = 4;
}
}
9814
{
title = "Additive Random Light";
fixedrotation = true;
arg0
{
title = "Red";
default = 255;
}
arg1
{
title = "Green";
default = 255;
}
arg2
{
title = "Blue";
default = 255;
}
arg3
{
title = "Minimal intensity";
default = 32;
}
arg4
{
title = "Maximal intensity";
default = 64;
}
}
9820
{
title = "Subtractive Light";
arg0
{
title = "Red";
default = 255;
}
arg1
{
title = "Green";
default = 255;
}
arg2
{
title = "Blue";
default = 255;
}
arg3
{
title = "Radius";
default = 64;
}
}
9821
{
title = "Subtractive Pulse Light";
fixedrotation = true;
arg0
{
title = "Red";
default = 255;
}
arg1
{
title = "Green";
default = 255;
}
arg2
{
title = "Blue";
default = 255;
}
arg3
{
title = "Start intensity";
default = 32;
}
arg4
{
title = "End intensity";
default = 64;
}
}
9822
{
title = "Subtractive Flicker Light";
fixedrotation = true;
arg0
{
title = "Red";
default = 255;
}
arg1
{
title = "Green";
default = 255;
}
arg2
{
title = "Blue";
default = 255;
}
arg3
{
title = "Primary intensity";
default = 32;
}
arg4
{
title = "Secondary intensity";
default = 64;
}
}
9823
{
title = "Subtractive Sector Light";
arg0
{
title = "Red";
default = 255;
}
arg1
{
title = "Green";
default = 255;
}
arg2
{
title = "Blue";
default = 255;
}
arg3
{
title = "Intensity scale";
default = 4;
}
}
9824
{
title = "Subtractive Random Light";
fixedrotation = true;
arg0
{
title = "Red";
default = 255;
}
arg1
{
title = "Green";
default = 255;
}
arg2
{
title = "Blue";
default = 255;
}
arg3
{
title = "Minimal intensity";
default = 32;
}
arg4
{
title = "Maximal intensity";
default = 64;
}
}
9825 = "Vavoom Light";
1502
{
title = "Vavoom Light ";
arg0
{
title = "Radius";
default = 16;
}
}
1503
{
title = "Vavoom Light Color";
arg0
{
title = "Radius";
default = 16;
}
arg1
{
title = "Red";
default = 255;
}
arg2
{
title = "Green";
default = 255;
}
arg3
{
title = "Blue";
default = 255;
}
}
}
}
gzdoom
{
zdoom
{
blocking = 2;
5004 = "Map Spot (FraggleScript)";
}
}

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// Default lump name for new map
defaultlumpname = "MAP01";
basegame = 1; //mxd: 0 - UNKNOWN, 1 - DOOM, 2 - HERETIC, 3 - HEXEN, 4 - STRIFE,
// Decorate actors to include depending on actor game property
decorategames = "doom";
// Skill levels
skills
{
include("Doom_misc.cfg", "skills");
}
// Default textures
defaultwalltexture = "STARTAN";
defaultfloortexture = "FLOOR0_1";
defaultceilingtexture = "CEIL1_1";
// Door making
makedoortrack = "DOORTRAK";
makedoordoor = "BIGDOOR2";
makedoorceil = "FLAT20";
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Doom_texturesets.cfg");
}

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// Default lump name for new map
defaultlumpname = "E1M1";
basegame = 2;
// Decorate actors to include depending on actor game property
decorategames = "heretic raven";
// Skill levels
skills
{
include("Heretic_misc.cfg", "skills");
}
// Default textures
defaultwalltexture = "GRSTNPB";
defaultfloortexture = "FLOOR03";
defaultceilingtexture = "FLAT506";
// Door making
makedoortrack = "WOODWL";
makedoordoor = "DOORWOOD";
makedoorceil = "FLOOR04";
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Heretic_texturesets.cfg");
}

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// Default lump name for new map
defaultlumpname = "MAP01";
skyflatname = "F_SKY";
basegame = 3;
// Decorate actors to include depending on actor game property
decorategames = "hexen raven";
// Skill levels
skills
{
include("Hexen_misc.cfg", "skills");
}
// Default textures
defaultwalltexture = "FOREST01";
defaultfloortexture = "F_010";
defaultceilingtexture = "F_011";
// Door making
makedoortrack = "D_END2";
makedoordoor = "D_WD07";
makedoorceil = "F_092";
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Hexen_texturesets.cfg");
}

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// Default lump name for new map
defaultlumpname = "MAP01";
skyflatname = "F_SKY001";
basegame = 4;
// Decorate actors to include depending on actor game property
decorategames = "strife";
// Skill levels
skills
{
include("Strife_misc.cfg", "skills");
}
// Default textures
defaultwalltexture = "BRKGRY17";
defaultfloortexture = "F_NOLINE";
defaultceilingtexture = "F_DECK";
// Door making
makedoortrack = "DORTRK01";
makedoordoor = "DORML01";
makedoorceil = "F_UNDOOR";
// Default texture sets
// (these are not required, but useful for new users)
texturesets
{
include("Strife_texturesets.cfg");
}

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//mxd. These settings are used only in Vanilla Heretic configuration.
mapformat_doom
{
// The format interface handles the map data format
formatinterface = "DoomMapSetIO";
maplumpnames
{
include("Doom_misc.cfg", "doommaplumpnames");
}
// When this is set to true, sectors with the same tag will light up when a line is highlighted
linetagindicatesectors = true;
// Special linedefs
include("ZDoom_misc.cfg", "speciallinedefs_doomhexen");
// Default flags for first new thing
defaultthingflags
{
include("Doom_misc.cfg", "defaultthingflags");
}
// Door making
include("ZDoom_misc.cfg", "doormaking_doom");
// Generalized actions
generalizedlinedefs = false;
generalizedsectors = false;
// DEFAULT SECTOR BRIGHTNESS LEVELS
sectorbrightness
{
include("Doom_misc.cfg", "sectorbrightness");
}
// SECTOR TYPES
sectortypes
{
include("Heretic_sectors.cfg");
}
// LINEDEF FLAGS
linedefflags
{
include("Doom_misc.cfg", "linedefflags");
}
// LINEDEF ACTIVATIONS
linedefactivations
{
}
// Linedef flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
linedefflagstranslation
{
include("Doom_misc.cfg", "linedefflagstranslation");
}
// LINEDEF TYPES
linedeftypes
{
include("Heretic_linedefs.cfg");
}
// THING FLAGS
thingflags
{
include("Doom_misc.cfg", "thingflags");
}
// Thing flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
thingflagstranslation
{
include("Doom_misc.cfg", "thingflagstranslation");
}
// How to compare thing flags (for the stuck things error checker)
thingflagscompare
{
include("Doom_misc.cfg", "thingflagscompare");
}
// Things flags masks
include("Doom_misc.cfg", "thingflagsmasks");
}

