mirror of
https://git.do.srb2.org/STJr/ZoneBuilder.git
synced 2025-04-22 01:10:57 +00:00
Remove Doom-related configs
This commit is contained in:
parent
b2fca06969
commit
fe531adb9b
144 changed files with 0 additions and 43430 deletions
|
@ -1,62 +0,0 @@
|
|||
/*************************************************************\
|
||||
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");
|
||||
}
|
|
@ -1,73 +0,0 @@
|
|||
/*************************************************************\
|
||||
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 = "";
|
||||
|
||||
//mxd. Sky textures for vanilla maps
|
||||
defaultskytextures
|
||||
{
|
||||
SKY1 = "E1M1,E1M2,E1M3,E1M4,E1M5,E1M6,E1M7,E1M8,E1M9";
|
||||
SKY2 = "E2M1,E2M2,E2M3,E2M4,E2M5,E2M6,E2M7,E2M8,E2M9";
|
||||
SKY3 = "E3M1,E3M2,E3M3,E3M4,E3M5,E3M6,E3M7,E3M8,E3M9";
|
||||
SKY4 = "E4M1,E4M2,E4M3,E4M4,E4M5,E4M6,E4M7,E4M8,E4M9";
|
||||
}
|
||||
|
||||
// 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");
|
||||
}
|
|
@ -1,62 +0,0 @@
|
|||
/*************************************************************\
|
||||
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");
|
||||
}
|
|
@ -1,73 +0,0 @@
|
|||
/*************************************************************\
|
||||
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 = "";
|
||||
|
||||
//mxd. Sky textures for vanilla maps
|
||||
defaultskytextures
|
||||
{
|
||||
SKY1 = "E1M1,E1M2,E1M3,E1M4,E1M5,E1M6,E1M7,E1M8,E1M9";
|
||||
SKY2 = "E2M1,E2M2,E2M3,E2M4,E2M5,E2M6,E2M7,E2M8,E2M9";
|
||||
SKY3 = "E3M1,E3M2,E3M3,E3M4,E3M5,E3M6,E3M7,E3M8,E3M9";
|
||||
SKY4 = "E4M1,E4M2,E4M3,E4M4,E4M5,E4M6,E4M7,E4M8,E4M9";
|
||||
}
|
||||
|
||||
// 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");
|
||||
}
|
|
@ -1,61 +0,0 @@
|
|||
/*************************************************************\
|
||||
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 = "Eternity: Doom 2 (Doom format)";
|
||||
|
||||
// This is the simplified game engine/sourceport name
|
||||
engine = "eternity";
|
||||
|
||||
// *******************************************************
|
||||
// * *
|
||||
// * 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\\Eternity_common.cfg", "mapformat_doom");
|
||||
|
||||
// Settings common to Doom games
|
||||
include("Includes\\Game_Doom.cfg");
|
||||
|
||||
//mxd. No DECORATE support in Eternity
|
||||
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");
|
||||
include("Includes\\Boom_things.cfg");
|
||||
include("Includes\\Eternity_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");
|
||||
}
|
|
@ -1,57 +0,0 @@
|
|||
/*************************************************************\
|
||||
Doom Builder 2 Game Configuration for Eternity on UDMF
|
||||
\*************************************************************/
|
||||
|
||||
// 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 = "Eternity: Doom 2 (UDMF)";
|
||||
|
||||
// This is the simplified game engine/sourceport name
|
||||
engine = "eternity";
|
||||
|
||||
// STANDARD ETERNITY SETTINGS
|
||||
// Settings common to all games and all map formats
|
||||
include("Includes\\Eternity_common.cfg", "common");
|
||||
|
||||
// Settings common to text map format
|
||||
include("Includes\\Eternity_common.cfg", "mapformat_udmf");
|
||||
|
||||
// Settings common to Doom games
|
||||
include("Includes\\Game_Doom.cfg");
|
||||
|
||||
//mxd. No DECORATE support in Eternity
|
||||
decorategames = "";
|
||||
|
||||
// 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");
|
||||
include("Includes\\Eternity_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_doom");
|
||||
include("Includes\\Eternity_misc.cfg", "enums");
|
||||
}
|
|
@ -1,67 +0,0 @@
|
|||
/*************************************************************\
|
||||
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");
|
||||
}
|
|
@ -1,70 +0,0 @@
|
|||
/*************************************************************\
|
||||
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");
|
||||
}
|
|
@ -1,70 +0,0 @@
|
|||
/*************************************************************\
|
||||
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");
|
||||
}
|
|
@ -1,67 +0,0 @@
|
|||
/*************************************************************\
|
||||
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");
|
||||
}
|
|
@ -1,66 +0,0 @@
|
|||
/*************************************************************\
|
||||
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");
|
||||
}
|
|
@ -1,66 +0,0 @@
|
|||
/*************************************************************\
|
||||
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");
|
||||
}
|
|
@ -1,66 +0,0 @@
|
|||
/*************************************************************\
|
||||
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");
|
||||
}
|
|
@ -1,66 +0,0 @@
|
|||
/*************************************************************\
|
||||
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");
|
||||
}
|
|
@ -1,67 +0,0 @@
|
|||
/*************************************************************\
|
||||
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");
|
||||
}
|
|
@ -1,66 +0,0 @@
|
|||
/*************************************************************\
|
||||
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");
|
||||
}
|
|
@ -1,66 +0,0 @@
|
|||
/*************************************************************\
|
||||
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");
|
||||
}
|
|
@ -1,64 +0,0 @@
|
|||
/*************************************************************\
|
||||
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");
|
||||
}
|
|
@ -1,65 +0,0 @@
|
|||
/*************************************************************\
|
||||
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 = "";
|
||||
|
||||
//mxd. Don't do vanilla-style thing rotation angle clamping
|
||||
doomthingrotationangles = false;
|
||||
|
||||
// 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");
|
||||
}
|
|
@ -1,107 +0,0 @@
|
|||
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");
|
||||
|
||||
}
|
|
@ -1,413 +0,0 @@
|
|||
|
||||
// Generalized sector types
|
||||
gen_sectortypes
|
||||
{
|
||||
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";
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,901 +0,0 @@
|
|||
|
||||
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 = "Change Floor Brightness to this Brightness";
|
||||
id = "Boom_Transfer_FloorLight";
|
||||
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 = "Change Ceiling Brightness to this Brightness";
|
||||
id = "Boom_Transfer_CeilingLight";
|
||||
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 = "";
|
||||
}
|
||||
}
|
|
@ -1,124 +0,0 @@
|
|||
|
||||
// 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";
|
||||
}
|
||||
}
|
|
@ -1,25 +0,0 @@
|
|||
|
||||
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";
|
||||
}
|
||||
}
|
|
@ -1,51 +0,0 @@
|
|||
|
||||
// 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";
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1,304 +0,0 @@
|
|||
|
||||
// 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";
|
||||
}
|
||||
}
|
|
@ -1,136 +0,0 @@
|
|||
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;
|
||||
|
||||
//mxd. Do vanilla-style thing rotation angle clamping
|
||||
doomthingrotationangles = 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");
|
||||
}
|
|
@ -1,905 +0,0 @@
|
|||
|
||||
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";
|
||||
}
|
||||
}
|
||||
|
|
@ -1,489 +0,0 @@
|
|||
// 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";
|
||||
}
|
||||
}
|
|
@ -1,17 +0,0 @@
|
|||
|
||||
0 = "None";
|
||||
1 = "Light Blinks (randomly)";
|
||||
2 = "Light Blinks (0.5 sec.)";
|
||||
3 = "Light Blinks (1 sec.)";
|
||||
4 = "Damage -10 or 20% health and Light Blinks (0.5 sec.)";
|
||||
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 (0.5 sec. synchronized)";
|
||||
13 = "Light Blinks (1 sec. synchronized)";
|
||||
14 = "Door Open Close (opens after 5 min.)";
|
||||
16 = "Damage -10 or 20% health";
|
||||
17 = "Light Flickers (randomly)";
|
|
@ -1,615 +0,0 @@
|
|||
|
||||
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";
|
||||
}
|
|
@ -1,898 +0,0 @@
|
|||
|
||||
