gzdoom-gles/wadsrc/static/compatibility.txt

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6DC9F6CCEAE7A91AEC48EBE506F22BC4 // void.wad MAP01
{
// Slightly squash the pillars in the starting room with "stimpacks"
// floating on them so that they can be obtained.
sectorflooroffset 62 -8
setwallyscale 286 front bot 1.090909
setwallyscale 287 front bot 1.090909
setwallyscale 288 front bot 1.090909
setwallyscale 289 front bot 1.090909
sectorflooroffset 63 -8
setwallyscale 290 front bot 1.090909
setwallyscale 291 front bot 1.090909
setwallyscale 292 front bot 1.090909
setwallyscale 293 front bot 1.090909
sectorflooroffset 118 -8
setwallyscale 710 front bot 1.090909
setwallyscale 711 front bot 1.090909
setwallyscale 712 front bot 1.090909
setwallyscale 713 front bot 1.090909
sectorflooroffset 119 -8
setwallyscale 714 front bot 1.090909
setwallyscale 715 front bot 1.090909
setwallyscale 716 front bot 1.090909
setwallyscale 717 front bot 1.090909
setslopeoverflow
}
B2D8DA03489D1C67F60DC87FBC4EA338 // map01 - Massmouth 2
801304DA3784308D333951B5E0CF8E9E // map02
6EA4D5CAEA16857B2A882467E1633BC2 // map03
A4E01929938958BB9DA9EF3066802184 // map04
54F4B897BAA50F070CECA25555031C15 // map05
BB93EA15CA068FBC7E0381E4E959207C // map06
960397183E44D26212E8876681D2801D // map07
E4D05765BDB5BF9D22F0548E2807BAE9 // map08
696203E7A2C8A14C00F8824F74BD3D53 // map09
EEFB83ABB26A473382FAA063CF120501 // map10
FD031167E57BD1EEB65279F5895300F2 // map11
9C69328D5B82392DEA1C0552CF283F38 // map12
16569BB1F80D52304319DDD0C2DE4B5A // map13
1760E2F04B4E2C5CDD235855FCAB8327 // map14
A80E7EE40E0D0C76A6FBD242BE29FE27 // map15
2F1F8E27FBB5EF21AFBE1F3B13C03037 // map16
1CE294781A2455DE72C197E0B3DF6212 // map31
{
setslopeoverflow
resetplayerspeed
}
6DA6FCBA8089161BDEC6A1D3F6C8D60F // Eternal Doom MAP25
{
stairs
maskedmidtex
}
10E1E2B36302D31AC4AE68C84B5DC457 // Eternal Doom MAP28
{
// What's really sad is that I got a separate bug report for this map
// years ago, but nobody made mention of this problem back then.
trace
useblocking
}
// mostly cosmetic (except AV MAP07 and MM2 MAP25)
0EECBF37B328C9CAAF20DED4949A4157 // Sudtic e2m6
4ACE0644883BDA0CBA254FA02C9ACF83 // Teutic e3m4
9F2BE080A33F775294BD78822456924E // Nukemine e1m4
CD31793D3A4B00231B124C0C23649644 // Strain map02
19094AEB53D12EFC8E0568424F659F11 // Strain map31
60733BDD1AA3F4B2262ADC79B2E1B5AB // Memento Mori map29
F84AB4557464A383E93F37CD3A82AC48 // MM2 map03
1497894956B3C8EBE8A240B7FDD99C6A // MM2 map25
941E4CB56EE4184E0B1ED43486AB0BBF // AV map07
{
shorttex
}
2FE901F659A16E58D7BCD7C30021C238 // AV map15
74AF92E96FE10D039D31C1F6526D7D7C // Real World map11
{
trace
}
9D50EBE17CEC78938C7A668DB0768611 // Strain map07: Make the exit accessible
{
clearlineflags 1021 1
}
71C2E6D9CFA3D8750C6A9599FB2453BD // Hacx map03: There are some switches behind
96368EB950E33AF62EA6423434E3CEF7 // HacX map17: shootable covers in these levels
BA530202AF0BA0C6CBAE6A0C7076FB72 // Requiem map04
{
useblocking
}
// Cosmetic, but that option was added just for this map so it'd be a shame not to use it
6BC4D6B73165D8C86CF190D44C87EE70 // Suspended in Dusk map01
{
sectorsounds
}
7F24BFC1791F0107CE8F30B7FD3D9802 // Community Chest map29
{
wallrun
}
// Doomsday of UAC: both the barons and the cyberdemon need to activate sector tagged 666
