Remove Doom-related configs

This commit is contained in:
spherallic 2023-04-27 16:17:27 +02:00
parent b2fca06969
commit fe531adb9b
144 changed files with 0 additions and 43430 deletions

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

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "Boom: Doom (Doom format)";
// This is the simplified game engine/sourceport name
engine = "boom";
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD DOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\Doom_common.cfg", "common");
// Settings common to Doom map format
include("Includes\\Boom_common.cfg", "mapformat_doom");
// Settings common to Doom games
include("Includes\\Game_Doom.cfg");
//mxd. No DECORATE support in vanilla
decorategames = "";
//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");
}

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

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "Doom: Doom (Doom format)";
// This is the simplified game engine/sourceport name
engine = "doom";
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD DOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\Doom_common.cfg", "common");
// Settings common to Doom map format
include("Includes\\Doom_common.cfg", "mapformat_doom");
// Settings common to Doom games
include("Includes\\Game_Doom.cfg");
//mxd. No DECORATE support in vanilla
decorategames = "";
//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");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "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");
}

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/*************************************************************\
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");
}

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

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

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

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

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

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

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

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

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

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

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

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

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "Hexen: Hexen (Hexen format)";
// This is the simplified game engine/sourceport name
engine = "hexen";
// *******************************************************
// * *
// * Note: all the elements that could be factorized *
// * because they were common to ZDoom, GZDoom and *
// * Zandronum have been moved to ZDoom_common.cfg. *
// * *
// *******************************************************
// STANDARD ZDOOM SETTINGS
// Settings common to all games and all map formats
include("Includes\\Doom_common.cfg", "common");
// Settings common to Hexen map format
include("Includes\\Hexen_common.cfg", "mapformat_hexen");
// Settings common to Hexen games
include("Includes\\Game_Hexen.cfg");
//mxd. No DECORATE support in vanilla
decorategames = "";
//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");
}

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

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

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door
{
title = "Door";
175
{
title = "Door Close Wait Open (30 seconds)";
prefix = "S1";
}
196
{
title = "Door Close Wait Open (30 seconds)";
prefix = "SR";
}
}
floor
{
title = "Floor";
146
{
title = "Floor Raise Donut (changes texture)";
prefix = "W1";
}
155
{
title = "Floor Raise Donut (changes texture)";
prefix = "WR";
}
191
{
title = "Floor Raise Donut (changes texture)";
prefix = "SR";
}
142
{
title = "Floor Raise by 512";
prefix = "W1";
}
147
{
title = "Floor Raise by 512";
prefix = "WR";
}
158
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "S1";
}
159
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "S1";
}
160
{
title = "Floor Raise by 24 (changes texture and effect)";
prefix = "S1";
}
161
{
title = "Floor Raise by 24";
prefix = "S1";
}
176
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "SR";
}
177
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "SR";
}
178
{
title = "Floor Raise by 512";
prefix = "SR";
}
179
{
title = "Floor Raise by 24 (changes texture and effect)";
prefix = "SR";
}
180
{
title = "Floor Raise by 24";
prefix = "SR";
}
213
{
title = "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 = "";
}
}

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@ -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";
}
}

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@ -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";
}
}

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@ -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";
}
}

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@ -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";
}
}

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@ -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");
}

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@ -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";
}
}

View file

@ -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";
}
}

View file

@ -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)";

View file

@ -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";
}

View file

@ -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";
}
}

View file

@ -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");
}
}

View file

@ -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

View file

@ -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";
}
}

View file

@ -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";
}
}
}

View file

@ -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");
}

View file

@ -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");
}

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@ -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");
}

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@ -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");
}

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@ -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");
}

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@ -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";
}
}

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@ -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");
}
}

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@ -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)";

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@ -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";
}

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@ -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;
}
}

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@ -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");
}

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

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@ -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)";

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

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@ -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;
}
}
}

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@ -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";

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@ -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";
}

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@ -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;
}
}

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@ -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");
}
}

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@ -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";
}
}

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// NOTE: This config contains two structures for different conventions: Doom and Hexen/UDMF
// These are in addition to the standard Doom sector types and generalized Boom sector types
doom
{
21 = "Light Phased";
22 = "Light Sequence Start";
23 = "Light Sequence Special 1";
24 = "Light Sequence Special 2";
}
// These are instead of Doom sector types in UDMF and Hexen format
zdoom
{
0 = "None";
1 = "Light Phased";
2 = "Light Sequence Start";
3 = "Light Sequence Special 1";
4 = "Light Sequence Special 2";
26 = "Stairs Special 1";
27 = "Stairs Special 2";
40 = "Wind East weak";
41 = "Wind East medium";
42 = "Wind East strong";
43 = "Wind North weak";
44 = "Wind North medium";
45 = "Wind North strong";
46 = "Wind South weak";
47 = "Wind South medium";
48 = "Wind South strong";
49 = "Wind West weak";
50 = "Wind West medium";
51 = "Wind West strong";
65 = "Light Flicker";
66 = "Light Strobe Fast";
67 = "Light Strobe Slow";
68 = "Light Strobe Hurt -20% health";
69 = "Damage Hellslime -10% health";
71 = "Damage Nukage -5% health";
72 = "Light Glow";
74 = "Sector Door Close (30 sec)";
75 = "Damage End Level -20% health";
76 = "Light StrobeSlowSync";
77 = "Light StrobeFastSync";
78 = "Sector Door Raise (5 min)";
79 = "Low Friction";
80 = "Damage Super Hellslime -20% health";
81 = "Light Fire Flicker";
82 = "Damage -5% health (no protection)";
83 = "Damage -8% health (no protection)";
84 = "Scroll east + -2 or -5% health (no protection)";
85 = "Damage Sludge -4% health";
87 = "Sector uses outside fog";
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";
}

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@ -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";
}
}
}

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@ -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";
}
}
}
}

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@ -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";
}
}

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@ -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";
}
}

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@ -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")
}

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@ -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");
}

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@ -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");
}

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@ -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";
}

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@ -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");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "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");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "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");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "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");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "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");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "GZDoom: 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");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "GZDoom: 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");
}

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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";
}
}

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@ -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");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "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");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "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");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "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");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "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");
}

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/*************************************************************\
Doom Builder 2 Game Configuration for ZDoom-compatible port
\*************************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "GZDoom: 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");
}

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@ -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");
}

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@ -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");
}

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// 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!";
}

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@ -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;
}
}

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@ -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");
}

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