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";
|
||||
}
|
||||
}
|
|
@ -1,358 +0,0 @@
|
|||
// ***********************************************************
|
||||
// * *
|
||||
// * These values are mainly for UDMF Eternity *
|
||||
// * *
|
||||
// ***********************************************************
|
||||
|
||||
common
|
||||
{
|
||||
// Some common settings
|
||||
include("Common.cfg");
|
||||
|
||||
// Default testing parameters
|
||||
include("Test_params.cfg", "vanilla_mapxx"); // Eternity doesn't yet have +map
|
||||
|
||||
// Action special help (mxd)
|
||||
actionspecialhelp = "http://eternity.youfailit.net/wiki/Detailed_parameterized_linedef_specification";
|
||||
|
||||
// FIXME: this info is not on the wiki, but in things.edf
|
||||
// Thing class help (mxd)
|
||||
thingclasshelp = "https://github.com/team-eternity/eternity/blob/master/base/doom/things.edf";
|
||||
|
||||
// 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;
|
||||
|
||||
//mxd. Maximum safe map size check (0 means skip check)
|
||||
safeboundary = 0;
|
||||
|
||||
// Texture loading options
|
||||
mixtexturesflats = true;
|
||||
defaulttexturescale = 1.0f;
|
||||
defaultflatscale = 1.0f;
|
||||
scaledtextureoffsets = true;
|
||||
|
||||
//mxd. Sidedefs compression
|
||||
// ioanch FIXME: what does this do? I made it false
|
||||
sidedefcompressionignoresaction = false;
|
||||
|
||||
// Texture sources
|
||||
textures
|
||||
{
|
||||
include("Doom_misc.cfg", "textures");
|
||||
include("ZDoom_misc.cfg", "textures"); // works for Eternity too
|
||||
}
|
||||
|
||||
// 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
|
||||
// Not in Eternity
|
||||
// voxels
|
||||
// {
|
||||
// include("ZDoom_misc.cfg", "voxels");
|
||||
// }
|
||||
|
||||
// Generalized sector types
|
||||
gen_sectortypes
|
||||
{
|
||||
include("ZDoom_generalized.cfg", "gen_sectortypes"); // same as in ZDOOM
|
||||
}
|
||||
|
||||
//mxd. Built-in Damage types
|
||||
// ioanch: From base/things.edf
|
||||
damagetypes = "Fist Pistol Shotgun Chaingun Plasma BFG BFG_Splash Chainsaw SShotgun BetaBFG BFGBurst Slime Lava Crush Telefrag Falling Suicide Barrel Splash Quake Rocket R_Splash BFG11k_Splash Grenade Hit PlayerMisc Fire";
|
||||
}
|
||||
|
||||
mapformat_doom
|
||||
{
|
||||
mixtexturesflats = true;
|
||||
// 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");
|
||||
include("Eternity_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");
|
||||
include("Eternity_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("Eternity_linedefs.cfg", "doom");
|
||||
}
|
||||
|
||||
// THING FLAGS
|
||||
thingflags
|
||||
{
|
||||
include("Doom_misc.cfg", "thingflags");
|
||||
include("Boom_misc.cfg", "thingflags");
|
||||
include("Eternity_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");
|
||||
|
||||
}
|
||||
// ***********************************************************
|
||||
// * *
|
||||
// * 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";
|
||||
|
||||
// ioanch: eternity
|
||||
engine = "eternity"; // 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");
|
||||
}
|
||||
|
||||
// eternity
|
||||
universalfields
|
||||
{
|
||||
include("Eternity_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"); // same in EE
|
||||
|
||||
// Default flags for first new thing
|
||||
defaultthingflags
|
||||
{
|
||||
include("Eternity_misc.cfg", "defaultthingflags_udmf");
|
||||
}
|
||||
|
||||
// Door making
|
||||
include("Eternity_misc.cfg", "doormaking_udmf");
|
||||
|
||||
// Generalized actions
|
||||
generalizedlinedefs = false;
|
||||
|
||||
// SECTOR FLAGS
|
||||
sectorflags
|
||||
{
|
||||
include("Eternity_misc.cfg", "sectorflags_udmf");
|
||||
}
|
||||
|
||||
// DEFAULT SECTOR BRIGHTNESS LEVELS
|
||||
sectorbrightness
|
||||
{
|
||||
include("ZDoom_misc.cfg", "sectorbrightness");
|
||||
}
|
||||
|
||||
// SECTOR TYPES
|
||||
sectortypes
|
||||
{
|
||||
include("Eternity_misc.cfg", "sectors_udmf");
|
||||
}
|
||||
|
||||
// SECTOR RENSERSTYLES
|
||||
sectorrenderstyles
|
||||
{
|
||||
include("UDMF_misc.cfg", "sectorrenderstyles");
|
||||
}
|
||||
|
||||
// LINEDEF FLAGS
|
||||
linedefflags
|
||||
{
|
||||
include("Eternity_misc.cfg", "linedefflags_udmf");
|
||||
}
|
||||
|
||||
// LINEDEF ACTIVATIONS
|
||||
linedefactivations
|
||||
{
|
||||
include("Eternity_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("Eternity_misc.cfg", "sidedefflags");
|
||||
}
|
||||
|
||||
// THING FLAGS
|
||||
thingflags
|
||||
{
|
||||
include("Eternity_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("Eternity_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("Eternity_linedefs.cfg", "udmf");
|
||||
}
|
||||
|
||||
}
|
|
@ -1,14 +0,0 @@
|
|||
gen_sectortypes
|
||||
{
|
||||
allsounds
|
||||
{
|
||||
0 = "sounds in sector are normal";
|
||||
1024 = "sounds in sector are suppressed";
|
||||
}
|
||||
|
||||
movementsounds
|
||||
{
|
||||
0 = "floor/ceiling normal";
|
||||
2048 = "floor/ceiling silent";
|
||||
}
|
||||
}
|
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
|
@ -1,124 +0,0 @@
|
|||
monsters
|
||||
{
|
||||
888
|
||||
{
|
||||
title = "Dog";
|
||||
sprite = "internal:dog";
|
||||
class = "MBFHelperDog";
|
||||
width = 12;
|
||||
height = 28;
|
||||
}
|
||||
}
|
||||
|
||||
eternity
|
||||
{
|
||||
color = 8; // Grey
|
||||
arrow = 1;
|
||||
title = "Eternity Items";
|
||||
width = 0;
|
||||
height = 0;
|
||||
sort = 1;
|
||||
fixedsize = true;
|
||||
|
||||
5003
|
||||
{
|
||||
title = "Camera spot";
|
||||
class = "SMMUCameraSpot";
|
||||
}
|
||||
1200
|
||||
{
|
||||
title = "Enviro sequence 0";
|
||||
}
|
||||
1300
|
||||
{
|
||||
title = "Enviro sequence param";
|
||||
}
|
||||
1400
|
||||
{
|
||||
title = "Sector sequence 0";
|
||||
}
|
||||
1500
|
||||
{
|
||||
title = "Sector sequence param";
|
||||
}
|
||||
5004
|
||||
{
|
||||
title = "ExtraData thing";
|
||||
}
|
||||
5006
|
||||
{
|
||||
title = "Skybox camera";
|
||||
class = "EESkyboxCam";
|
||||
}
|
||||
5007
|
||||
{
|
||||
title = "Particle Drip";
|
||||
class = "EEParticleDrip";
|
||||
}
|
||||
9001
|
||||
{
|
||||
title = "Map spot";
|
||||
class = "EEMapSpot";
|
||||
}
|
||||
9013
|
||||
{
|
||||
title = "Map spot gravity";
|
||||
class = "EEMapSpotGravity";
|
||||
}
|
||||
9027
|
||||
{
|
||||
title = "Particle fountain red";
|
||||
}
|
||||
9028
|
||||
{
|
||||
title = "Particle fountain green";
|
||||
}
|
||||
9029
|
||||
{
|
||||
title = "Particle fountain blue";
|
||||
}
|
||||
9030
|
||||
{
|
||||
title = "Particle fountain yellow";
|
||||
}
|
||||
9031
|
||||
{
|
||||
title = "Particle fountain purple";
|
||||
}
|
||||
9032
|
||||
{
|
||||
title = "Particle fountain black";
|
||||
}
|
||||
9033
|
||||
{
|
||||
title = "Particle fountain white";
|
||||
}
|
||||
9300t
|
||||
{
|
||||
title = "Polyobject anchor";
|
||||
class = "EEPolyObjAnchor";
|
||||
}
|
||||
9301
|
||||
{
|
||||
title = "Polyobject spawn spot";
|
||||
class = "EEPolyObjSpawnSpot";
|
||||
}
|
||||
9302
|
||||
{
|
||||
title = "Polyobject spawn spot crush";
|
||||
class = "EEPolyObjSpawnSpotCrush";
|
||||
}
|
||||
9303
|
||||
{
|
||||
title = "Polyobject spawn spot damage";
|
||||
class = "EEPolyObjSpawnSpotDamage";
|
||||
}
|
||||
14001
|
||||
{
|
||||
title = "Ambience 1";
|
||||
}
|
||||
14065
|
||||
{
|
||||
title = "Ambience param";
|
||||
}
|
||||
}
|
|
@ -1,478 +0,0 @@
|
|||
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 (obsolete)";
|
||||
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
|
||||
{
|
||||
5004
|
||||
{
|
||||
title = "Map Spot (FraggleScript)";
|
||||
sprite = "internal:MapSpot";
|
||||
class = "FS_MapSpot";
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,37 +0,0 @@
|
|||
// 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";
|
||||
|
||||
//mxd. Sky textures for vanilla maps
|
||||
defaultskytextures
|
||||
{
|
||||
SKY1 = "MAP01,MAP02,MAP03,MAP04,MAP05,MAP06,MAP07,MAP08,MAP09,MAP10,MAP11";
|
||||
SKY2 = "MAP12,MAP13,MAP14,MAP15,MAP16,MAP17,MAP18,MAP19,MAP20";
|
||||
SKY3 = "MAP21,MAP22,MAP23,MAP24,MAP25,MAP26,MAP27,MAP28,MAP29,MAP30,MAP31,MAP32";
|
||||
}
|
||||
|
||||
// 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");
|
||||
}
|
|
@ -1,37 +0,0 @@
|
|||
// Default lump name for new map
|
||||
defaultlumpname = "E1M1";
|
||||
basegame = 2;
|