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misc
{
0
{
title = "None";
prefix = "";
}
}
door
{
title = "Door";
1
{
title = "Door Open Wait Close (also monsters)";
prefix = "DR";
}
2
{
title = "Door Open Stay";
prefix = "W1";
}
3
{
title = "Door Close Stay";
prefix = "W1";
}
4
{
title = "Door Open Wait Close";
prefix = "W1";
}
16
{
title = "Door Close Wait Open";
prefix = "W1";
}
26
{
title = "Door (Blue) Open Wait Close";
prefix = "DR";
}
27
{
title = "Door (Yellow) Open Wait Close";
prefix = "DR";
}
28
{
title = "Door (Red) Open Wait Close";
prefix = "DR";
}
29
{
title = "Door Open Wait Close";
prefix = "S1";
}
31
{
title = "Door Open Stay";
prefix = "D1";
}
32
{
title = "Door (Blue) Open Stay";
prefix = "D1";
}
33
{
title = "Door (Red) Open Stay";
prefix = "D1";
}
34
{
title = "Door (Yellow) Open Stay";
prefix = "D1";
}
42
{
title = "Door Close Stay";
prefix = "SR";
}
46
{
title = "Door Open Stay";
prefix = "GR";
}
50
{
title = "Door Close Stay";
prefix = "S1";
}
61
{
title = "Door Open Stay";
prefix = "SR";
}
63
{
title = "Door Open Wait Close";
prefix = "SR";
}
75
{
title = "Door Close Stay";
prefix = "WR";
}
76
{
title = "Door Close Stay Open";
prefix = "WR";
}
86
{
title = "Door Open Stay";
prefix = "WR";
}
90
{
title = "Door Open Wait Close";
prefix = "WR";
}
103
{
title = "Door Open Stay";
prefix = "S1";
}
}
floor
{
title = "Floor";
5
{
title = "Floor Raise to Lowest Ceiling";
prefix = "W1";
}
9
{
title = "Floor Raise Donut (changes texture)";
prefix = "S1";
}
14
{
title = "Floor Raise by 32 (changes texture)";
prefix = "S1";
}
15
{
title = "Floor Raise by 24 (changes texture)";
prefix = "S1";
}
18
{
title = "Floor Raise to Next Higher Floor";
prefix = "S1";
}
19
{
title = "Floor Lower to Highest Floor";
prefix = "W1";
}
20
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "S1";
}
22
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "W1";
}
23
{
title = "Floor Lower to Lowest Floor";
prefix = "S1";
}
24
{
title = "Floor Raise to Lowest Ceiling";
prefix = "G1";
}
30
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "W1";
}
36
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "W1";
}
37
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "W1";
}
38
{
title = "Floor Lower to Lowest Floor";
prefix = "W1";
}
45
{
title = "Floor Lower to Highest Floor";
prefix = "SR";
}
47
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "G1";
}
53
{
title = "Floor Start Moving Up and Down";
prefix = "W1";
}
54
{
title = "Floor Stop Moving";
prefix = "W1";
}
55
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "S1";
}
56
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "W1";
}
58
{
title = "Floor Raise by 24";
prefix = "W1";
}
59
{
title = "Floor Raise by 24 (changes texture)";
prefix = "W1";
}
60
{
title = "Floor Lower to Lowest Floor";
prefix = "SR";
}
64
{
title = "Floor Raise to Lowest Ceiling";
prefix = "SR";
}
65
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "SR";
}
66
{
title = "Floor Raise by 24 (changes texture)";
prefix = "SR";
}
67
{
title = "Floor Raise by 32 (changes texture)";
prefix = "SR";
}
68
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "SR";
}
69
{
title = "Floor Raise to Next Higher Floor";
prefix = "SR";
}
70
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "SR";
}
71
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "S1";
}
82
{
title = "Floor Lower to Lowest Floor";
prefix = "WR";
}
83
{
title = "Floor Lower to Highest Floor";
prefix = "WR";
}
84
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "WR";
}
87
{
title = "Floor Start Moving Up and Down";
prefix = "WR";
}
89
{
title = "Floor Stop Moving";
prefix = "WR";
}
91
{
title = "Floor Raise to Lowest Ceiling";
prefix = "WR";
}
92
{
title = "Floor Raise by 24";
prefix = "WR";
}
93
{
title = "Floor Raise by 24 (changes texture)";
prefix = "WR";
}
94
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "WR";
}
95
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "WR";
}
96
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "WR";
}
98
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "WR";
}
101
{
title = "Floor Raise to Lowest Ceiling";
prefix = "S1";
}
102
{
title = "Floor Lower to Highest Floor";
prefix = "S1";
}
}
crusher
{
title = "Crusher";
6
{
title = "Crusher Start with Fast Damage";
prefix = "W1";
}
25
{
title = "Crusher Start with Slow Damage";
prefix = "W1";
}
57
{
title = "Crusher Stop";
prefix = "W1";
}
73
{
title = "Crusher Start with Slow Damage";
prefix = "WR";
}
74
{
title = "Crusher Stop";
prefix = "WR";
}
77
{
title = "Crusher Start with Fast Damage";
prefix = "WR";
}
}
stairs
{
title = "Stairs";
7
{
title = "Stairs Raise by 8";
prefix = "S1";
}
8
{
title = "Stairs Raise by 8";
prefix = "W1";
}
}
lift
{
title = "Lift";
10
{
title = "Lift Lower Wait Raise";
prefix = "W1";
}
21
{
title = "Lift Lower Wait Raise";
prefix = "S1";
}
62
{
title = "Lift Lower Wait Raise";
prefix = "SR";
}
88
{
title = "Lift Lower Wait Raise";
prefix = "WR";
}
}
exit
{
title = "Exit";
11
{
title = "Exit Level";
prefix = "S1";
}
51
{
title = "Exit Level (goes to secret level)";
prefix = "S1";
}
52
{
title = "Exit Level";
prefix = "W1";
}
105
{
title = "Exit Level (goes to secret level)";
prefix = "W1";
}
}
light
{
title = "Light";
12
{
title = "Light Change to Brightest Adjacent";
prefix = "W1";
}
13
{
title = "Light Change to Brightest";
prefix = "W1";
}
17
{
title = "Light Start Blinking";
prefix = "W1";
}
35
{
title = "Light Change to Darkest";
prefix = "W1";
}
79
{
title = "Light Change to Darkest";
prefix = "WR";
}
80
{
title = "Light Change to Brightest Adjacent";
prefix = "WR";
}
81
{
title = "Light Change to Brightest";
prefix = "WR";
}
104
{
title = "Light Change to Darkest Adjacent";
prefix = "W1";
}
}
ceiling
{
title = "Ceiling";
40
{
title = "Ceiling Raise to Highest Ceiling";
prefix = "W1";
}
41
{
title = "Ceiling Lower to Floor";
prefix = "S1";
}
43
{
title = "Ceiling Lower to Floor";
prefix = "SR";
}
44
{
title = "Ceiling Lower to 8 above Floor";
prefix = "W1";
}
49
{
title = "Ceiling Lower to 8 above Floor";
prefix = "S1";
}
72
{
title = "Ceiling Lower to 8 above Floor";
prefix = "WR";
}
}
scroll
{
title = "Scroll";
48
{
title = "Scroll Texture Left";
prefix = "";
}
99
{
title = "Scroll Texture Right";
prefix = "";
}
}
build
{
title = "Build";
106
{
title = "Build Stairs (16 Tall)";
prefix = "W1";
}
107
{
title = "Build Stairs (16 Tall)";
prefix = "S1";
}
}
teleport
{
title = "Teleport";
97
{
title = "Teleport";
prefix = "WR";
}
39
{
title = "Teleport";
prefix = "W1";
}
}

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// Basic Heretic stuff.
skills
{
1 = "Thou needeth a wet-nurse";
2 = "Yellowbellies-r-us";
3 = "Bringest them oneth";
4 = "Thou art a smite-meister";
5 = "Black plague possesses thee";
}
//mxd. These are Heretic-specific settings only.
//mxd. These settings are valid only in native Heretic map format.
mapformat_doom
{
sectortypes
{
include("Heretic_sectors.cfg");
}
}

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0 = "None";
1 = "Light Blinks (Randomly)";
2 = "Light Blinks (0.5s)";
3 = "Light Blinks (1.0s)";
4 = "Damage (5 Points, Fast, Fire), Light Blinks (0.5s), Scroll East (Fast)";
5 = "Damage (5 Points, Fast, Fire)";
7 = "Damage (4 Points, Slow, Normal)";
8 = "Light Glows (1.0s)";
9 = "Secret";
10 = "Door Close Stay (After 30s)";
12 = "Light Blinks (0.5s Synchronized)";
13 = "Light Blinks (1.0s Synchronized)";
14 = "Door Open Stay (After 300s)";
15 = "Friction";
16 = "Damage (8 Points, Fast, Fire)";
20 = "Scroll East (Slowest)";
21 = "Scroll East (Slow)";
22 = "Scroll East (Medium)";
23 = "Scroll East (Fast)";
24 = "Scroll East (Fastest)";
25 = "Scroll North (Slowest)";
26 = "Scroll North (Slow)";
27 = "Scroll North (Medium)";
28 = "Scroll North (Fast)";
29 = "Scroll North (Fastest)";
30 = "Scroll South (Slowest)";
31 = "Scroll South (Slow)";
32 = "Scroll South (Medium)";
33 = "Scroll South (Fast)";
34 = "Scroll South (Fastest)";
35 = "Scroll West (Slowest)";
36 = "Scroll West (Slow)";
37 = "Scroll West (Medium)";
38 = "Scroll West (Fast)";
39 = "Scroll West (Fastest)";
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)";

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set0
{
name = "Liquids";
filter0 = "FLATHUH*";
filter1 = "FLTFLWW*";
filter2 = "FLTLAVA*";
filter3 = "FLTSLUD*";
filter4 = "FLTWAWA*";
filter5 = "LAVAFL*";
filter6 = "WATRWAL*";
}
set1
{
name = "Stone";
filter0 = "BRWNRCKS";
filter1 = "BANNER1";
filter2 = "BANNER2";
filter3 = "BANNER3";
filter4 = "BANNER4";
filter5 = "BANNER7";
filter6 = "BANNER8";
filter7 = "CSTLMOSS";
filter8 = "CSTLRCK";
filter9 = "FLAT520";
filter10 = "FLAT521";
filter11 = "FLAT522";
filter12 = "FLAT523";
filter13 = "FLOOR00";
filter14 = "FLOOR01";
filter15 = "FLOOR03";
filter16 = "FLOOR18";
filter17 = "GRSTNPB";
filter18 = "GRSTNPBV";
filter19 = "GRSTNPBW";
filter20 = "LOOSERCK";
filter21 = "RCKSNMUD";
filter22 = "ROOTWALL";
filter23 = "SQPEB1";
filter24 = "SQPEB2";
filter25 = "TRISTON1";
filter26 = "TRISTON2";
filter27 = "BLUEFRAG";
filter28 = "FLOOR04";
filter29 = "FLOOR05";
filter30 = "FLOOR06";
filter31 = "FLOOR07";
filter32 = "FLOOR16";
filter33 = "FLOOR19";
filter34 = "FLOOR20";
filter35 = "GRNBLOK*";
filter36 = "LAVA1";
filter37 = "SNDBLCKS";
}
set2
{
name = "Metal";
filter0 = "CHAINSD";
filter1 = "DMNMSK";
filter2 = "DOOREXIT";
filter3 = "DOORSTON";
filter4 = "FLAT500";
filter5 = "FLOOR08";
filter6 = "FLOOR21";
filter7 = "FLOOR22";
filter8 = "FLOOR23";
filter9 = "FLOOR24";
filter10 = "FLOOR26";
filter11 = "FLOOR28";
filter12 = "FLOOR29";
filter13 = "FLOOR30";
filter14 = "METL1";
filter15 = "METL2";
filter16 = "SAINT1";
filter17 = "SKULLSB1";
filter18 = "SKULLSB2";
filter19 = "SW1OFF";
filter20 = "SW1ON";
filter21 = "SW2OFF";
filter22 = "SW2ON";
filter23 = "GATMETL*";
filter24 = "GATMETL";
filter25 = "GRSKULL*";
}
set3
{
name = "Town";
filter0 = "CTYSTCI*";
filter1 = "CTYSTUC*";
filter2 = "FLOOR11";
filter3 = "FLOOR12";
filter4 = "WOODWL";
filter5 = "WDGAT64";
}