32FC3115A3162B623F0D0F4E7DEE6861 // e1m8
{
anybossdeath
}
// Arch-Vile ghost monster effect is used by the following maps
145C4DFCF843F2B92C73036BA0E1D98A // Hell Revealed map26
5379C080299EB961792B50AD96821543 // Hell to Pay map14
7837B5334A277F107515D649BCEFB682 // Hell to Pay map22
2EEB1E12FA9F9545DE9D99990A4A78E5 // Icarus map24
65A53A09A09525AE42EA210BF879CD37 // Plutonia 2 map32
2499CF9A9351BE9BC4E9C66FC9F291A7 // Requiem map23
3CA5493FEFF2E27BFD4181E6C4A3C2BF // The Waterfront map01
CBDFEFAC579A62DE8F1B48CA4A09D381 // gather2.wad map05 and darkside.wad map01
C7A2FAFB0AFB2632C50AD625CDB50E51 // Reverie map18
9E5724BC6135AA6F86EE54FD4D91F1E2 // Project X map14
6DA6FCBA8089161BDEC6A1D3F6C8D60F // Eternal Doom map25
01899825FFEAE016D39C02A7DA4B218F // Archie map01
1D9F3AFDC2517C2E450491ED13896712 // Seej map01
0AE745A3AB86D15FB2FB74489962C421 // 6pack2 map02
2EA635C6B6AEC76B6BC77448DAB22F9A // Squadron 417 map21
1E998262EE319B7D088E01DE782E6B41 // Mayhem 2013 map05
A81E2734F735A82720D8E0F1442BA0C9 // Imp's [sic] are Ghost Gods map01
{
corpsegibs
vileghosts
}
// invert the sorting order of overlapping sprites at the same spot
551D6B416EB3324790BC0F0F74B49600 // Strain map13
2F49C29691F8565F0B99B27FCF2627E6 // Astrostein 1 MAP01
55A741F9C2955C2B06F2387E45ED6C62 // MAP02
4E7286B735671A942C54FAC6CB52A8C3 // MAP03
825772094FF3569FC3722145F82F820A // MAP04
CB6CF6BE0EA4A6AB9830FBB7F9192B80 // MAP05
AB24CCF84C2FE1A543FE033589BD1FBC // MAP06
6BE0908B4DAFF53AA0A7493C04A608A4 // MAP07
305275E5E07755E17AAB064981279295 // MAP08
A8FBF3600088E79D02283C40D12B7F26 // MAP09
A8FBF3600088E79D02283C40D12B7F26 // MAP09
F0C95C76237DF617560577767EC21E1C // MAP10
2A2AF2CDAB7E7A66D28AFC3AA6243DCC // Astrostein 2 map01
0667DA831EB293D3387579565C11F0DD // map02
76DA72420EBE0A53D861373D7123DE33 // map03
5A4F8186580FFE41BCD80960B7F19CA8 // map04
E3A1EE2A0A2FB27496074057E3FA82F0 // map05
1CA60DE4062F41DC1A39396228913882 // map06
DABC3033A734DEF402A8FEF6C2FEDCC2 // map07
2E8211EA051EA8C3241859D1854386D6 // map08
EAD27C506AFC856BE07DDDDED20D7ED0 // map09
7DA47B044E2D5D17EAE2960BBFAEDE1A // Astrostein 3 map10
46E0F4529E8E396DEDC8DB83443078A7 // map13
2742D556921FBE753C16175F0C980091 // map14
AB1A6C1D3898D4259C0645306939374C // map15
0599F0D0CC1F41F52B7E8214D0348EEA // map17
CA267398C9B3A8F79349D3394F8B2106 // map20
{
spritesort
}
DCE862393CAAA6FF1294FB7056B53057 // UAC Ultra map07: Contains a scroller depending on Boom side effects
{
setlinespecial 391 Sector_CopyScroller 99 6 0 0 0
}
1D9E43988940CCD3555724E15DD8B1AB // Happy Time Circus map01 has bad teleporters
040F83028FFA74456E335ED300BE2C33 // MAP17 (TownInfection.wad)
156FA31F5FF72A87BF345B68029D3051 // MAP02 (nprject5.wad)
AF40D0E49BD1B76D4B1AADD8212ADC46 // MAP01 (the wad that shall not be named =P)
91341EF9250760C9B550752E1D91CC24 // rock and roll rebel radio against satan city (rnrrrasc.wad) map01
{
ignoreteleporttags
}
8FF30D57F6CE64F085A6567EC302842A // Enjay's test map for this flag
9D7893D09FEE55C31B73C670DF850962 // Memento Mori II, map12
91E173901E6F3800B81AB646976247CD // Claustrophobia 1024, map01
{
badangles
}
E2B5D1400279335811C1C1C0B437D9C8 // Deathknights of the Dark Citadel, map54
{
// This map has two gear boxes which are flagged for player cross
// activation instead of the proper player uses activation.