||||
|
||||
// Decorate actors to include depending on actor game property
|
||||
decorategames = "heretic raven";
|
||||
|
||||
//mxd. Sky textures for vanilla maps
|
||||
defaultskytextures
|
||||
{
|
||||
SKY1 = "E1M1,E1M2,E1M3,E1M4,E1M5,E1M6,E1M7,E1M8,E1M9,E4M1,E4M2,E4M3,E4M4,E4M5,E4M6,E4M7,E4M8,E4M9,E6M1,E6M2,E6M3";
|
||||
SKY2 = "E2M1,E2M2,E2M3,E2M4,E2M5,E2M6,E2M7,E2M8,E2M9";
|
||||
SKY3 = "E3M1,E3M2,E3M3,E3M4,E3M5,E3M6,E3M7,E3M8,E3M9,E5M1,E5M2,E5M3,E5M4,E5M5,E5M6,E5M7,E5M8,E5M9";
|
||||
}
|
||||
|
||||
// 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");
|
||||
}
|
|
@ -1,30 +0,0 @@
|
|||
// 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");
|
||||
}
|
|
@ -1,37 +0,0 @@
|
|||
// Default lump name for new map
|
||||
defaultlumpname = "MAP01";
|
||||
skyflatname = "F_SKY001";
|
||||
basegame = 4;
|
||||
|
||||
// Decorate actors to include depending on actor game property
|
||||
decorategames = "strife";
|
||||
|
||||
//mxd. Sky textures for vanilla maps
|
||||
defaultskytextures
|
||||
{
|
||||
SKYMNT01 = "MAP10,MAP11,MAP12,MAP13,MAP14,MAP15,MAP16,MAP17,MAP18,MAP19,MAP20,MAP21,MAP22,MAP23,MAP24,MAP25,MAP26,MAP27,MAP28,MAP29,MAP30,MAP31";
|
||||
SKYMNT02 = "MAP01,MAP02,MAP03,MAP04,MAP05,MAP06,MAP07,MAP08,MAP09,MAP32,MAP33,MAP34";
|
||||
}
|
||||
|
||||
// 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");
|
||||
}
|
|
@ -1,90 +0,0 @@
|
|||
//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");
|
||||
}
|
|
@ -1,700 +0,0 @@
|
|||
|
||||
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";
|
||||
}
|
||||
}
|
|
@ -1,19 +0,0 @@
|
|||
// 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");
|
||||
}
|
||||
}
|
|
@ -1,49 +0,0 @@
|
|||
|
||||
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)";
|
||||
|
|
@ -1,100 +0,0 @@
|
|||
|
||||
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";
|
||||
}
|
|
@ -1,659 +0,0 @@
|
|||
|
||||
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;
|
||||
}
|
||||
}
|
|
@ -1,101 +0,0 @@
|
|||
//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");
|
||||
|
||||
}
|
File diff suppressed because it is too large
Load diff
|
@ -1,269 +0,0 @@
|
|||
// 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");
|
||||
}
|
||||
}
|
|
@ -1,35 +0,0 @@
|
|||
|
||||
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)";
|
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
|
@ -1,93 +0,0 @@
|
|||
//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");
|
||||
|
||||
}
|
File diff suppressed because it is too large
Load diff
|
@ -1,142 +0,0 @@
|
|||
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,18 +0,0 @@
|
|||
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";
|
File diff suppressed because it is too large
Load diff
|
@ -1,15 +0,0 @@
|
|||
//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";
|
||||
}
|
|
@ -1,191 +0,0 @@
|
|||
|
||||
// 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;
|
||||
}
|
||||
}
|
|
@ -1,470 +0,0 @@
|
|||
// ***********************************************************
|
||||
// * *
|
||||
// * 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;
|
||||
|
||||
//mxd. Maximum safe map size check (0 means skip check)
|
||||
safeboundary = 0;
|
||||
|
||||
// Texture loading options
|
||||
mixtexturesflats = true;
|
||||
defaulttexturescale = 1.0f;
|
||||
defaultflatscale = 1.0f;
|
||||
scaledtextureoffsets = true;
|
||||
|
||||
//mxd. Sidedefs compression
|
||||
sidedefcompressionignoresaction = 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");
|
||||
}
|
||||
|
||||
}
|
|
@ -1,30 +0,0 @@
|
|||
|
||||
// Generalized sector types
|
||||
gen_sectortypes
|
||||
{
|
||||
damage
|
||||
{
|
||||
0 = "None";
|
||||
256 = "5 per second";
|
||||
512 = "10 per second";
|
||||
768 = "20 per second";
|
||||
}
|
||||
|
||||
secret
|
||||
{
|
||||
0 = "No";
|
||||
1024 = "Yes";
|
||||
}
|
||||
|
||||
friction
|
||||
{
|
||||
0 = "Disabled";
|
||||
2048 = "Enabled";
|
||||
}
|
||||
|
||||
pusher
|
||||
{
|
||||
0 = "Disabled";
|
||||
4096 = "Enabled";
|
||||
}
|
||||
}
|
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
|
@ -1,110 +0,0 @@
|
|||
|
||||
// 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";
|
||||
90 = "Skybox sector (GZDoom only)";
|
||||
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";
|
||||
195 = "Hidden Sector (automap)";
|
||||
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";
|
||||
}
|
File diff suppressed because it is too large
Load diff
|
@ -1,170 +0,0 @@
|
|||
// 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";
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,72 +0,0 @@
|
|||
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";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,121 +0,0 @@
|
|||
// 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";
|
||||
}
|
||||
}
|
|
@ -1,620 +0,0 @@
|
|||
// 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";
|
||||
}
|
||||
}
|
|
@ -1,47 +0,0 @@
|
|||
// Zandronum things that aren't found in ZDoom.
|
||||
// Simple interface file to access the listing easily.
|
||||
// The things themselves are actually listed in Zandronum_common.cfg.
|
||||
// Uncomment "Skulltag_things.cfg" lines if you want to use stuff from Skulltag_data.pk3
|
||||
|
||||
doom
|
||||
{
|
||||
include("Zandronum_common.cfg", "zandronum")
|
||||
include("Zandronum_common.cfg", "doomheretichexenstrife")
|
||||
include("Zandronum_common.cfg", "doomheretichexen")
|
||||
//include("Skulltag_things.cfg", "doomheretichexen")
|
||||
//include("Skulltag_things.cfg", "doom")
|
||||
}
|
||||
|
||||
heretic
|
||||
{
|
||||
include("Zandronum_common.cfg", "zandronum")
|
||||
include("Zandronum_common.cfg", "doomheretichexenstrife")
|
||||
include("Zandronum_common.cfg", "doomheretichexen")
|
||||
//include("Skulltag_things.cfg", "doomheretichexen")
|
||||
//include("Skulltag_things.cfg", "raven")
|
||||
//include("Skulltag_things.cfg", "heretic")
|
||||
}
|
||||
|
||||
hexen
|
||||
{
|
||||
include("Zandronum_common.cfg", "zandronum")
|
||||
include("Zandronum_common.cfg", "doomheretichexenstrife")
|
||||
include("Zandronum_common.cfg", "doomheretichexen")
|
||||
//include("Skulltag_things.cfg", "doomheretichexen")
|
||||
//include("Skulltag_things.cfg", "raven")
|
||||
//include("Skulltag_things.cfg", "hexen")
|
||||
}
|
||||
|
||||
strife
|
||||
{
|
||||
include("Zandronum_common.cfg", "zandronum")
|
||||
include("Zandronum_common.cfg", "doomheretichexenstrife")
|
||||
//include("Skulltag_things.cfg", "strife")
|
||||
}
|
||||
|
||||
default
|
||||
{
|
||||
include("Zandronum_common.cfg", "zandronum")
|
||||
//include("Skulltag_things.cfg", "skulltag")
|
||||
}
|
||||
|
|
@ -1,66 +0,0 @@
|
|||
/*************************************************************\
|
||||
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: Urban Brawl (Hexen format)";
|
||||
|
||||
// This is the simplified game engine/sourceport name
|
||||
engine = "zdoom";
|
||||
|
||||
// *******************************************************
|
||||
// * *
|
||||
// * 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 Urban Brawl games
|
||||
include("Includes\\Game_Action2.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\\Action2_things.cfg");
|
||||
// Additional ZDoom actors for that game
|
||||
include("Includes\\ZDoom_things.cfg", "default");
|
||||
// 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_action2");
|
||||
}
|
|
@ -1,66 +0,0 @@
|
|||
/*************************************************************\
|
||||
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: Urban Brawl (UDMF)";
|
||||
|
||||
// This is the simplified game engine/sourceport name
|
||||
engine = "zdoom";
|
||||
|
||||
// *******************************************************
|
||||
// * *
|
||||
// * 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_udmf");
|
||||
|
||||
// Settings common to Urban Brawl games
|
||||
include("Includes\\Game_Action2.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\\Action2_things.cfg");
|
||||
// Additional ZDoom actors for that game
|
||||
include("Includes\\ZDoom_things.cfg", "default");
|
||||
// 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_action2");
|
||||
}
|
|
@ -1,13 +0,0 @@
|
|||
|
||||
// Basic Doom and Vanilla engine stuff.