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players
{
color = 10; // Light Green
arrow = 1;
title = "Player Starts";
width = 16;
height = 56;
blocking = 2;
error = 2;
sort = 1;
1
{
title = "Player 1 start";
sprite = "PLAYA1";
}
2
{
title = "Player 2 start";
sprite = "PLAYA1";
}
3
{
title = "Player 3 start";
sprite = "PLAYA1";
}
4
{
title = "Player 4 start";
sprite = "PLAYA1";
}
11
{
title = "Player Deathmatch start";
sprite = "PLAYQ0";
}
}
teleports
{
color = 2; // Green
arrow = 1;
title = "Teleports";
width = 16;
height = 56;
blocking = 0;
error = 0;
sort = 0;
14
{
title = "Teleport Landing";
sprite = "TELEA0";
}
56
{
title = "D'Sparil Teleport Location";
sprite = "SOR2I0";
}
52
{
title = "Teleport Glitter (Exit/Blue)";
sprite = "TGLTF0";
}
74
{
title = "Teleport Glitter (Normal/Red)";
sprite = "TGLTA0";
}
}
sounds
{
color = 5; // Purple
arrow = 1;
title = "Sounds";
width = 20;
height = 16;
blocking = 0;
error = 0;
sort = 1;
41 = "Looping Sound: Waterfall";
42 = "Looping Sound: Wind";
1203 = "Sequence: Slow Footsteps";
1209 = "Sequence: Fast Footsteps";
1200 = "Sequence: Scream";
1206 = "Sequence: Growl";
1208 = "Sequence: Laughter";
1204 = "Sequence: Heartbeat";
1201 = "Sequence: Squish";
1202 = "Sequence: Water Drops";
1205 = "Sequence: Bells";
1207 = "Sequence: Magic";
}
monsters
{
color = 12; // Light Red
arrow = 1;
title = "Monsters";
width = 16;
sort = 0;
error = 2;
blocking = 2;
66
{
title = "Gargoyle";
sprite = "IMPXA1";
height = 36;
}
5
{
title = "Fire Gargoyle";
sprite = "IMPXF1";
height = 36;
}
68
{
title = "Golem";
sprite = "MUMMA1";
width = 22;
height = 62;
}
69
{
title = "Golem Ghost";
sprite = "MUMMA1";
width = 22;
height = 62;
}
45
{
title = "Nitrogolem";
sprite = "MUMMY1";
width = 22;
height = 62;
}
46
{
title = "Nitrogolem Ghost";
sprite = "MUMMY1";
width = 22;
height = 62;
}
90
{
title = "Sabreclaw";
sprite = "CLNKA1";
width = 20;
height = 64;
}
64
{
title = "Undead Warrior";
sprite = "KNIGA1";
width = 24;
height = 78;
}
65
{
title = "Undead Warrior Ghost";
sprite = "KNIGA1";
width = 24;
height = 78;
}
70
{
title = "Weredragon";
sprite = "BEASA1";
width = 32;
height = 74;
}
92
{
title = "Ophidian";
sprite = "SNKEA1";
width = 22;
height = 70;
}
15
{
title = "Disciple Of D'Sparil";
sprite = "WZRDA1";
height = 68;
}
6
{
title = "Iron Lich";
sprite = "HEADA1";
width = 40;
height = 72;
}
9
{
title = "Maulotaur";
sprite = "MNTRA1";
width = 28;
height = 100;
}
7
{
title = "D'Sparil";
sprite = "SRCRA1";
width = 28;
height = 100;
}
}
hazards
{
color = 4; // Red
arrow = 1;
title = "Hazards";
width = 20;
blocking = 2;
error = 2;
sort = 0;
87
{
title = "Volcano";
sprite = "VLCOE0";
height = 20;
}
2035
{
title = "Gasbag";
sprite = "PPODA0";
height = 54;
}
43
{
title = "Gasbag Generator";
sprite = "PPODA0";
height = 16;
}
}
weapons
{
color = 14; // Yellow
arrow = 1;
title = "Weapons";
width = 20;
height = 16;
blocking = 0;
sort = 0;
2005
{
title = "Gauntlets Of The Necromancer";
sprite = "WGNTA0";
}
2001
{
title = "Ethereal Crossbow";
sprite = "WBOWA0";
}
53
{
title = "Dragon Claw";
sprite = "WBLSA0";
}
2003
{
title = "Phoenix Rod";
sprite = "WPHXA0";
}
2004
{
title = "Hellstaff";
sprite = "WSKLA0";
}
2002
{
title = "Firemace";
sprite = "WMCEA0";
}
}
ammunition
{
color = 6; // Brown
arrow = 1;
title = "Ammunition";
width = 20;
sort = 0;
height = 16;
blocking = 0;
10
{
title = "Wand Crystal";
sprite = "AMG1A0";
}
12
{
title = "Crystal Geode";
sprite = "AMG2A0";
}
18
{
title = "Ethereal Arrows";
sprite = "AMC1A0";
}
19
{
title = "Quiver Of Ethereal Arrows";
sprite = "AMC2A0";
}
54
{
title = "Claw Orb";
sprite = "AMB1A0";
}
55
{
title = "Energy Orb";
sprite = "AMB2A0";
}
22
{
title = "Flame Orb";
sprite = "AMP1A0";
}
23
{
title = "Inferno Orb";
sprite = "AMP2A0";
}
20
{
title = "Lesser Runes";
sprite = "AMS1A0";
}
21
{
title = "Greater Runes";
sprite = "AMS2A0";
}
13
{
title = "Mace Spheres";
sprite = "AMM1A0";
}
16
{
title = "Pile Of Mace Spheres";
sprite = "AMM2A0";
}
8
{
title = "Bag Of Holding";
sprite = "BAGHA0";
}
34
{
title = "Time Bomb Of The Ancients";
sprite = "FBMBA0";
}
30
{
title = "Morph Ovum";
sprite = "EGGCA0";
}
}
health
{
color = 1; // Blue
arrow = 1;
title = "Health and Armor";
width = 20;
height = 16;
blocking = 0;
sort = 0;
81
{
title = "Crystal Vial";
sprite = "PTN1A0";
}
82
{
title = "Quartz Flask";
sprite = "PTN2A0";
}
32
{
title = "Mystic Urn";
sprite = "SPHLA0";
}
85
{
title = "Silver Shield";
sprite = "SHLDA0";
}
31
{
title = "Enchanted Shield";
sprite = "SHD2A0";
}
}
powerups
{
color = 9; // Light Blue
arrow = 1;
title = "Artifacts";
width = 20;
height = 20;
blocking = 0;
sort = 0;
35
{
title = "Map Scroll";
sprite = "SPMPA0";
}
33
{
title = "Torch";
sprite = "TRCHA0";
}
36
{
title = "Chaos Device";
sprite = "ATLPA0";
}
75
{
title = "Shadowsphere";
sprite = "INVSA0";
}
84
{
title = "Ring of Invulnerability";
sprite = "INVUA0";
}
86
{
title = "Tome of Power";
sprite = "PWBKA0";
}
83
{
title = "Wings Of Wrath";
sprite = "SOARA0";
}
}
keys
{
color = 13; // Light Magenta
arrow = 1;
title = "Keys";
width = 20;
height = 16;
blocking = 0;
sort = 0;
80
{
title = "Yellow Key";
sprite = "CKYYA0";
}
73
{
title = "Green Key";
sprite = "AKYYA0";
}
79
{
title = "Blue Key";
sprite = "BKYYA0";
}
}
obstacles
{
color = 3; // Cyan
arrow = 1;
title = "Obstacles";
width = 20;
blocking = 2;
error = 2;
sort = 0;
37
{
title = "Stalagmite (Small)";
sprite = "STGSA0";
height = 32;
}
38
{
title = "Stalagmite (Large)";
sprite = "STGLA0";
height = 64;
}
39
{
title = "Stalactite (Small)";
sprite = "STCSA0";
height = 36;
hangs = 1;
}
40
{
title = "Stalactite (Large)";
sprite = "STCLA0";
height = 68;
hangs = 1;
}
44
{
title = "Barrel";
sprite = "BARLA0";
height = 32;
}
29
{
title = "Small Pillar";
sprite = "SMPLA0";
height = 34;
}
47
{
title = "Brown Pillar";
sprite = "BRPLA0";
height = 128;
}
}
decoration
{
color = 11; // Light Cyan
arrow = 1;
title = "Decoration";
width = 16;
sort = 0;
blocking = 2;
error = 2;
96
{
title = "Yellow Key Marker";
sprite = "KGZYA0";
height = 50;
}
95
{
title = "Green Key Marker";
sprite = "KGZGA0";
height = 50;
}
94
{
title = "Blue Key Marker";
sprite = "KGZBA0";
height = 50;
}
51
{
title = "Hanging Corpse";
sprite = "HCORA0";
hangs = 1;
height = 104;
}
17
{
title = "Hanging Skull 1";
sprite = "SKH1A0";
hangs = 1;
height = 70;
}
24
{
title = "Hanging Skull 2";
sprite = "SKH2A0";
hangs = 1;
height = 60;
}
25
{
title = "Hanging Skull 3";
sprite = "SKH3A0";
hangs = 1;
height = 45;
}
26
{
title = "Hanging Skull 4";
sprite = "SKH4A0";
hangs = 1;
height = 35;
}
48
{
title = "Moss 1";
sprite = "MOS1A0";
height = 23;
hangs = 1;
}
49
{
title = "Moss 2";
sprite = "MOS2A0";
height = 27;
hangs = 1;
}
}
lights
{
color = 7; // Light Grey
arrow = 1;
title = "Light Sources";
width = 16;
sort = 0;
blocking = 2;
error = 2;
50
{
title = "Wall Torch";
sprite = "WTRHA0";
height = 64;
}
27
{
title = "Serpent Torch";
sprite = "SRTCA0";
height = 54;
}
76
{
title = "Fire Brazier";
sprite = "KFR1A0";
height = 44;
}
28
{
title = "Chandelier";
sprite = "CHDLA0";
hangs = 1;
height = 62;
}
}