setactivation 963 2
setactivation 943 2
}
2B65CB046EA40D2E44576949381769CA // Commercial Doom e3m4
{
// This line is erroneously specified as Door_Raise that monsters
// can operate. If they do, they block you off from half the map. Change
// this into a one-shot Door_Open so that it won't close.
setlinespecial 1069 Door_Open 0 16 0 0 0
clearlineflags 1069 0x200
}
3F249EDD62A3A08F53A6C53CB4C7ABE5 // Artica 3 map01
{
clearlinespecial 66
}
8FA29398776146189396AA1AC6BB9E13 // Roger Ritenour's Phobos map03
{
floormove
}
// There is a special at the beginning of the level which relies on the Pain Elemental's lost soul limit.
811A0C97777A198BC9B2BB558CB46E6A // Hell Revealed map19
{
limitpain
}
// Daedalus: Fix SPAC_Push lines that aren't on lines you can actually push
3ABB618A475BCBC531B457BAA6E4E70A // map04
{
// forcefields
// the lines we're setting are already set for repeatable SPAC_Push
clearlinespecial 90
setlinespecial 3749 ACS_Execute 23 0 1 0 0
clearlinespecial 94
setlinespecial 3766 ACS_Execute 23 0 2 0 0
clearlinespecial 92
setlinespecial 3777 ACS_Execute 23 0 3 0 0
clearlinespecial 98
setlinespecial 3784 ACS_Execute 23 0 4 0 0
}
795FDE3CC1C97140F326D0152B3FCE2A // map24
{
// doors
clearlinespecial 1512
setlinespecial 1505 Door_Raise 213 50 100 0 0
setlineflags 1505 0x200 // repeatable
setactivation 1505 16 // SPAC_Push
clearlinespecial 1514
setlinespecial 1508 Door_Raise 213 50 100 0 0
setlineflags 1508 0x200
setactivation 1508 16
clearlinespecial 1525
setlinespecial 1522 Door_Raise 214 50 100 0 0
setlineflags 1522 0x200
setactivation 1522 16
clearlinespecial 1530
setlinespecial 1527 Door_Raise 214 50 100 0 0
setlineflags 1527 0x200
setactivation 1527 16
clearlinespecial 5277
setlinespecial 5209 Door_Raise 24 20 255 0 0
setlineflags 5209 0x200
setactivation 5209 16
clearlinespecial 5714
setlinespecial 5267 Door_Raise 24 20 255 0 0
setlineflags 5267 0x200
setactivation 5267 16
clearlinespecial 5715
setlinespecial 5229 Door_Raise 24 20 255 0 0
setlineflags 5229 0x200
setactivation 5229 16
clearlinespecial 5345
setlinespecial 5232 Door_Raise 24 20 255 0 0
setlineflags 5232 0x200
setactivation 5232 16
// consoles?