|
||||
|
||||
include("Doom_Misc.cfg");
|
||||
|
||||
// The only difference with Doom
|
||||
skills
|
||||
{
|
||||
1 = "Punkass Bitch";
|
||||
2 = "Petty Thug";
|
||||
3 = "Hot Shit";
|
||||
4 = "Badass Mother Fucker";
|
||||
}
|
File diff suppressed because it is too large
Load diff
|
@ -1,37 +0,0 @@
|
|||
// Default lump name for new map
|
||||
defaultlumpname = "MAP01";
|
||||
|
||||
// Decorate actors to include depending on actor game property
|
||||
decorategames = "action2"; // Doesn't actually exist, but used to prevent loading Doom actors when loading zdoom.pk3
|
||||
|
||||
//mxd. Sky textures for vanilla maps
|
||||
defaultskytextures
|
||||
{
|
||||
SKY1 = "MAP01,MAP02,MAP03,MAP04,MAP05,MAP06,MAP07,MAP08,MAP09,MAP10,MAP11";
|
||||
SKY2 = "MAP12,MAP13,MAP14,MAP15,MAP16,MAP17,MAP18,MAP19,MAP20";
|
||||
SKY3 = "MAP21,MAP22,MAP23,MAP24,MAP25,MAP26,MAP27,MAP28,MAP29,MAP30,MAP31,MAP32";
|
||||
}
|
||||
|
||||
// Skill levels
|
||||
skills
|
||||
{
|
||||
include("Action2_misc.cfg", "skills");
|
||||
}
|
||||
|
||||
// Door making
|
||||
makedoortrack = "BLACK";
|
||||
|
||||
// Default thing filters
|
||||
// (these are not required, just useful for new users)
|
||||
/*thingsfilters
|
||||
{
|
||||
include("Doom_misc.cfg", "thingsfilters");
|
||||
}*/
|
||||
|
||||
|
||||
// Default texture sets
|
||||
// (these are not required, but useful for new users)
|
||||
texturesets
|
||||
{
|
||||
include("Action2_texturesets.cfg");
|
||||
}
|
|
@ -1,63 +0,0 @@
|
|||
/*************************************************************\
|
||||
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 = "ZDoom: Urban Brawl (Hexen format)";
|
||||
|
||||
// This is the simplified game engine/sourceport name
|
||||
engine = "zdoom";
|
||||
|
||||
// *******************************************************
|
||||
// * *
|
||||
// * 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 Urban Brawl games
|
||||
include("Includes\\Game_Action2.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\\Action2_things.cfg");
|
||||
// Additional ZDoom actors for that game
|
||||
include("Includes\\ZDoom_things.cfg", "default");
|
||||
// Standard ZDoom actors
|
||||
include("Includes\\ZDoom_things.cfg", "zdoom");
|
||||
}
|
||||
|
||||
// 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_action2");
|
||||
}
|
|
@ -1,63 +0,0 @@
|
|||
/*************************************************************\
|
||||
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 = "ZDoom: Urban Brawl (UDMF)";
|
||||
|
||||
// This is the simplified game engine/sourceport name
|
||||
engine = "zdoom";
|
||||
|
||||
// *******************************************************
|
||||
// * *
|
||||
// * 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_udmf");
|
||||
|
||||
// Settings common to Urban Brawl games
|
||||
include("Includes\\Game_Action2.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\\Action2_things.cfg");
|
||||
// Additional ZDoom actors for that game
|
||||
include("Includes\\ZDoom_things.cfg", "default");
|
||||
// Standard ZDoom actors
|
||||
include("Includes\\ZDoom_things.cfg", "zdoom");
|
||||
}
|
||||
|
||||
// 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_action2");
|
||||
}
|
|
@ -1,67 +0,0 @@
|
|||
/*************************************************************\
|
||||
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 = "Zandronum: Urban Brawl (Hexen format)";
|
||||
|
||||
// This is the simplified game engine/sourceport name
|
||||
engine = "zandronum";
|
||||
|
||||
// *******************************************************
|
||||
// * *
|
||||
// * 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 Urban Brawl games
|
||||
include("Includes\\Game_Action2.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\\Action2_things.cfg");
|
||||
// Additional ZDoom actors for that game
|
||||
include("Includes\\ZDoom_things.cfg", "default");
|
||||
// Standard ZDoom actors
|
||||
include("Includes\\ZDoom_things.cfg", "zdoom");
|
||||
// Additional actors from the engine
|
||||
include("Includes\\Zandronum_things.cfg", "default");
|
||||
}
|
||||
|
||||
// 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_action2");
|
||||
// Additional enums from the engine
|
||||
include("Includes\\Zandronum_misc.cfg", "enums_notdoom");
|
||||
}
|
|
@ -1,67 +0,0 @@
|
|||
/*************************************************************\
|
||||
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 = "Zandronum: Urban Brawl (UDMF)";
|
||||
|
||||
// This is the simplified game engine/sourceport name
|
||||
engine = "zandronum";
|
||||
|
||||
// *******************************************************
|
||||
// * *
|
||||
// * 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_udmf");
|
||||
|
||||
// Settings common to Urban Brawl games
|
||||
include("Includes\\Game_Action2.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\\Action2_things.cfg");
|
||||
// Additional ZDoom actors for that game
|
||||
include("Includes\\ZDoom_things.cfg", "default");
|
||||
// Standard ZDoom actors
|
||||
include("Includes\\ZDoom_things.cfg", "zdoom");
|
||||
// Additional actors from the engine
|
||||
include("Includes\\Zandronum_things.cfg", "default");
|
||||
}
|
||||
|
||||
// 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_action2");
|
||||
// Additional enums from the engine
|
||||
include("Includes\\Zandronum_misc.cfg", "enums_notdoom");
|
||||
}
|
|
@ -1,66 +0,0 @@
|
|||
/*************************************************************\
|
||||
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: Chex Quest 3 (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 Chex Quest 3 games
|
||||
include("Includes\\Game_Chex3.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\\Chex3_things.cfg");
|
||||
// Additional ZDoom actors for that game
|
||||
include("Includes\\ZDoom_things.cfg", "default");
|
||||
// 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_chex3");
|
||||
}
|
|
@ -1,66 +0,0 @@
|
|||
/*************************************************************\
|
||||
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: Chex Quest 3 (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 Chex Quest 3 games
|
||||
include("Includes\\Game_Chex3.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\\Chex3_things.cfg");
|
||||
// Additional ZDoom actors for that game
|
||||
include("Includes\\ZDoom_things.cfg", "default");
|
||||
// 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_chex3");
|
||||
}
|
|
@ -1,759 +0,0 @@
|
|||
|
||||
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";
|
||||
}
|
||||
2
|
||||
{
|
||||
title = "Player 2 start";
|
||||
sprite = "PLAYA2A8";
|
||||
}
|
||||
3
|
||||
{
|
||||
title = "Player 3 start";
|
||||
sprite = "PLAYA2A8";
|
||||
}
|
||||
4
|
||||
{
|
||||
title = "Player 4 start";
|
||||
sprite = "PLAYA2A8";
|
||||
}
|
||||
11
|
||||
{
|
||||
title = "Player Deathmatch start";
|
||||
sprite = "PLAYF1";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