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//mxd. These settings are used only in Vanilla Hexen configuration.
mapformat_hexen
{
// The format interface handles the map data format
formatinterface = "HexenMapSetIO";
maplumpnames
{
include("Doom_misc.cfg", "hexenmaplumpnames");
}
// When this is set to true, sectors with the same tag will light up when a line is highlighted
linetagindicatesectors = false;
// Special linedefs
include("ZDoom_misc.cfg", "speciallinedefs_doomhexen");
// Default flags for first new thing
defaultthingflags
{
include("ZDoom_misc.cfg", "defaultthingflags");
}
// Door making
include("ZDoom_misc.cfg", "doormaking_hexen");
// Generalized actions
generalizedlinedefs = false;
generalizedsectors = false;
// DEFAULT SECTOR BRIGHTNESS LEVELS
sectorbrightness
{
include("ZDoom_misc.cfg", "sectorbrightness");
}
// SECTOR TYPES
sectortypes
{
include("Hexen_sectors.cfg");
}
// LINEDEF FLAGS
linedefflags
{
include("Doom_misc.cfg", "linedefflags");
include("Hexen_misc.cfg", "linedefflags");
}
// Activations filter for Hexen type activations
// This filters the activation bits from the flags
include("Hexen_misc.cfg", "linedefactivationsfilter");
// LINEDEF ACTIVATIONS
// Make sure these are in order from lowest value to highest value
linedefactivations
{
include("Hexen_misc.cfg", "linedefactivations");
}
// Linedef flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
linedefflagstranslation
{
include("Doom_misc.cfg", "linedefflagstranslation");
include("Hexen_misc.cfg", "linedefflagstranslation");
}
// LINEDEF TYPES
linedeftypes
{
include("Hexen_linedefs.cfg");
}
// THING FLAGS
thingflags
{
include("Doom_misc.cfg", "thingflags");
include("Hexen_misc.cfg", "thingflags");
}
// Thing flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
thingflagstranslation
{
include("Doom_misc.cfg", "thingflagstranslation");
include("Hexen_misc.cfg", "thingflagstranslation");
}
// How to compare thing flags (for the stuck things error checker)
thingflagscompare
{
include("Hexen_misc.cfg", "thingflagscompare");
}
// Things flags masks
include("Hexen_misc.cfg", "thingflagsmasks");
}

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// Basic Hexen stuff.
skills
{
1 = "Squire / Altar boy / Apprentice";
2 = "Knight / Acolyte / Enchanter";
3 = "Warrior / Priest / Sorceror";
4 = "Berserker / Cardinal / Warlock";
5 = "Titan / Pope / Archimage";
}
linedefflags
{
512 = "Repeatable Action";
8192 = "Monster Activates";
32768 = "Block Everything";
}
thingflags
{
16 = "Dormant";
32 = "Fighter class";
64 = "Cleric class";
128 = "Mage class";
256 = "Singleplayer";
512 = "Cooperative";
1024 = "Deathmatch";
}
// Default flags for first new thing
defaultthingflags
{
32;
64;
128;
256;
512;
1024;
}
// How thing flags should be compared (for the stuck thing error check)
thingflagscompare
{
skills
{
1;
2;
4;
}
classes
{
32;
64;
128;
}
gamemodes
{
256 { requiredgroups = "skills"; }
512 { requiredgroups = "skills"; }
1024 { ignoredgroups = "skills"; }
}
}
// Mask for the thing flags which indicates the options
// that make the same thing appear in the same modes
thingflagsmasks
{
thingflagsmask1 = 7; // 1 + 2 + 4
thingflagsmask2 = 1792; // 256 + 512 + 1024
}
// Linedef flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
linedefflagstranslation
{
512 = "repeatspecial";
1024 = "playeruse";
2048 = "monstercross";
3072 = "impact";
4096 = "playerpush";
5120 = "missilecross";
8192 = "monsteractivate";
32768 = "blockeverything";
}
// Thing flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
thingflagstranslation
{
16 = "dormant";
32 = "class1";
64 = "class2";
128 = "class3";
256 = "single";
512 = "coop";
1024 = "dm";
}
// Activations filter for Hexen type activations
// This filters the activation bits from the flags
// This is in its own structure for inclusion only,
// the actual value will end up in the document scope
linedefactivationsfilter
{
linedefactivationsfilter = 7168;
}
// LINEDEF ACTIVATIONS
// Make sure these are in order from lowest value to highest value
linedefactivations
{
0 = "Player walks over";
1024 = "Player presses Use";
2048 = "Monster walks over";
3072 = "Projectile hits";
4096 = "Player bumps";
5120 = "Projectile flies over";
6144 = "Player presses Use (PassThru)";
}
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
filter0
{
name = "Easy skill";
category = "";
type = -1;
fields
{
1 = true;
}
}
filter1
{
name = "Medium skill";
category = "";
type = -1;
fields
{
2 = true;
}
}
filter2
{
name = "Hard skill";
category = "";
type = -1;
fields
{
4 = true;
}
}
filter3
{
name = "Fighter class";
category = "";
type = -1;
fields
{
32 = true;
}
}
filter4
{
name = "Cleric class";
category = "";
type = -1;
fields
{
64 = true;
}
}
filter5
{
name = "Mage class";
category = "";
type = -1;
fields
{
128 = true;
}
}
filter6
{
name = "Keys only";
category = "keys";
type = -1;
}
filter7
{
name = "Cooperative";
category = "";
type = -1;
fields
{
512 = true;
}
}
filter8
{
name = "Deathmatch";
category = "";
type = -1;
fields
{
1024 = true;
}
}
}
// ENUMERATIONS
// These are enumerated lists for linedef types and UDMF fields.
enums
{
keys
{
0 = "None";
1 = "Steel key";
2 = "Cave key";
3 = "Axe key";
4 = "Fire key";
5 = "Emerald key";
6 = "Dungeon key";
7 = "Silver key";
8 = "Rusted key";
9 = "Horn key";
10 = "Swamp key";
11 = "Castle key";
100 = "Any key";
101 = "All keys";
102 = "Impossible";
}
spawnthing
{
0 = "None";
}
}
//mxd. These are Hexen-specific settings only.
//mxd. These settings are valid only in native Hexen map format.
mapformat_hexen
{
sectortypes
{
include("Hexen_sectors.cfg");
}
}

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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";
198 = "Light Indoor 2";
199 = "Light 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)";

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//mxd. These settings are used only in Vanilla Strife configuration.
mapformat_doom
{
// The format interface handles the map data format
formatinterface = "DoomMapSetIO";
maplumpnames
{
include("Doom_misc.cfg", "doommaplumpnames");
}
// When this is set to true, sectors with the same tag will light up when a line is highlighted
linetagindicatesectors = true;
// Special linedefs
include("ZDoom_misc.cfg", "speciallinedefs_doomhexen");
// Default flags for first new thing
defaultthingflags
{
include("Strife_misc.cfg", "mapformat_doom.defaultthingflags");
}
// Door making
include("ZDoom_misc.cfg", "doormaking_doom");
// Generalized actions
generalizedlinedefs = false;
generalizedsectors = false;
// DEFAULT SECTOR BRIGHTNESS LEVELS
sectorbrightness
{
include("Doom_misc.cfg", "sectorbrightness");
}
// SECTOR TYPES
sectortypes
{
include("Strife_misc.cfg", "mapformat_doom.sectortypes");
}
// LINEDEF FLAGS
linedefflags
{
include("Doom_misc.cfg", "linedefflags");
include("Strife_misc.cfg", "mapformat_doom.linedefflags");
}
// LINEDEF ACTIVATIONS
linedefactivations
{
}
// Linedef flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
linedefflagstranslation
{
include("Doom_misc.cfg", "linedefflagstranslation");
include("Strife_misc.cfg", "mapformat_doom.linedefflagstranslation");
}
// LINEDEF TYPES
linedeftypes
{
include("Strife_linedefs.cfg");
}
// THING FLAGS
thingflags
{
include("Strife_misc.cfg", "mapformat_doom.thingflags");
}
// Thing flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
thingflagstranslation
{
include("Strife_misc.cfg", "mapformat_doom.thingflagstranslation");
}
// How to compare thing flags (for the stuck things error checker)
thingflagscompare
{
include("Doom_misc.cfg", "thingflagscompare");
}
// Things flags masks
include("Strife_misc.cfg", "mapformat_doom.thingflagsmasks");
}

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// Basic Strife stuff.
skills
{
1 = "Training";
2 = "Rookie";
3 = "Veteran";
4 = "Elite";
5 = "Bloodbath";
}
//mxd. These are Strife-specific settings only.
//mxd. These settings are valid only in native Strife map format.
mapformat_doom
{
sectortypes
{
include("Strife_sectors.cfg");
}
linedefflags
{
512 = "Jump over railing";
1024 = "Block floating monsters";
2048 = "Translucent (75% opacity)";
4096 = "Translucent (25% opacity)";
}
linedefflagstranslation
{
512 = "jumpover";
1024 = "blockfloating";
2048 = "translucent";
4096 = "transparent";
}
thingflags
{
1 = "Easy";
2 = "Medium";
4 = "Hard";
8 = "Stand still";
16 = "Multiplayer only";
32 = "Ambush players";
64 = "Friendly (Strife logic)";
256 = "Translucent (25%)";
512 = "Invisible";
}
// Thing flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
thingflagstranslation
{
1 = "skill1,skill2";
2 = "skill3";
4 = "skill4,skill5";
8 = "standing";
16 = "!single";
32 = "ambush";
64 = "strifeally";
256 = "translucent";
512 = "invisible";
}
// Mask for the thing flags which indicates the options
// that make the same thing appear in the same modes
thingflagsmasks
{
thingflagsmask1 = 7; // 1 + 2 + 4
thingflagsmask2 = 0;
}
// Default flags for first new thing
defaultthingflags
{
1;
2;
4;
}
}
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
filter0
{
name = "Easy skill";
category = "";
type = -1;
fields
{
1 = true;
}
}
filter1
{
name = "Medium skill";
category = "";
type = -1;
fields
{
2 = true;
}
}
filter2
{
name = "Hard skill";
category = "";
type = -1;
fields
{
4 = true;
}
}
filter3
{
name = "Keys only";
category = "keys";
type = -1;
}
filter4
{
name = "Multiplayer";
category = "";
type = -1;
fields
{
16 = true;
}
}
}