clearlinespecial 3639
setlinespecial 3633 ACS_Execute 14 0 0 0 0
setlinespecial 3635 ACS_Execute 14 0 0 0 0
setlineflags 3633 0x200
setlineflags 3635 0x200
setactivation 3633 16
setactivation 3635 16
clearlinespecial 3647
setlinespecial 3644 ACS_Execute 14 0 0 0 0
setlinespecial 3641 ACS_Execute 14 0 0 0 0
setlineflags 3644 0x200
setlineflags 3641 0x200
setactivation 3644 16
setactivation 3641 16
clearlinespecial 3659
clearlinespecial 3657
setlinespecial 3653 ACS_Execute 13 0 0 0 0
setlinespecial 3655 ACS_Execute 13 0 0 0 0
setlinespecial 3651 ACS_Execute 13 0 0 0 0
setlinespecial 3654 ACS_Execute 13 0 0 0 0
setlineflags 3653 0x200
setlineflags 3655 0x200
setlineflags 3651 0x200
setlineflags 3654 0x200
setactivation 3653 16
setactivation 3655 16
setactivation 3651 16
setactivation 3654 16
}
// Community Chest 3
F481922F4881F74760F3C0437FD5EDD0 // map03
{
// I have no idea how this conveyor belt setup manages to work under Boom.
// Set the sector the voodoo doll ends up standing on when sectors tagged
// 1 are raised so that the voodoo doll will be carried.
setlinespecial 3559 Sector_CopyScroller 17 6 0 0 0
}
7C1913DEE396BA26CFF22A0E9369B7D2 // Nuke Mine, e1m2
{
clearlinespecial 1107
clearlinespecial 1108
}
5B862477519B21B30059A466F2FF6460 // Khorus, map08
{
// This map uses a voodoo conveyor with slanted walls to shunt the
// voodoo doll into side areas. For some reason, this voodoo doll
// is unable to slide on them, because the slide calculation gets
// them slightly inside the walls and thinks they are stuck. I could
// not reproduce this with the real player, which is what has me
// stumped. So, help them out be attaching some ThrustThing specials
// to the walls.
setlinespecial 443 ThrustThing 96 4 0 0 0
setlineflags 443 0x200 // repeatable
setactivation 443 16 // SPAC_Push
setlinespecial 455 ThrustThing 96 4 0 0 0
setlineflags 455 0x200 // repeatable
setactivation 455 16 // SPAC_Push
}
2014-06-01 03:29:22 +00:00
8B2AC8D4DB4A49A5DCCBB067E04434D6 // The Hell Factory Hub One, map04
65A1EB4C87386F290816660A52932FF1 // Master Levels, garrison.wad
{
rebuildnodes
}
1891E029994B023910CFE0B3209C3CDB // Ultimate Simplicity, map07
{
// It is possible to get stuck on skill 0 or 1 when no shots have been fired
// after sector 17 became accessible and before entering famous mancubus room.
// Monsters from the mentioned sector won't be alerted and so
// they won't teleport into the battle. ACS will wait forever for their deaths.
setlinespecial 397 NoiseAlert 0 0 0 0 0
setlinespecial 411 NoiseAlert 0 0 0 0 0
}
952CC8D03572E17BA550B01B366EFBB9 // Cheogsh map01
{
// make the blue key spawn above the 3D floor
setthingz 918 296
}
64B6CE3CB7349B6F6B1A885C449ACB96 // Super Sonic Doom, map31
{
// During the end-of-level tally, both PROP_FROZEN and PROP_TOTALLYFROZEN
// are set, but only PROP_TOTALLYFROZEN is cleared, so PROP_FROZEN is
// still set when returning to the origin map.
linkfrozenprops
}
D62DCA9EC226DE49108D5DD9271F7631 // Cheogsh 2 map04
{
// Stuff in megasphere cage is positioned too low
setthingz 1640 528
setthingz 1641 528
setthingz 1642 528
setthingz 1643 528
setthingz 1644 528
setthingz 1645 528
setthingz 1646 528
setthingz 1647 528
setthingz 1648 528
setthingz 1649 528
}
E89CCC7E155F1032F693359CC219BE6C // hexen.wad map30
B9DFF13207EACAC675C71D82624D0007 // XtheaterIII map01
{
DisablePushWindowCheck
}
2014-11-10 05:37:14 +00:00
A53AE580A4AF2B5D0B0893F86914781E // TNT: Evilution map31
{
setthingflags 470 2016
}
D0139194F7817BF06F3988DFC47DB38D // Whispers of Satan map29
{
nopassover
}
D7F6E9F08C39A17026349A04F8C0B0BE // Return to Hadron, e1m9
{
pointonline
}