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";
|
||||
}
|
||||
}
|
||||
|
||||
monsters
|
||||
{
|
||||
color = 12; // Light Red
|
||||
arrow = 1;
|
||||
title = "Monsters";
|
||||
width = 20;
|
||||
sort = 1;
|
||||
height = 56;
|
||||
hangs = 0;
|
||||
blocking = 1;
|
||||
error = 2;
|
||||
|
||||
3004
|
||||
{
|
||||
title = "Flemoidus Commonus";
|
||||
sprite = "POSSA2A8";
|
||||
}
|
||||
|
||||
|
||||
9
|
||||
{
|
||||
title = "Flemoidus Bipedicus";
|
||||
sprite = "SPOSA2A8";
|
||||
}
|
||||
|
||||
|
||||
3001
|
||||
{
|
||||
title = "Armored Flemoidus Bipedicus";
|
||||
sprite = "TROOA2A8";
|
||||
}
|
||||
|
||||
|
||||
3002
|
||||
{
|
||||
title = "Flemoidus Stridicus";
|
||||
sprite = "SARGA2A8";
|
||||
}
|
||||
|
||||
58
|
||||
{
|
||||
title = "Flemoidus Cycloptis Commonus";
|
||||
sprite = "CYCLA2A8";
|
||||
}
|
||||
|
||||
|
||||
3006
|
||||
{
|
||||
title = "Flem Mine";
|
||||
sprite = "SKULA8A2";
|
||||
}
|
||||
|
||||
|
||||
3003
|
||||
{
|
||||
title = "Flemoidus Maximus";
|
||||
sprite = "BOSSA2A8";
|
||||
}
|
||||
|
||||
3005
|
||||
{
|
||||
title = "Super Cycloptis";
|
||||
sprite = "HEADA2A8";
|
||||
}
|
||||
|
||||
69
|
||||
{
|
||||
title = "The Flembrane";
|
||||
sprite = "FLMBA2A8";
|
||||
}
|
||||
|
||||
9050
|
||||
{
|
||||
title = "Flemoidus Larva";
|
||||
sprite = "LRVAA2A8";
|
||||
}
|
||||
|
||||
9057
|
||||
{
|
||||
title = "Quadrumpus";
|
||||
sprite = "QUADA2A8";
|
||||
}
|
||||
|
||||
16
|
||||
{
|
||||
title = "Lord Snotfolus";
|
||||
sprite = "CYBRA2A8";
|
||||
}
|
||||
|
||||
7
|
||||
{
|
||||
title = "Flembomination";
|
||||
sprite = "SPIDA2A8";
|
||||
}
|
||||
|
||||
2035
|
||||
{
|
||||
title = "Flemoid power strand";
|
||||
sprite = "BAR2A0";
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
weapons
|
||||
{
|
||||
color = 14; // Yellow
|
||||
arrow = 0;
|
||||
title = "Weapons";
|
||||
width = 20;
|
||||
sort = 1;
|
||||
height = 25;
|
||||
hangs = 0;
|
||||
blocking = 0;
|
||||
|
||||
82
|
||||
{
|
||||
title = "Super Large Zorcher";
|
||||
sprite = "SGN2A0";
|
||||
}
|
||||
2005
|
||||
{
|
||||
title = "Super Bootspork";
|
||||
sprite = "CSAWA0";
|
||||
}
|
||||
2001
|
||||
{
|
||||
title = "Large Zorcher";
|
||||
sprite = "SHOTA0";
|
||||
}
|
||||
2002
|
||||
{
|
||||
title = "Rapid Zorcher";
|
||||
sprite = "MGUNA0";
|
||||
}
|
||||
2003
|
||||
{
|
||||
title = "Zorch Propulsor";
|
||||
sprite = "LAUNA0";
|
||||
}
|
||||
2004
|
||||
{
|
||||
title = "Phasing Zorcher";
|
||||
sprite = "PLASA0";
|
||||
}
|
||||
2006
|
||||
{
|
||||
title = "LAZ Device";
|
||||
sprite = "BFUGA0";
|
||||
height = 30;
|
||||
}
|
||||
}
|
||||
|
||||
ammunition
|
||||
{
|
||||
color = 6; // Brown
|
||||
arrow = 0;
|
||||
title = "Ammunition";
|
||||
width = 20;
|
||||
sort = 1;
|
||||
height = 16;
|
||||
blocking = 0;
|
||||
hangs = 0;
|
||||
|
||||
2007
|
||||
{
|
||||
title = "Mini Zorcher Recharge";
|
||||
sprite = "CLIPA0";
|
||||
}
|
||||
2008
|
||||
{
|
||||
title = "Large Zorcher Recharge";
|
||||
sprite = "SHELA0";
|
||||
}
|
||||
2010
|
||||
{
|
||||
title = "Zorch propulsor recharge";
|
||||
sprite = "ROCKA0";
|
||||
height = 25;
|
||||
}
|
||||
2047
|
||||
{
|
||||
title = "Phasing zorcher recharge";
|
||||
sprite = "CELLA0";
|
||||
}
|
||||
2048
|
||||
{
|
||||
title = "Mini zorcher pack";
|
||||
sprite = "AMMOA0";
|
||||
}
|
||||
2049
|
||||
{
|
||||
title = "Large zorcher pack";
|
||||
sprite = "SBOXA0";
|
||||
}
|
||||
2046
|
||||
{
|
||||
title = "Zorch propulsor pack";
|
||||
sprite = "BROKA0";
|
||||
width = 30;
|
||||
height = 25;
|
||||
}
|
||||
17
|
||||
{
|
||||
title = "Phasing zorcher pack";
|
||||
sprite = "CELPA0";
|
||||
height = 25;
|
||||
}
|
||||
8
|
||||
{
|
||||
title = "Zorchpack";
|
||||
sprite = "BPAKA0";
|
||||
}
|
||||
}
|
||||
|
||||
health
|
||||
{
|
||||
color = 1; // Blue
|
||||
arrow = 0;
|
||||
title = "Health and Armor";
|
||||
width = 16;
|
||||
sort = 1;
|
||||
height = 20;
|
||||
hangs = 0;
|
||||
blocking = 0;
|
||||
|
||||
2011
|
||||
{
|
||||
title = "Bowl of fruits";
|
||||
sprite = "STIMA0";
|
||||
}
|
||||
2012
|
||||
{
|
||||
title = "Bowl of Vegetables";
|
||||
sprite = "MEDIA0";
|
||||
height = 25;
|
||||
}
|
||||
2014
|
||||
{
|
||||
title = "Glass of water";
|
||||
sprite = "BON1A0";
|
||||
}
|
||||
2015
|
||||
{
|
||||
title = "Slime repellent";
|
||||
sprite = "BON2A0";
|
||||
}
|
||||
2018
|
||||
{
|
||||
title = "Chex Armor";
|
||||
sprite = "ARM1A0";
|
||||
}
|
||||
2019
|
||||
{
|
||||
title = "Super Chex Armor";
|
||||
sprite = "ARM2A0";
|
||||
}
|
||||
}
|
||||
|
||||
powerups
|
||||
{
|
||||
color = 9; // Light Blue
|
||||
arrow = 0;
|
||||
title = "Powerups";
|
||||
width = 20;
|
||||
sort = 1;
|
||||
height = 20;
|
||||
hangs = 0;
|
||||
blocking = 0;
|
||||
|
||||
2013
|
||||
{
|
||||
title = "Supercharge Breakfast";
|
||||
sprite = "SOULA0";
|
||||
height = 45;
|
||||
}
|
||||
2025
|
||||
{
|
||||
title = "Slime-Proof Suit";
|
||||
sprite = "SUITA0";
|
||||
height = 60;
|
||||
}
|
||||
2026
|
||||
{
|
||||
title = "Computer map";
|
||||
sprite = "PMAPA0";
|
||||
height = 35;
|
||||
}
|
||||
2045
|
||||
{
|
||||
title = "Ultra goggles";
|
||||
sprite = "PVISA0";
|
||||
}
|
||||
}
|
||||
|
||||
keys
|
||||
{
|
||||
color = 13; // Light Magenta
|
||||
arrow = 0;
|
||||
title = "Keys";
|
||||
width = 16;
|
||||
sort = 1;
|
||||
height = 20;
|
||||
hangs = 0;
|
||||
blocking = 0;
|
||||
|
||||
5
|
||||
{
|
||||
title = "Blue keycard";
|
||||
sprite = "BKEYA0";
|
||||
}
|
||||
13
|
||||
{
|
||||
title = "Red keycard";
|
||||
sprite = "RKEYA0";
|
||||
}
|
||||
6
|
||||
{
|
||||
title = "Yellow keycard";
|
||||
sprite = "YKEYA0";
|
||||
}
|
||||
38
|
||||
{
|
||||
title = "Red flemkey";
|
||||
sprite = "RSKUA0";
|
||||
}
|
||||
39
|
||||
{
|
||||
title = "Yellow flemkey";
|
||||
sprite = "YSKUA0";
|
||||
}
|
||||
40
|
||||
{
|
||||
title = "Blue flemkey";
|
||||
sprite = "BSKUA0";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
obstacles
|
||||
{
|
||||
color = 3; // Cyan
|
||||
arrow = 0;
|
||||
title = "Obstacles";
|
||||
width = 20;
|
||||
sort = 1;
|
||||
height = 20;
|
||||
hangs = 0;
|
||||
blocking = 1;
|
||||
error = 2;
|
||||
|
||||
47
|
||||
{
|
||||
title = "Pine tree";
|
||||
sprite = "SMITA0";
|
||||
}
|
||||
54
|
||||
{
|
||||
title = "Spaceship";
|
||||
sprite = "TRE2A0";
|
||||
}
|
||||
32
|
||||
{
|
||||
title = "Barrel";
|
||||
sprite = "COL3A0";
|
||||
}
|
||||
30
|
||||
{
|
||||
title = "Pine tree with slime";
|
||||
sprite = "COL1A0";
|
||||
}
|
||||
37
|
||||
{
|
||||
title = "Flag on a pole";
|
||||
sprite = "COL6A0";
|
||||
height = 128;
|
||||
}
|
||||
33
|
||||
{
|
||||
title = "Mine cart";
|
||||
sprite = "COL4A0";
|
||||
height = 30;
|
||||
}
|
||||
43
|
||||
{
|
||||
title = "Flemoid pod";
|
||||
sprite = "TRE1A0";
|
||||
}
|
||||
44
|
||||
{
|
||||
title = "Slime fountain";
|
||||
sprite = "TBLUA0";
|
||||
height = 48;
|
||||
}
|
||||
48
|
||||
{
|
||||
title = "Slimy statue";
|
||||
sprite = "ELECA0";
|
||||
height = 52;
|
||||
}
|
||||
31
|
||||
{
|
||||
title = "Grey rock";
|
||||