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0 = "None";
1 = "Light blink random";
2 = "Light blink 0.5 second";
3 = "Light blink 1 second";
4 = "5% damage every 32 tics + light blink 0.5 sec.";
5 = "Damage: +2 to nukagecount";
7 = "Damage 5% every 32 tics";
8 = "Light oscillate";
9 = "Secret";
10 = "Ceiling closes 30 seconds after level start";
11 = "20% dmg. per sec. When player dies, level ends";
12 = "Light blink 0.5 second, synchronized";
13 = "Light blink 1 second, synchronized";
14 = "Ceiling opens 5 minutes after level start";
15 = "Instant death: 999% damage every tic";
16 = "Damage: +4 to nukagecount";
17 = "Light flicker random";
18 = "Water current, tag controls angle and strength";

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//Testing parameters for all engines
vanilla_mapxx
{
testparameters = "-iwad \"%WP\" -skill \"%S\" -file \"%AP\" \"%F\" -warp %L1%L2 %NM";
}
vanilla_exmx
{
testparameters = "-iwad \"%WP\" -skill \"%S\" -file \"%AP\" \"%F\" -warp %L1 %L2 %NM";
}
modern
{
testparameters = "-iwad \"%WP\" -skill \"%S\" -file \"%AP\" \"%F\" +map %L %NM";
}

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// 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";
}
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;
}
}

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// ***********************************************************
// * *
// * These values are the same for Doom format, Hexen format *
// * and UDMF; as well as for ZDoom, GZDoom and Zandronum *
// * *
// ***********************************************************
common
{
// Some common settings
include("Common.cfg");
// Default testing parameters
include("Test_params.cfg", "modern");
// Action special help (mxd)
actionspecialhelp = "http://www.zdoom.org/wiki/index.php?title=%K";
// Thing class help (mxd)
thingclasshelp = "http://www.zdoom.org/wiki/Classes:%K";
// Default nodebuilder configurations
defaultsavecompiler = "zdbsp_normal";
defaulttestcompiler = "zdbsp_fast";
// Generalized actions
// generalizedlinedefs is true for Doom format and false for
// the other two, so it's not here.
generalizedsectors = true;
// Texture loading options
mixtexturesflats = true;
defaulttexturescale = 1.0f;
defaultflatscale = 1.0f;
scaledtextureoffsets = true;
// Texture sources
textures
{
include("Doom_misc.cfg", "textures");
include("ZDoom_misc.cfg", "textures");
}
// Patch sources
patches
{
include("Doom_misc.cfg", "patches");
}
// Sprite sources
sprites
{
include("Doom_misc.cfg", "sprites");
}
// Flat sources
flats
{
include("Doom_misc.cfg", "flats");
}
// Colormap sources
colormaps
{
include("Boom_misc.cfg", "colormaps");
}
//mxd. Voxel sources
voxels
{
include("ZDoom_misc.cfg", "voxels");
}
// Generalized sector types
gen_sectortypes
{
include("ZDoom_generalized.cfg", "gen_sectortypes");
}
}
// ***********************************************************
// * *
// * Doom map format *
// * *
// ***********************************************************
mapformat_doom
{
// The format interface handles the map data format
formatinterface = "DoomMapSetIO";
maplumpnames
{
include("Doom_misc.cfg", "doommaplumpnames");
include("ZDoom_misc.cfg", "doommaplumpnames");
include("ZDoom_misc.cfg", "glmaplumpnames");
}
// When this is set to true, sectors with the same tag will light up when a line is highlighted
linetagindicatesectors = true;
// Special linedefs
include("ZDoom_misc.cfg", "speciallinedefs_doomhexen");
// Default flags for first new thing
defaultthingflags
{
include("Doom_misc.cfg", "defaultthingflags");
}
// Door making
include("ZDoom_misc.cfg", "doormaking_doom");
// Generalized actions
generalizedlinedefs = true;
// GENERALIZED LINEDEF TYPES
gen_linedeftypes
{
include("Boom_generalized.cfg", "gen_linedeftypes");
}
// DEFAULT SECTOR BRIGHTNESS LEVELS
sectorbrightness
{
include("Doom_misc.cfg", "sectorbrightness");
}
// SECTOR TYPES
sectortypes
{
include("Doom_sectors.cfg");
include("ZDoom_sectors.cfg", "doom");
}
// LINEDEF FLAGS
linedefflags
{
include("Doom_misc.cfg", "linedefflags");
include("Boom_misc.cfg", "linedefflags");
}
// LINEDEF ACTIVATIONS
linedefactivations
{
}
// Linedef flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
linedefflagstranslation
{
include("Doom_misc.cfg", "linedefflagstranslation");
include("Boom_misc.cfg", "linedefflagstranslation");
}
// LINEDEF TYPES
linedeftypes
{
include("Doom_linedefs.cfg");
include("Boom_linedefs.cfg");
include("ZDoom_linedefs.cfg", "doom");
}
// THING FLAGS
thingflags
{
include("Doom_misc.cfg", "thingflags");
include("Boom_misc.cfg", "thingflags");
}
// Thing flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
thingflagstranslation
{
include("Doom_misc.cfg", "thingflagstranslation");
include("Boom_misc.cfg", "thingflagstranslation");
}
// How to compare thing flags (for the stuck things error checker)
thingflagscompare
{
include("Doom_misc.cfg", "thingflagscompare");
}
// Things flags masks
include("Doom_misc.cfg", "thingflagsmasks");
}
// ***********************************************************
// * *
// * Hexen map format *
// * *
// ***********************************************************
mapformat_hexen
{
// The format interface handles the map data format
formatinterface = "HexenMapSetIO";
//mxd. The default script compiler to use
defaultscriptcompiler = "zdoom_acs.cfg";
maplumpnames
{
include("Doom_misc.cfg", "hexenmaplumpnames");
include("ZDoom_misc.cfg", "hexenmaplumpnames");
include("ZDoom_misc.cfg", "glmaplumpnames");
}
// When this is set to true, sectors with the same tag will light up when a line is highlighted
linetagindicatesectors = false;
// Special linedefs
include("ZDoom_misc.cfg", "speciallinedefs_doomhexen");
// Default flags for first new thing
defaultthingflags
{
include("ZDoom_misc.cfg", "defaultthingflags");
}
// Door making
include("ZDoom_misc.cfg", "doormaking_hexen");
// Generalized actions
generalizedlinedefs = false;
// DEFAULT SECTOR BRIGHTNESS LEVELS
sectorbrightness
{
include("ZDoom_misc.cfg", "sectorbrightness");
}
// SECTOR TYPES
sectortypes
{
include("ZDoom_sectors.cfg", "zdoom");
}
// LINEDEF FLAGS
linedefflags
{
include("Doom_misc.cfg", "linedefflags");
include("Hexen_misc.cfg", "linedefflags");
include("ZDoom_misc.cfg", "linedefflags");
}
// Activations filter for Hexen type activations
// This filters the activation bits from the flags
include("Hexen_misc.cfg", "linedefactivationsfilter");
// LINEDEF ACTIVATIONS
// Make sure these are in order from lowest value to highest value
linedefactivations
{
include("Hexen_misc.cfg", "linedefactivations");
include("ZDoom_misc.cfg", "linedefactivations");
}
// Linedef flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
linedefflagstranslation
{
include("Doom_misc.cfg", "linedefflagstranslation");
include("Hexen_misc.cfg", "linedefflagstranslation");
include("ZDoom_misc.cfg", "linedefflagstranslation");
}
// LINEDEF TYPES
linedeftypes
{
include("Hexen_linedefs.cfg");
include("ZDoom_linedefs.cfg", "zdoom");
include("ZDoom_linedefs.cfg", "hexen");
}
// THING FLAGS
thingflags
{
include("Doom_misc.cfg", "thingflags");
include("Hexen_misc.cfg", "thingflags");
include("ZDoom_misc.cfg", "thingflags");
}
// Thing flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
thingflagstranslation
{
include("Doom_misc.cfg", "thingflagstranslation");
include("Hexen_misc.cfg", "thingflagstranslation");
include("ZDoom_misc.cfg", "thingflagstranslation");
}
// How to compare thing flags (for the stuck things error checker)
thingflagscompare
{
include("Hexen_misc.cfg", "thingflagscompare");
}
// Things flags masks
include("Hexen_misc.cfg", "thingflagsmasks");
}
// ***********************************************************
// * *
// * Text map format *
// * *
// ***********************************************************
mapformat_udmf
{
// The format interface handles the map data format
formatinterface = "UniversalMapSetIO";
//mxd. The default script compiler to use
defaultscriptcompiler = "zdoom_acs.cfg";
// Enables support for long (> 8 chars) texture names
// WARNING: this should only be enabled for UDMF game configurations!
// WARNING: enabling this will make maps incompatible with Doom Builder 2 and can lead to problems in Slade 3!
longtexturenames = true;
// Default nodebuilder configurations
defaultsavecompiler = "zdbsp_udmf_normal";
defaulttestcompiler = "zdbsp_udmf_fast";
engine = "zdoom"; // override that so that DB2 uses the correct namespace
maplumpnames
{
include("UDMF_misc.cfg", "udmfmaplumpnames_begin");
include("ZDoom_misc.cfg", "udmfmaplumpnames");
include("UDMF_misc.cfg", "udmfmaplumpnames_end");
}
universalfields
{
include("ZDoom_misc.cfg", "universalfields");
}
// When this is set to true, sectors with the same tag will light up when a line is highlighted
linetagindicatesectors = false;
// Special linedefs
include("ZDoom_misc.cfg", "speciallinedefs_udmf");
// Default flags for first new thing
defaultthingflags
{
include("ZDoom_misc.cfg", "defaultthingflags_udmf");
}
// Door making
include("ZDoom_misc.cfg", "doormaking_udmf");
// Generalized actions
generalizedlinedefs = false;
// SECTOR FLAGS
sectorflags
{
include("UDMF_misc.cfg", "sectorflags");
}
// DEFAULT SECTOR BRIGHTNESS LEVELS
sectorbrightness
{
include("ZDoom_misc.cfg", "sectorbrightness");
}
// SECTOR TYPES
sectortypes
{
include("ZDoom_sectors.cfg", "zdoom");
}
// SECTOR RENSERSTYLES
sectorrenderstyles
{
include("UDMF_misc.cfg", "sectorrenderstyles");
}
// LINEDEF FLAGS
linedefflags
{
include("ZDoom_misc.cfg", "linedefflags_udmf");
}
// LINEDEF ACTIVATIONS
linedefactivations
{
include("ZDoom_misc.cfg", "linedefactivations_udmf");
}
//mxd. Linedef flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
linedefflagstranslation
{
include("Doom_misc.cfg", "linedefflagstranslation");
include("Hexen_misc.cfg", "linedefflagstranslation");
include("ZDoom_misc.cfg", "linedefflagstranslation");
}
// LINEDEF RENSERSTYLES
linedefrenderstyles
{
include("UDMF_misc.cfg", "linedefrenderstyles");
}
//SIDEDEF FLAGS
sidedefflags
{
include("UDMF_misc.cfg", "sidedefflags");
}
// THING FLAGS
thingflags
{
include("UDMF_misc.cfg", "thingflags");
include("ZDoom_misc.cfg", "thingflags_udmf");
}
// THING RENSERSTYLES
thingrenderstyles
{
include("UDMF_misc.cfg", "thingrenderstyles");
}
// How to compare thing flags (for the stuck things error checker)
thingflagscompare
{
include("UDMF_misc.cfg", "thingflagscompare");
include("ZDoom_misc.cfg", "thingflagscompare_udmf");
}
//mxd. Thing flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
thingflagstranslation
{
include("Doom_misc.cfg", "thingflagstranslation");
include("Hexen_misc.cfg", "thingflagstranslation");
include("ZDoom_misc.cfg", "thingflagstranslation");
}
// Things flags masks
include("Hexen_misc.cfg", "thingflagsmasks");
// LINEDEF TYPES
linedeftypes
{
include("Hexen_linedefs.cfg");
include("ZDoom_linedefs.cfg", "zdoom");
include("ZDoom_linedefs.cfg", "udmf");
}
}

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// Generalized sector types
gen_sectortypes
{
effect
{
0 = "Normal";
1 = "Light Phased";
2 = "Light Sequence Start";
3 = "Light Sequence Special 1";
4 = "Light Sequence Special 2";
21 = "Light Phased";
22 = "Light Sequence Start";
23 = "Light Sequence Special 1";
24 = "Light Sequence Special 2";
26 = "Stairs Special 1";
27 = "Stairs Special 2";
65 = "Light Flicker";
66 = "Light Strobe Fast";
67 = "Light Strobe Slow";
68 = "Light Strobe Hurt";
69 = "Damage Hellslime";
71 = "Damage Nukage";
72 = "Light Glow";
74 = "Sector Door Close (30 sec)";
75 = "Damage End Level";
76 = "Light StrobeSlowSync";
77 = "Light StrobeFastSync";
78 = "Sector Door Raise (5 min)";
79 = "Low Friction";
80 = "Damage Super Hellslime";
81 = "Light Fire Flicker";
82 = "Damage -2 or -5% health (no protection)";
83 = "Damage -4 or -8% health (no protection)";
84 = "Scroll east + -2 or -5% health (no protection)";
87 = "Sector uses outside fog";
105 = "Delayed damage weak";
115 = "Instant death";
116 = "Delayed damage strong";
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)";
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";
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";
}
damage
{
0 = "None";
256 = "Damage 5 per second";
512 = "Damage 10 per second";
768 = "Damage 20 per second";
}
secret
{
0 = "No";
1024 = "Yes";
}
friction
{
0 = "Disabled";
2048 = "Enabled";
}
pusher
{
0 = "Disabled";
4096 = "Enabled";
}
}

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// NOTE: This config contains two structures for different conventions: Doom and Hexen/UDMF
// These are in addition to the standard Doom sector types and generalized Boom sector types
doom
{
21 = "Light Phased";
22 = "Light Sequence Start";
23 = "Light Sequence Special 1";
24 = "Light Sequence Special 2";
}
// These are instead of Doom sector types in UDMF and Hexen format
zdoom
{
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";
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";
}

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// New things available in all games
zandronum
{
//dynamic lights
include("GZDoom_things.cfg", "gzdoom_lights")
// Team player starts
players
{
color = 10; // Light Green
arrow = 1;
title = "Player Starts";
width = 16;
sort = 1;
height = 56;
hangs = 0;
blocking = 2;
error = 2;
5080
{
title = "Player Blue start (team start)";
sprite = "PLAYE2E8";
}
5081
{
title = "Player Red start (team start)";
sprite = "PLAYF2F8";
}
5082
{
title = "Player Temporary start (team start)";
sprite = "PLAYF1";
}
}
flags
{
color = 13; // Light Magenta
arrow = 0;
title = "Flags";
width = 20;
sort = 1;
height = 20;
hangs = 0;
blocking = 0;
5130
{
title = "Blue flag";
sprite = "internal:ZandFlagBlue";
}
5131
{
title = "Red flag";
sprite = "internal:ZandFlagRed";
}
5132
{
title = "White flag";
sprite = "internal:ZandFlagWhite";
}
5133
{
title = "Green flag";
sprite = "internal:ZandFlagGreen";
}
5134
{
title = "Gold flag";
sprite = "internal:ZandFlagGold";
}
}
}
// New things available in Doom, Heretic, Hexen and Strife but not Chex Quest
doomheretichexenstrife
{
flags
{
color = 13; // Light Magenta
arrow = 0;
title = "Flags";
width = 20;
sort = 1;
height = 20;
hangs = 0;
blocking = 0;
5025
{
title = "Red skull";
sprite = "RSKUB0";
}
5026
{
title = "Blue skull";
sprite = "BSKUB0";
}
}
}
// New things available in Doom, Heretic and Hexen; but not in Chex or Strife
doomheretichexen
{
// Zandronum runes
runes
{
color = 9; // Light Blue
arrow = 0;
title = "Runes";
width = 20;
sort = 1;
height = 45;
hangs = 0;
blocking = 0;
5100
{
title = "Strength";
sprite = "internal:ZandRuneStrength";
}
5101
{
title = "Rage";
sprite = "internal:ZandRuneRage";
}
5102
{
title = "Drain";
sprite = "internal:ZandRuneDrain";
}
5103
{
title = "Spread";
sprite = "internal:ZandRuneSpread";
}
5104
{
title = "Resistance";
sprite = "internal:ZandRuneResistance";
}
5105
{
title = "Regeneration";
sprite = "internal:ZandRuneRegeneration";
}
5106
{
title = "Prosperity";
sprite = "internal:ZandRuneProsperity";
}
5107
{
title = "Reflection";
sprite = "internal:ZandRuneReflection";
}
5108
{
title = "High Jumper";
sprite = "internal:ZandRuneHighJump";
}
5109
{
title = "Haste";
sprite = "internal:ZandRuneHaste";
}
}
}

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@ -0,0 +1,72 @@
linedeftypes
{
player
{
title = "Player";
145
{
title = "Player Set Team";
id = "Player_SetTeam";
arg0
{
title = "Team";
type = 11;
enum = "teams";
}
}
}
team
{
title = "Team";
152
{
title = "Player Team Score";
id = "Team_Score";
arg0
{
title = "Points";
}
arg1
{
title = "Grin";
type = 11;
enum = "yesno";
}
}
153
{
title = "Team Give Points";
id = "Team_GivePoints";
arg0
{
title = "Team";
type = 11;
enum
{
0 = "Blue Team";
1 = "Red Team";
}
}
arg1
{
title = "Points";
}
arg2
{
title = "Announcer";
type = 11;
enum = "noyes";
}
}
}
}

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@ -0,0 +1,121 @@
// Miscellaneous Zandronum settings.
// Only contains ST-exclusive stuff, imports the rest from ZDoom configuration.
enums_doom
{
spawnthing
{
155 = "Dark Imp";
156 = "Blood Demon";
157 = "SSG Guy";
158 = "Hectebus";
159 = "Cacolantern";
163 = "Grenade Launcher";
164 = "Railgun";
165 = "BFG 10K";
166 = "Max Health Bonus";
167 = "Max Armor Bonus";
168 = "Red Armor";
169 = "Turbo Sphere";
171 = "Time Freeze Sphere";
174 = "Invisibility Sphere";
175 = "Doom Sphere";
176 = "Random Powerup";
177 = "Blue Flag";
178 = "Red Flag";
179 = "White Flag";
180 = "Strength Rune";
181 = "Rage Rune";
182 = "Drain Rune";
183 = "Spread Rune";
184 = "Resistance Rune";
185 = "Regeneration Rune";
186 = "Prosperity Rune";
187 = "Reflection Rune";
188 = "High Jump Rune";
189 = "Haste Rune";
214 = "Minigun";
215 = "Belphegor";
217 = "BFG 10K Shot";
218 = "Dark Imp Shot";
219 = "Cacolantern Shot";
220 = "Abaddon";
221 = "Abaddon Shot";
222 = "Belphegor Shot";
}
}
enums_notdoom
{
spawnthing
{
169 = "Turbo Sphere";
171 = "Time Freeze Sphere";
174 = "Invisibility Sphere";
175 = "Doom Sphere";
177 = "Blue Flag";
178 = "Red Flag";
179 = "White Flag";
180 = "Strength Rune";
181 = "Rage Rune";
182 = "Drain Rune";
183 = "Spread Rune";
184 = "Resistance Rune";
185 = "Regeneration Rune";
186 = "Prosperity Rune";
187 = "Reflection Rune";
188 = "High Jump Rune";
189 = "Haste Rune";
214 = "Minigun";
215 = "Belphegor";
219 = "Cacolantern Shot";
220 = "Abaddon";
221 = "Abaddon Shot";
222 = "Belphegor Shot";
}
}
// Default thing filters
// (these are not required, just useful for new users)
thingsfilters
{
filter1
{
name = "Multiplayer";
category = "";
type = -1;
fields
{
512 = true;
1024 = true;
}
}
}
// These things are just way too repetitive
invasionspawnerargs
{
arg0
{
title = "Start Spawn Number";
}
arg1
{
title = "Spawn Delay";
}
arg2
{
title = "Round Spawn Delay";
}
arg3
{
title = "First Appear Wave";
}
arg4
{
title = "Max Spawn";
}
}

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@ -0,0 +1,620 @@
// Default texture sets for Zandronum
// (these are not required, but useful for new users)
texturesets
{
set0
{
name = "Rock";
filter0 = "ASHWALL*";
filter1 = "BSTONE*";
filter2 = "FLAT1_1";
filter3 = "FLAT1_2";
filter4 = "FLAT1_3";
filter5 = "FLAT10";
filter6 = "FLAT5_7";
filter7 = "FLAT5_8";
filter8 = "FLOOR6_1";
filter9 = "FLOOR6_2";
filter10 = "GRNROCK";
filter11 = "MFLR8_2";
filter12 = "MFLR8_3";
filter13 = "MFLR8_4";
filter14 = "ROCK*";
filter15 = "SLIME09";
filter16 = "SLIME10";
filter17 = "SLIME11";
filter18 = "SLIME12";
filter19 = "SP_ROCK1";
filter20 = "STONE4";
filter21 = "STONE5";
filter22 = "STONE6";
filter23 = "STONE7";
filter24 = "SW1ROCK";
filter25 = "SW1STON6";
filter26 = "SW2ROCK";
filter27 = "SW2STON6";
filter28 = "TANROCK*";
filter29 = "RROCK*";
}
set1
{
name = "Brick";
filter0 = "BIGBRIK*";
filter1 = "BRICK*";
filter2 = "FLOOR5_4";
filter3 = "FLAT8";
filter4 = "GSTFONT1";
filter5 = "GSTFONT2";
filter6 = "GSTFONT3";
filter7 = "GSTGARG";
filter8 = "GSTLION";
filter9 = "GSTONE1";
filter10 = "GSTONE2";
filter11 = "GSTSATYR";
filter12 = "GSTVINE1";
filter13 = "GSTVINE2";
filter14 = "MFLR8_1";
filter15 = "RROCK10";
filter16 = "RROCK14";
filter17 = "SLIME13";
filter18 = "SP_DUDE1";
filter19 = "SP_DUDE2";
filter20 = "SP_DUDE4";
filter21 = "SP_DUDE5";
filter22 = "SP_DUDE7";
filter23 = "SP_DUDE8";
filter24 = "SP_HOT1";
filter25 = "STONE2";
filter26 = "STONE3";
filter27 = "SW1GSTON";
filter28 = "SW1HOT";
filter29 = "SW2GSTON";
filter30 = "SW2HOT";
}
set2
{
name = "Liquids";
filter0 = "BFALL*";
filter1 = "BLOOD*";
filter2 = "DBRAIN*";
filter3 = "FWATER*";
filter4 = "LAVA*";
filter5 = "NUKAGE*";
filter6 = "SFALL*";
filter7 = "SLIME01";
filter8 = "SLIME02";
filter9 = "SLIME03";
filter10 = "SLIME04";
filter11 = "SLIME05";
filter12 = "SLIME06";
filter13 = "SLIME07";
filter14 = "SLIME08";
}
set3
{
name = "Doors";
filter0 = "BIGDOOR*";
filter1 = "DOOR*";
filter2 = "EXITDOOR";
filter3 = "SPCDOOR*";
filter4 = "TEKBRON1";
filter5 = "TEKBRON2";
}
set4
{
name = "Steps";
filter0 = "STEP*";
}
set5
{
name = "Wood";
filter0 = "BIGDOOR5";
filter1 = "BIGDOOR6";
filter2 = "BIGDOOR7";
filter3 = "CEIL1_1";
filter4 = "CEIL1_3";
filter5 = "FLAT5_1";
filter6 = "FLAT5_2";
filter7 = "PAN*";
filter8 = "SW1PANEL";
filter9 = "SW1WDMET";
filter10 = "SW1WOOD";
filter11 = "SW2PANEL";
filter12 = "SW2WDMET";
filter13 = "SW2WOOD";
filter14 = "WOOD*";
}
set6
{
name = "Flesh";
filter0 = "AASHITTY";
filter1 = "FLAT5_6";
filter2 = "SFLR6_1";
filter3 = "SFLR6_4";
filter4 = "SFLR7_1";
filter5 = "SFLR7_4";
filter6 = "SK_LEFT";
filter7 = "SK_RIGHT";
filter8 = "SKIN*";
filter9 = "SKSNAKE1";
filter10 = "SKSNAKE2";
filter11 = "SKSPINE1";
filter12 = "SKSPINE2";
filter13 = "SLOPPY1";
filter14 = "SLOPPY2";
filter15 = "SP_DUDE1";
filter16 = "SP_DUDE2";
filter17 = "SP_DUDE4";
filter18 = "SP_DUDE5";
filter19 = "SP_DUDE7";
filter20 = "SP_DUDE8";
filter21 = "SP_FACE1";
filter22 = "SP_FACE2";
filter23 = "SW1SKIN";
filter24 = "SW1SKULL";
filter25 = "SW2SKIN";
filter26 = "SW2SKULL";
}
set7
{
name = "Switches";
filter0 = "SW1*";
filter1 = "SW2*";
}
set8
{
name = "Marble";
filter0 = "DEM1_*";
filter1 = "FLOOR7_2";
filter2 = "GST*";
filter3 = "MARB*";
filter4 = "SP_DUDE1";
filter5 = "SP_DUDE2";
filter6 = "SP_DUDE4";
filter7 = "SP_DUDE5";
filter8 = "SP_HOT1";
filter9 = "SW1GSTON";
filter10 = "SW1MARB";
filter11 = "SW2GSTON";
filter12 = "SW2MARB";
}
set9
{
name = "Lights";
filter0 = "BRICKLIT";
filter1 = "BSTONE3";
filter2 = "CEIL1_2";
filter3 = "CEIL1_3";
filter4 = "CEIL3_4";
filter5 = "CEIL3_6";
filter6 = "CEIL4_3";
filter7 = "FLAT17";
filter8 = "FLAT2";
filter9 = "FLAT22";
filter10 = "FLOOR1_7";
filter11 = "GRNLITE1";
filter12 = "LITE3";
filter13 = "LITE5";
filter14 = "LITEBLU1";
filter15 = "LITEBLU4";
filter16 = "TLITE6_1";
filter17 = "TLITE6_4";
filter18 = "TLITE6_5";
filter19 = "TLITE6_6";
}
set10
{
name = "Metal";
filter0 = "CEIL1_2";
filter1 = "METAL*";
filter2 = "METAL";
filter3 = "MIDBRN1";
filter4 = "MIDGRATE";
filter5 = "SW1GARG";
filter6 = "SW1LION";
filter7 = "SW1SATYR";
filter8 = "SW2GARG";
filter9 = "SW2LION";
filter10 = "SW2MET2";
filter11 = "SW2METAL";
filter12 = "SW1METAL";
filter13 = "SW1MET2";
filter14 = "SW2SATYR";
filter15 = "WOODMET1";
filter16 = "WOODMET2";
filter17 = "WOODMET3";
filter18 = "WOODMET4";
filter19 = "SW2WDMET";
filter20 = "SW1WDMET";
filter21 = "SUPPORT*";
}
set11
{
name = "Silver";
filter0 = "BIGDOOR1";
filter1 = "DOORSTOP";
filter2 = "LITEBLU1";
filter3 = "SHAWN*";
filter4 = "SILVER*";
filter5 = "SPCDOOR3";
filter6 = "STEP4";
filter7 = "SUPPORT2";
filter8 = "SW1COMM";
filter9 = "SW2COMM";
}
set12
{
name = "Base";
filter0 = "BIGBRIK*";
filter1 = "BIGDOOR1";
filter2 = "BIGDOOR2";
filter3 = "BIGDOOR3";
filter4 = "BIGDOOR4";
filter5 = "BLAKWAL*";
filter6 = "BRN*";
filter7 = "BRONZE*";
filter8 = "BROWN*";
filter9 = "BROVINE2";
filter10 = "CEIL3_1";
filter11 = "CEIL3_2";
filter12 = "CEIL3_3";
filter13 = "CEIL3_4";
filter14 = "CEIL3_5";
filter15 = "CEIL3_6";
filter16 = "CEIL4_1";
filter17 = "CEIL4_2";
filter18 = "CEIL4_3";
filter19 = "CEIL5_1";
filter20 = "CEIL5_2";
filter21 = "CEMENT*";
filter22 = "COMP*";
filter23 = "CONS*";
filter24 = "CRAT*";
filter25 = "DOOR1";
filter26 = "DOOR3";
filter27 = "DOORBLU";
filter28 = "DOORRED";
filter29 = "DOORSTOP";
filter30 = "DOORTRAK";
filter31 = "DOORYEL";
filter32 = "EXITDOOR";
filter33 = "EXITSIGN";
filter34 = "EXITSTON";
filter35 = "FLAT1";
filter36 = "FLAT1_1";
filter37 = "FLAT1_2";
filter38 = "FLAT1_3";
filter39 = "FLAT14";
filter40 = "FLAT17";
filter41 = "FLAT18";
filter42 = "FLAT19";
filter43 = "FLAT2";
filter44 = "FLAT20";
filter45 = "FLAT22";
filter46 = "FLAT23";
filter47 = "FLAT3";
filter48 = "FLAT4";
filter49 = "FLAT5";
filter50 = "FLAT5_4";
filter51 = "FLAT5_5";
filter52 = "FLAT8";
filter53 = "FLAT9";
filter54 = "FLOOR0_1";
filter55 = "FLOOR0_2";
filter56 = "FLOOR0_3";
filter57 = "FLOOR0_5";
filter58 = "FLOOR0_6";
filter59 = "FLOOR0_7";
filter60 = "FLOOR1_1";
filter61 = "FLOOR1_6";
filter62 = "FLOOR1_7";