sprite = "COL2A0";
|
||||
}
|
||||
25
|
||||
{
|
||||
title = "Globe stand";
|
||||
sprite = "POL1A0";
|
||||
}
|
||||
18
|
||||
{
|
||||
title = "Model rocket";
|
||||
sprite = "MROCA0";
|
||||
}
|
||||
19
|
||||
{
|
||||
title = "Radar dish";
|
||||
sprite = "RADAA0";
|
||||
}
|
||||
85
|
||||
{
|
||||
title = "Map room point light";
|
||||
sprite = "TLMPA0";
|
||||
}
|
||||
86
|
||||
{
|
||||
title = "Slimy urn";
|
||||
sprite = "TLP2A0";
|
||||
}
|
||||
36
|
||||
{
|
||||
title = "Oxygen tank";
|
||||
sprite = "COL5A0";
|
||||
}
|
||||
42
|
||||
{
|
||||
title = "Lab coil";
|
||||
sprite = "FSKUA0";
|
||||
}
|
||||
49
|
||||
{
|
||||
title = "Stool";
|
||||
sprite = "GOR1A0";
|
||||
}
|
||||
50
|
||||
{
|
||||
title = "Hydroponic plant";
|
||||
sprite = "GOR6A0";
|
||||
}
|
||||
51
|
||||
{
|
||||
title = "Big bowl sculpture";
|
||||
sprite = "BOWLA0";
|
||||
}
|
||||
53
|
||||
{
|
||||
title = "Bazoik cart";
|
||||
sprite = "COL7A0";
|
||||
}
|
||||
27
|
||||
{
|
||||
title = "Slimy meteor";
|
||||
sprite = "POL4A0";
|
||||
}
|
||||
29
|
||||
{
|
||||
title = "Computer monitor";
|
||||
sprite = "POL3A0";
|
||||
}
|
||||
73
|
||||
{
|
||||
title = "Pillar";
|
||||
sprite = "HDB1A0";
|
||||
}
|
||||
74
|
||||
{
|
||||
title = "Stalagmite";
|
||||
sprite = "HDB2A0";
|
||||
}
|
||||
76
|
||||
{
|
||||
title = "Triceratops skeleton";
|
||||
sprite = "DINOA0";
|
||||
}
|
||||
77
|
||||
{
|
||||
title = "T-rex skeleton";
|
||||
sprite = "DINOB0";
|
||||
}
|
||||
9051
|
||||
{
|
||||
title = "Statue of David";
|
||||
sprite = "STTUA0";
|
||||
}
|
||||
9052
|
||||
{
|
||||
title = "Statue of the Thinker";
|
||||
sprite = "STTUB0";
|
||||
}
|
||||
9053
|
||||
{
|
||||
title = "Statue of Ramses";
|
||||
sprite = "STTUC0";
|
||||
}
|
||||
9054
|
||||
{
|
||||
title = "Statue of King Tut";
|
||||
sprite = "STTUD0";
|
||||
}
|
||||
9055
|
||||
{
|
||||
title = "Statue of the Chex Warrior";
|
||||
sprite = "STTUE0";
|
||||
}
|
||||
9056
|
||||
{
|
||||
title = "Statue of a spoon";
|
||||
sprite = "STTUF0";
|
||||
}
|
||||
9058
|
||||
{
|
||||
title = "Banana tree";
|
||||
sprite = "TRE3A0";
|
||||
}
|
||||
9059
|
||||
{
|
||||
title = "Beech tree";
|
||||
sprite = "TRE4A0";
|
||||
}
|
||||
9060
|
||||
{
|
||||
title = "Apple tree";
|
||||
sprite = "TRE5A0";
|
||||
}
|
||||
9061
|
||||
{
|
||||
title = "Orange tree";
|
||||
sprite = "TRE6A0";
|
||||
}
|
||||
55
|
||||
{
|
||||
title = "Holographic globe projector";
|
||||
sprite = "SMBTA0";
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
lights
|
||||
{
|
||||
color = 11; // Light Cyan
|
||||
arrow = 0;
|
||||
title = "Light sources";
|
||||
width = 16;
|
||||
sort = 1;
|
||||
height = 16;
|
||||
hangs = 0;
|
||||
blocking = 1;
|
||||
error = 2;
|
||||
|
||||
2028
|
||||
{
|
||||
title = "Landing light";
|
||||
sprite = "COLUA0";
|
||||
height = 48;
|
||||
}
|
||||
56
|
||||
{
|
||||
title = "Flemoid glowing shroom #2";
|
||||
sprite = "SMGTA0";
|
||||
}
|
||||
45
|
||||
{
|
||||
title = "Flemoid glowing shroom #1";
|
||||
sprite = "TGRNA0";
|
||||
}
|
||||
46
|
||||
{
|
||||
title = "Chandelier";
|
||||
sprite = "TREDA0";
|
||||
}
|
||||
57
|
||||
{
|
||||
title = "Brasero";
|
||||
sprite = "SMRTA0";
|
||||
}
|
||||
34
|
||||
{
|
||||
title = "Short lamp";
|
||||
sprite = "CANDA0";
|
||||
}
|
||||
35
|
||||
{
|
||||
title = "Street light";
|
||||
sprite = "CBRAA0";
|
||||
}
|
||||
}
|
||||
|
||||
decoration
|
||||
{
|
||||
color = 4; // Red
|
||||
arrow = 0;
|
||||
title = "Decoration";
|
||||
width = 16;
|
||||
sort = 1;
|
||||
height = 16;
|
||||
hangs = 0;
|
||||
blocking = 0;
|
||||
|
||||
41
|
||||
{
|
||||
title = "Chemical burner";
|
||||
sprite = "CEYEA0";
|
||||
height = 25;
|
||||
}
|
||||
59
|
||||
{
|
||||
title = "Hanging plant #1";
|
||||
sprite = "GOR2A0";
|
||||
}
|
||||
60
|
||||
{
|
||||
title = "Ceiling slime";
|
||||
sprite = "GOR4A0";
|
||||
}
|
||||
61
|
||||
{
|
||||
title = "Hanging plant #2";
|
||||
sprite = "GOR3A0";
|
||||
}
|
||||
62
|
||||
{
|
||||
title = "Hanging pots";
|
||||
sprite = "GOR5A0";
|
||||
}
|
||||
63
|
||||
{
|
||||
title = "Cave bat";
|
||||
sprite = "A0";
|
||||
}
|
||||
28
|
||||
{
|
||||
title = "Phone";
|
||||
sprite = "POL2A0";
|
||||
}
|
||||
75
|
||||
{
|
||||
title = "Stalactite";
|
||||
sprite = "HDB3A0";
|
||||
}
|
||||
78
|
||||
{
|
||||
title = "Flower #1";
|
||||
sprite = "FLW1A0";
|
||||
}
|
||||
79
|
||||
{
|
||||
title = "Flower #2";
|
||||
sprite = "FLW2A0";
|
||||
}
|
||||
80
|
||||
{
|
||||
title = "Chemical Beaker";
|
||||
sprite = "POL5A0";
|
||||
}
|
||||
81
|
||||
{
|
||||
title = "Small bush";
|
||||
sprite = "BRS1A0";
|
||||
}
|
||||
}
|
||||
|
||||
civilians
|
||||
{
|
||||
color = 4; // Red
|
||||
arrow = 0;
|
||||
title = "Civilians";
|
||||
width = 16;
|
||||
sort = 1;
|
||||
height = 16;
|
||||
hangs = 0;
|
||||
blocking = 1;
|
||||
error = 2;
|
||||
|
||||
70
|
||||
{
|
||||
title = "Captive #1";
|
||||
sprite = "FCANA0";
|
||||
}
|
||||
26
|
||||
{
|
||||
title = "Captive #2";
|
||||
sprite = "POL6A0";
|
||||
}
|
||||
52
|
||||
{
|
||||
title = "Captive #3";
|
||||
sprite = "POL7A0";
|
||||
}
|
||||
}
|
|
@ -1,34 +0,0 @@
|
|||
// Default lump name for new map
|
||||
defaultlumpname = "MAP01";
|
||||
|
||||
// Decorate actors to include depending on actor game property
|
||||
decorategames = "chex";
|
||||
|
||||
//mxd. Sky textures for vanilla maps
|
||||
defaultskytextures
|
||||
{
|
||||
SKY1 = "E1M1,E1M2,E1M3,E1M4,E1M5";
|
||||
}
|
||||
|
||||
// Skill levels
|
||||
skills
|
||||
{
|
||||
include("Chex_misc.cfg", "skills");
|
||||
}
|
||||
|
||||
// Door making
|
||||
makedoortrack = "COMPSTA1";
|
||||
|
||||
// Default thing filters
|
||||
// (these are not required, just useful for new users)
|
||||
/*thingsfilters
|
||||
{
|
||||
include("Doom_misc.cfg", "thingsfilters");
|
||||
}*/
|
||||
|
||||
// Default texture sets
|
||||
// (these are not required, but useful for new users)
|
||||
texturesets
|
||||
{
|
||||
include("Chex3_texturesets.cfg");
|
||||
}
|
|
@ -1,63 +0,0 @@
|
|||
/*************************************************************\
|
||||
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 = "ZDoom: Chex Quest 3 (Hexen format)";
|
||||
|
||||
// This is the simplified game engine/sourceport name
|
||||
engine = "zdoom";
|
||||
|
||||
// *******************************************************
|
||||
// * *
|
||||
// * 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 Chex Quest 3 games
|
||||
include("Includes\\Game_Chex3.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\\Chex3_things.cfg");
|
||||
// Additional ZDoom actors for that game
|
||||
include("Includes\\ZDoom_things.cfg", "default");
|
||||
// Standard ZDoom actors
|
||||
include("Includes\\ZDoom_things.cfg", "zdoom");
|
||||
}
|
||||
|
||||
// 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_chex3");
|
||||
}
|
|
@ -1,63 +0,0 @@
|
|||
/*************************************************************\
|
||||
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 = "ZDoom: Chex Quest 3 (UDMF)";
|
||||
|
||||
// This is the simplified game engine/sourceport name
|
||||
engine = "zdoom";
|
||||
|
||||
// *******************************************************
|
||||
// * *
|
||||
// * 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 Chex Quest 3 games
|
||||
include("Includes\\Game_Chex3.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\\Chex3_things.cfg");
|
||||
// Additional ZDoom actors for that game
|
||||
include("Includes\\ZDoom_things.cfg", "default");
|
||||
// Standard ZDoom actors
|
||||
include("Includes\\ZDoom_things.cfg", "zdoom");
|
||||
}
|
||||
|
||||
// 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_chex3");
|
||||
}
|
|
@ -1,67 +0,0 @@
|
|||
/*************************************************************\
|
||||
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 = "Zandronum: Chex Quest 3 (Hexen format)";
|
||||
|
||||
// This is the simplified game engine/sourceport name
|
||||
engine = "zandronum";
|
||||
|
||||
// *******************************************************
|
||||
// * *
|
||||
// * 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 Chex Quest 3 games
|
||||
include("Includes\\Game_Chex3.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\\Chex3_things.cfg");
|
||||
// Additional ZDoom actors for that game
|
||||
include("Includes\\ZDoom_things.cfg", "default");
|
||||
// Standard ZDoom actors
|
||||
include("Includes\\ZDoom_things.cfg", "zdoom");
|
||||
// Additional actors from the engine
|
||||
include("Includes\\Zandronum_things.cfg", "default");
|
||||
}
|
||||
|
||||
// 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_chex3");
|
||||
// Additional enums from the engine
|
||||
include("Includes\\Zandronum_misc.cfg", "enums_notdoom");
|
||||
}
|
|
@ -1,67 +0,0 @@
|
|||
/*************************************************************\
|
||||
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 = "Zandronum: Chex Quest 3 (UDMF)";
|
||||
|
||||
// This is the simplified game engine/sourceport name
|
||||
engine = "zandronum";
|
||||
|
||||
// *******************************************************
|
||||
// * *
|
||||
// * 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 Chex Quest 3 games
|
||||
include("Includes\\Game_Chex3.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\\Chex3_things.cfg");
|
||||
// Additional ZDoom actors for that game
|
||||
include("Includes\\ZDoom_things.cfg", "default");
|
||||
// Standard ZDoom actors
|
||||
include("Includes\\ZDoom_things.cfg", "zdoom");
|
||||
// Additional actors from the engine
|
||||
include("Includes\\Zandronum_things.cfg", "default");
|
||||
}
|
||||
|
||||
// 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_chex3");
|
||||
// Additional enums from the engine
|
||||
include("Includes\\Zandronum_misc.cfg", "enums_notdoom");
|
||||
}
|
|
@ -1,66 +0,0 @@
|
|||
/*************************************************************\
|
||||
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: Chex Quest 1 (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 Chex Quest games
|
||||
include("Includes\\Game_Chex.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\\Chex_things.cfg");
|
||||
// Additional ZDoom actors for that game
|
||||
include("Includes\\ZDoom_things.cfg", "default");
|
||||
// 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_chex");
|
||||
}
|
|
@ -1,66 +0,0 @@
|
|||
/*************************************************************\
|
||||
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: Chex Quest 1 (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 Chex Quest games
|
||||
include("Includes\\Game_Chex.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\\Chex_things.cfg");
|
||||
// Additional ZDoom actors for that game
|
||||
include("Includes\\ZDoom_things.cfg", "default");
|
||||
// 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_chex");
|
||||
}
|
|
@ -1,66 +0,0 @@
|
|||
/*************************************************************\
|
||||
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: Chex Quest 1 (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 Chex Quest games
|
||||
include("Includes\\Game_Chex.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\\Chex_things.cfg");
|
||||
// Additional ZDoom actors for that game
|
||||
include("Includes\\ZDoom_things.cfg", "default");
|
||||
// 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_chex");
|
||||
}
|
|
@ -1,14 +0,0 @@
|
|||
|
||||
// Basic Doom and Vanilla engine stuff.
|
||||
|
||||
include("Doom_Misc.cfg");
|
||||
|
||||
// The only difference with Doom
|
||||
skills
|
||||
{
|
||||
1 = "Easy does it";
|
||||
2 = "Not so sticky";
|
||||
3 = "Gobs of goo";
|
||||
4 = "Extreme ooze";
|
||||
5 = "Super slimey!";
|
||||
}
|
|
@ -1,507 +0,0 @@
|
|||
|
||||
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";
|
||||
}
|
||||
2
|
||||
{
|
||||
title = "Player 2 start";
|
||||
sprite = "PLAYA2A8";
|
||||
}
|
||||
3
|
||||
{
|
||||
title = "Player 3 start";
|
||||
sprite = "PLAYA2A8";
|
||||
}
|
||||
4
|
||||
{
|
||||
title = "Player 4 start";
|
||||
sprite = "PLAYA2A8";
|
||||
}
|
||||
11
|
||||
{
|
||||
title = "Player Deathmatch start";
|
||||
sprite = "PLAYF1";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
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";
|
||||
}
|
||||
}
|
||||
|
||||
monsters
|
||||
{
|
||||
color = 12; // Light Red
|
||||
arrow = 1;
|
||||
title = "Monsters";
|
||||
width = 20;
|
||||
sort = 1;
|
||||
height = 56;
|
||||
hangs = 0;
|
||||
blocking = 1;
|
||||
error = 2;
|
||||
|
||||
3004
|
||||
{
|
||||
title = "Flemoidus Commonus";
|
||||
sprite = "POSSA2A8";
|
||||
}
|
||||
|
||||
|
||||
9
|
||||
{
|
||||
title = "Flemoidus Bipedicus";
|
||||
sprite = "SPOSA2A8";
|
||||
}
|
||||
|
||||
|
||||
3001
|
||||
{
|
||||
title = "Armored Flemoidus Bipedicus";
|
||||
sprite = "TROOA2A8";
|
||||
}
|
||||
|
||||
|
||||
3002
|
||||
{
|
||||
title = "Flemoidus Cycloptis Commonus";
|
||||
width = 30;
|
||||
sprite = "SARGA2A8";
|
||||
}
|
||||
|
||||
|
||||
3006
|
||||
{
|
||||
title = "Chex Soul";
|
||||
width = 16;
|
||||
sprite = "SKULA8A2";
|
||||
}
|
||||
|
||||
|
||||
3003
|
||||
{
|
||||
title = "Flembrane";
|
||||
width = 24;
|
||||
sprite = "BOSSA2A8";
|
||||
height = 64;
|
||||
}
|
||||
}
|
||||
|
||||
weapons
|
||||
{
|
||||
color = 14; // Yellow
|
||||
arrow = 0;
|
||||
title = "Weapons";
|
||||
width = 20;
|
||||
sort = 1;
|
||||
height = 25;
|
||||
hangs = 0;
|
||||
blocking = 0;
|
||||
|
||||
82
|
||||
{
|
||||
title = "Super Large Zorcher";
|
||||
sprite = "SGN2A0";
|
||||
}
|
||||
2005
|
||||
{
|
||||
title = "Super Bootspork";
|
||||
sprite = "CSAWA0";
|
||||
}
|
||||
2001
|
||||
{
|
||||
title = "Large Zorcher";
|
||||
sprite = "SHOTA0";
|
||||
}
|
||||
2002
|
||||
{
|
||||
title = "Rapid Zorcher";
|
||||
sprite = "MGUNA0";
|
||||
}
|
||||
2003
|
||||
{
|
||||
title = "Zorch Propulsor";
|
||||
sprite = "LAUNA0";
|
||||
}
|
||||
2004
|
||||
{
|
||||
title = "Phasing Zorcher";
|
||||
sprite = "PLASA0";
|
||||
}
|
||||
2006