filter63 = "FLOOR3_3";
filter64 = "FLOOR4_1";
filter65 = "FLOOR4_5";
filter66 = "FLOOR4_6";
filter67 = "FLOOR4_8";
filter68 = "FLOOR5_1";
filter69 = "FLOOR5_2";
filter70 = "FLOOR5_3";
filter71 = "FLOOR5_4";
filter72 = "FLOOR7_1";
filter73 = "GRAY*";
filter74 = "ICKWALL*";
filter75 = "LITE*";
filter76 = "METAL";
filter77 = "METAL1";
filter78 = "METAL2";
filter79 = "METAL3";
filter80 = "METAL4";
filter81 = "METAL5";
filter82 = "METAL6";
filter83 = "METAL7";
filter84 = "MFLR8_1";
filter85 = "MIDBARS1";
filter86 = "MIDBARS3";
filter87 = "MIDBRONZ";
filter88 = "MIDSPACE";
filter89 = "MODWALL*";
filter90 = "NUKE*";
filter91 = "PIPES";
filter92 = "PIPEWAL1";
filter93 = "PIPEWAL2";
filter94 = "PLAT1";
filter95 = "RROCK14";
filter96 = "SHAWN*";
filter97 = "SILVER*";
filter98 = "SLAD*";
filter99 = "SLIME13";
filter100 = "SLIME14";
filter101 = "SLIME15";
filter102 = "SLIME16";
filter103 = "SPACE*";
filter104 = "SPCDOOR*";
filter105 = "STAR*";
filter106 = "STEP*";
filter107 = "STONE";
filter108 = "STONE2";
filter109 = "STONE3";
filter110 = "SUPPORT2";
filter111 = "SUPPORT3";
filter112 = "SW1BLUE";
filter113 = "SW1BRCOM";
filter114 = "SW1BRIK";
filter115 = "SW1BRN1";
filter116 = "SW1BRN2";
filter117 = "SW1BRNGN";
filter118 = "SW1BROWN";
filter119 = "SW1CMT";
filter120 = "SW1COMM";
filter121 = "SW1COMP";
filter122 = "SW1DIRT";
filter123 = "SW1EXIT";
filter124 = "SW1GRAY";
filter125 = "SW1GRAY1";
filter126 = "SW1MET2";
filter127 = "SW1METAL";
filter128 = "SW1MOD1";
filter129 = "SW1SLAD";
filter130 = "SW1STARG";
filter131 = "SW1STON1";
filter132 = "SW1STON2";
filter133 = "SW1STONE";
filter134 = "SW1STRTN";
filter135 = "SW1TEK";
filter136 = "SW1VINE";
filter137 = "SW2BLUE";
filter138 = "SW2BRCOM";
filter139 = "SW2BRIK";
filter140 = "SW2BRN1";
filter141 = "SW2BRN2";
filter142 = "SW2BRNGN";
filter143 = "SW2BROWN";
filter144 = "SW2CMT";
filter145 = "SW2COMM";
filter146 = "SW2COMP";
filter147 = "SW2DIRT";
filter148 = "SW2EXIT";
filter149 = "SW2GRAY";
filter150 = "SW2GRAY1";
filter151 = "SW2MET2";
filter152 = "SW2METAL";
filter153 = "SW2MOD1";
filter154 = "SW2SLAD";
filter155 = "SW2STARG";
filter156 = "SW2STON1";
filter157 = "SW2STON2";
filter158 = "SW2STONE";
filter159 = "SW2STRTN";
filter160 = "SW2TEK";
filter161 = "SW2VINE";
filter162 = "TEK*";
filter163 = "TLITE*";
filter164 = "PIPE1";
filter165 = "PIPE2";
filter166 = "PIPE4";
filter167 = "PIPE6";
filter168 = "STUCCO*";
filter169 = "STUCCO";
}
set13
{
name = "Hell";
filter0 = "BFALL*";
filter1 = "BIGDOOR5";
filter2 = "BIGDOOR6";
filter3 = "BIGDOOR7";
filter4 = "BLODRIP*";
filter5 = "BLOOD1";
filter6 = "BLOOD2";
filter7 = "BLOOD3";
filter8 = "CEIL1_2";
filter9 = "CEIL1_3";
filter10 = "CEIL1_1";
filter11 = "BSTONE1";
filter12 = "BSTONE2";
filter13 = "BSTONE3";
filter14 = "CRACKLE2";
filter15 = "CRACKLE4";
filter16 = "DOORBLU2";
filter17 = "DOORRED2";
filter18 = "DOORYEL2";
filter19 = "FIRE*";
filter20 = "FLAT1_1";
filter21 = "FLAT1_2";
filter22 = "FLAT1_3";
filter23 = "FLAT5_1";
filter24 = "FLAT5_2";
filter25 = "FLAT5_3";
filter26 = "FLAT5_6";
filter27 = "FLAT5_7";
filter28 = "FLAT5_8";
filter29 = "FLOOR1_6";
filter30 = "FLOOR1_7";
filter31 = "FLOOR6_1";
filter32 = "FLOOR6_2";
filter33 = "GATE*";
filter34 = "GST*";
filter35 = "LAVA*";
filter36 = "MARB*";
filter37 = "METAL";
filter38 = "MFLR8_2";
filter39 = "MFLR8_3";
filter40 = "MIDBRN1";
filter41 = "MIDGRATE";
filter42 = "REDWALL";
filter43 = "ROCKRED1";
filter44 = "ROCKRED2";
filter45 = "ROCKRED3";
filter46 = "RROCK01";
filter47 = "RROCK02";
filter48 = "RROCK03";
filter49 = "RROCK04";
filter50 = "RROCK05";
filter51 = "RROCK06";
filter52 = "RROCK07";
filter53 = "RROCK08";
filter54 = "RROCK09";
filter55 = "RROCK10";
filter56 = "RROCK11";
filter57 = "RROCK12";
filter58 = "RROCK15";
filter59 = "SFLR6_1";
filter60 = "SFLR6_4";
filter61 = "SFLR7_1";
filter62 = "SFLR7_4";
filter63 = "SK_LEFT";
filter64 = "SK_RIGHT";
filter65 = "SKIN*";
filter66 = "SKSNAKE1";
filter67 = "SKSNAKE2";
filter68 = "SKSPINE1";
filter69 = "SKSPINE2";
filter70 = "SLIME09";
filter71 = "SLIME10";
filter72 = "SLIME11";
filter73 = "SLIME12";
filter74 = "SLOPPY1";
filter75 = "SLOPPY2";
filter76 = "SP_*";
filter77 = "SUPPORT3";
filter78 = "SW1GARG";
filter79 = "SW1GSTON";
filter80 = "SW1HOT";
filter81 = "SW1LION";
filter82 = "SW1MARB";
filter83 = "SW1SATYR";
filter84 = "SW1SKIN";
filter85 = "SW1SKULL";
filter86 = "SW1WDMET";
filter87 = "SW1WOOD";
filter88 = "SW2GARG";
filter89 = "SW2GSTON";
filter90 = "SW2HOT";
filter91 = "SW2LION";
filter92 = "SW2MARB";
filter93 = "SW2SATYR";
filter94 = "SW2SKIN";
filter95 = "SW2SKULL";
filter96 = "SW2WDMET";
filter97 = "SW2WOOD";
filter98 = "WOOD*";
}
set14
{
name = "Outdoors";
filter0 = "ASHWALL*";
filter1 = "BFALL*";
filter2 = "FLAT10";
filter3 = "FLAT5_7";
filter4 = "FLAT5_8";
filter5 = "FLOOR6_1";
filter6 = "FLOOR6_2";
filter7 = "FWATER*";
filter8 = "GRASS*";
filter9 = "LAVA*";
filter10 = "MFLR8_2";
filter11 = "MFLR8_3";
filter12 = "MFLR8_4";
filter13 = "NUKAGE*";
filter14 = "ROCK4";
filter15 = "ROCK5";
filter16 = "ROCKRED1";
filter17 = "ROCKRED2";
filter18 = "ROCKRED3";
filter19 = "RROCK01";
filter20 = "RROCK02";
filter21 = "RROCK03";
filter22 = "RROCK04";
filter23 = "RROCK05";
filter24 = "RROCK06";
filter25 = "RROCK07";
filter26 = "RROCK08";
filter27 = "RROCK16";
filter28 = "RROCK17";
filter29 = "RROCK18";
filter30 = "RROCK19";
filter31 = "RROCK20";
filter32 = "SFALL*";
filter33 = "SLIME01";
filter34 = "SLIME02";
filter35 = "SLIME03";
filter36 = "SLIME04";
filter37 = "SLIME05";
filter38 = "SLIME06";
filter39 = "SLIME07";
filter40 = "SLIME08";
filter41 = "SLIME09";
filter42 = "SLIME10";
filter43 = "SLIME11";
filter44 = "SLIME12";
filter45 = "SP_ROCK1";
filter46 = "STONE4";
filter47 = "STONE5";
filter48 = "STONE6";
filter49 = "STONE7";
filter50 = "TANROCK5";
filter51 = "TANROCK8";
filter52 = "ZIMMER*";
}
set15
{
name = "Computer";
filter0 = "COMP*";
filter1 = "CONS*";
filter2 = "SILVER3";
filter3 = "SPACEW3";
filter4 = "SW1COMP";
filter5 = "SW2COMP";
}
}

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