|
||||
{
|
||||
title = "LAZ Device";
|
||||
sprite = "BFUGA0";
|
||||
height = 30;
|
||||
}
|
||||
}
|
||||
|
||||
ammunition
|
||||
{
|
||||
color = 6; // Brown
|
||||
arrow = 0;
|
||||
title = "Ammunition";
|
||||
width = 20;
|
||||
sort = 1;
|
||||
height = 16;
|
||||
blocking = 0;
|
||||
hangs = 0;
|
||||
|
||||
2007
|
||||
{
|
||||
title = "Mini Zorcher Recharge";
|
||||
sprite = "CLIPA0";
|
||||
}
|
||||
2008
|
||||
{
|
||||
title = "Large Zorcher Recharge";
|
||||
sprite = "SHELA0";
|
||||
}
|
||||
2010
|
||||
{
|
||||
title = "Zorch propulsor recharge";
|
||||
sprite = "ROCKA0";
|
||||
height = 25;
|
||||
}
|
||||
2047
|
||||
{
|
||||
title = "Phasing zorcher recharge";
|
||||
sprite = "CELLA0";
|
||||
}
|
||||
2048
|
||||
{
|
||||
title = "Mini zorcher pack";
|
||||
sprite = "AMMOA0";
|
||||
}
|
||||
2049
|
||||
{
|
||||
title = "Large zorcher pack";
|
||||
sprite = "SBOXA0";
|
||||
}
|
||||
2046
|
||||
{
|
||||
title = "Zorch propulsor pack";
|
||||
sprite = "BROKA0";
|
||||
width = 30;
|
||||
height = 25;
|
||||
}
|
||||
17
|
||||
{
|
||||
title = "Phasing zorcher pack";
|
||||
sprite = "CELPA0";
|
||||
height = 25;
|
||||
}
|
||||
8
|
||||
{
|
||||
title = "Zorchpack";
|
||||
sprite = "BPAKA0";
|
||||
}
|
||||
}
|
||||
|
||||
health
|
||||
{
|
||||
color = 1; // Blue
|
||||
arrow = 0;
|
||||
title = "Health and Armor";
|
||||
width = 16;
|
||||
sort = 1;
|
||||
height = 20;
|
||||
hangs = 0;
|
||||
blocking = 0;
|
||||
|
||||
2011
|
||||
{
|
||||
title = "Bowl of fruits";
|
||||
sprite = "STIMA0";
|
||||
}
|
||||
2012
|
||||
{
|
||||
title = "Bowl of Vegetables";
|
||||
sprite = "MEDIA0";
|
||||
height = 25;
|
||||
}
|
||||
2014
|
||||
{
|
||||
title = "Glass of water";
|
||||
sprite = "BON1A0";
|
||||
}
|
||||
2015
|
||||
{
|
||||
title = "Slime repellent";
|
||||
sprite = "BON2A0";
|
||||
}
|
||||
2018
|
||||
{
|
||||
title = "Chex Armor";
|
||||
sprite = "ARM1A0";
|
||||
}
|
||||
2019
|
||||
{
|
||||
title = "Super Chex Armor";
|
||||
sprite = "ARM2A0";
|
||||
}
|
||||
}
|
||||
|
||||
powerups
|
||||
{
|
||||
color = 9; // Light Blue
|
||||
arrow = 0;
|
||||
title = "Powerups";
|
||||
width = 20;
|
||||
sort = 1;
|
||||
height = 20;
|
||||
hangs = 0;
|
||||
blocking = 0;
|
||||
|
||||
2013
|
||||
{
|
||||
title = "Supercharge Breakfast";
|
||||
sprite = "SOULA0";
|
||||
height = 45;
|
||||
}
|
||||
2025
|
||||
{
|
||||
title = "Slime-Proof Suit";
|
||||
sprite = "SUITA0";
|
||||
height = 60;
|
||||
}
|
||||
2026
|
||||
{
|
||||
title = "Computer map";
|
||||
sprite = "PMAPA0";
|
||||
height = 35;
|
||||
}
|
||||
}
|
||||
|
||||
keys
|
||||
{
|
||||
color = 13; // Light Magenta
|
||||
arrow = 0;
|
||||
title = "Keys";
|
||||
width = 16;
|
||||
sort = 1;
|
||||
height = 20;
|
||||
hangs = 0;
|
||||
blocking = 0;
|
||||
|
||||
5
|
||||
{
|
||||
title = "Blue keycard";
|
||||
sprite = "BKEYA0";
|
||||
}
|
||||
13
|
||||
{
|
||||
title = "Red keycard";
|
||||
sprite = "RKEYA0";
|
||||
}
|
||||
6
|
||||
{
|
||||
title = "Yellow keycard";
|
||||
sprite = "YKEYA0";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
obstacles
|
||||
{
|
||||
color = 3; // Cyan
|
||||
arrow = 0;
|
||||
title = "Obstacles";
|
||||
width = 20;
|
||||
sort = 1;
|
||||
height = 20;
|
||||
hangs = 0;
|
||||
blocking = 1;
|
||||
error = 2;
|
||||
|
||||
47
|
||||
{
|
||||
title = "Apple tree";
|
||||
sprite = "SMITA0";
|
||||
height = 92;
|
||||
}
|
||||
54
|
||||
{
|
||||
title = "Banana tree";
|
||||
width = 32;
|
||||
sprite = "TRE2A0";
|
||||
height = 108;
|
||||
}
|
||||
32
|
||||
{
|
||||
title = "Cavern column";
|
||||
sprite = "COL3A0";
|
||||
height = 128;
|
||||
}
|
||||
30
|
||||
{
|
||||
title = "Cavern stalagmite";
|
||||
sprite = "COL1A0";
|
||||
height = 60;
|
||||
}
|
||||
37
|
||||
{
|
||||
title = "Flag on a pole";
|
||||
sprite = "COL6A0";
|
||||
height = 128;
|
||||
}
|
||||
35
|
||||
{
|
||||
title = "Gas tank";
|
||||
sprite = "CBRAA0";
|
||||
height = 36;
|
||||
}
|
||||
33
|
||||
{
|
||||
title = "Bazoik cart";
|
||||
sprite = "COL4A0";
|
||||
height = 30;
|
||||
}
|
||||
43
|
||||
{
|
||||
title = "Orange tree";
|
||||
sprite = "TRE1A0";
|
||||
height = 92;
|
||||
}
|
||||
44
|
||||
{
|
||||
title = "Slime fountain";
|
||||
sprite = "TBLUA0";
|
||||
height = 48;
|
||||
}
|
||||
48
|
||||
{
|
||||
title = "Spaceship";
|
||||
sprite = "ELECA0";
|
||||
height = 52;
|
||||
}
|
||||
31
|
||||
{
|
||||
title = "Submerged plant";
|
||||
sprite = "COL2A0";
|
||||
height = 42;
|
||||
}
|
||||
28
|
||||
{
|
||||
title = "Tall flower #1";
|
||||
sprite = "POL2A0";
|
||||
height = 25;
|
||||
}
|
||||
25
|
||||
{
|
||||
title = "Tall flower #2";
|
||||
sprite = "POL1A0";
|
||||
height = 25;
|
||||
}
|
||||
55
|
||||
{
|
||||
title = "Lab coil";
|
||||
sprite = "SMBTA0";
|
||||
height = 86;
|
||||
}
|
||||
}
|
||||
|
||||
lights
|
||||
{
|
||||
color = 11; // Light Cyan
|
||||
arrow = 0;
|
||||
title = "Light sources";
|
||||
width = 16;
|
||||
sort = 1;
|
||||
height = 16;
|
||||
hangs = 0;
|
||||
blocking = 1;
|
||||
error = 2;
|
||||
|
||||
2028
|
||||
{
|
||||
title = "Landing light";
|
||||
sprite = "COLUA0";
|
||||
height = 48;
|
||||
}
|
||||
}
|
||||
|
||||
decoration
|
||||
{
|
||||
color = 4; // Red
|
||||
arrow = 0;
|
||||
title = "Decoration";
|
||||
width = 16;
|
||||
sort = 1;
|
||||
height = 16;
|
||||
hangs = 0;
|
||||
blocking = 0;
|
||||
|
||||
41
|
||||
{
|
||||
title = "Chemical burner";
|
||||
sprite = "CEYEA0";
|
||||
height = 25;
|
||||
}
|
||||
34
|
||||
{
|
||||
title = "Chemical beaker";
|
||||
sprite = "CANDA0";
|
||||
}
|
||||
}
|
||||
|
||||
civilians
|
||||
{
|
||||
color = 4; // Red
|
||||
arrow = 0;
|
||||
title = "Civilians";
|
||||
width = 16;
|
||||
sort = 1;
|
||||
height = 16;
|
||||
hangs = 0;
|
||||
blocking = 1;
|
||||
error = 2;
|
||||
|
||||
45
|
||||
{
|
||||
title = "Captive #1";
|
||||
sprite = "TGRNA0";
|
||||
height = 54;
|
||||
}
|
||||
56
|
||||
{
|
||||
title = "Captive #2";
|
||||
sprite = "SMGTA0";
|
||||
height = 54;
|
||||
}
|
||||
57
|
||||
{
|
||||
title = "Captive #3";
|
||||
sprite = "SMRTA0";
|
||||
height = 48;
|
||||
}
|
||||
}
|
|
@ -1,34 +0,0 @@
|
|||
// Default lump name for new map
|
||||
defaultlumpname = "MAP01";
|
||||
|
||||
// Decorate actors to include depending on actor game property
|
||||
decorategames = "chex";
|
||||
|
||||
//mxd. Sky textures for vanilla maps
|
||||
defaultskytextures
|
||||
{
|
||||
SKY1 = "E1M1,E1M2,E1M3,E1M4,E1M5";
|
||||
}
|
||||
|
||||
// Skill levels
|
||||
skills
|
||||
{
|
||||
include("Chex_misc.cfg", "skills");
|
||||
}
|
||||
|
||||
// Door making
|
||||
makedoortrack = "COMPSTA1";
|
||||
|
||||
// Default thing filters
|
||||
// (these are not required, just useful for new users)
|
||||
/*thingsfilters
|
||||
{
|
||||
include("Doom_misc.cfg", "thingsfilters");
|
||||
}*/
|
||||
|
||||
// Default texture sets
|
||||
// (these are not required, but useful for new users)
|
||||
texturesets
|
||||
{
|
||||
include("Chex_texturesets.cfg");
|
||||
}
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue