Kevin Caccamo
60696c91a2
Change some of the names of the additive color properties
2018-12-26 16:58:27 +01:00
Kevin Caccamo
141a60b93d
Update additive colour info in GZDoom UDMF specs
2018-12-26 16:58:27 +01:00
Kevin Caccamo
c165d0dc03
Add info about additive material colors to udmf_zdoom.txt
2018-12-26 16:58:27 +01:00
Kevin Caccamo
9520a3c640
Fix swapped horizontal/vertical scale
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The UDMF specs for things had the descriptions for horizontal and vertical scale swapped.
2018-11-12 23:09:59 +01:00
Christoph Oelckers
f2dcff4386
- more options for Doom 64 style gradients on walls:
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* Colors can npw be defined per sidedef, not only per sector.
* Gradients can be selectively disabled or vertically flipped per wall tier.
* Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts.
The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently.
2018-11-11 16:04:36 +01:00
ZZYZX
b911bbc424
Single commit - destructible geometry feature
2018-10-31 17:22:09 +01:00
alexey.lysiuk
ad31da20e5
- added new linedef properties to UDMF spec
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https://forum.zdoom.org/viewtopic.php?t=59808
2018-05-20 14:48:44 +03:00
alexey.lysiuk
526711f5d8
- replaced tabs with spaces in UDMF spec
2018-05-20 13:08:29 +03:00
Christoph Oelckers
364ce773e3
- Update to UDMF spec.
2018-02-04 08:49:41 +01:00
Gaerzi
bbea0ee4a1
Fix spelling mistake in documentation
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Unfortunately I can't change the spelling mistake in the specs, so the property name will still evoke a 3D midtex that doesn't betray any emotion.
2017-05-14 18:12:21 +02:00
alexey.lysiuk
cdade41ca9
Removed obsolete file
2017-04-17 10:38:21 +03:00
Christoph Oelckers
76d3ae5ba2
made the sector's color_* properties work in the software renderer.
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With no 3D floors this appears to be ok, but there are so many places where colormaps are being set in the software renderer that I cannot guarantee that I got all of them correct. This will need some testing.
2017-03-15 23:24:53 +01:00
Christoph Oelckers
4a87a598fb
- do floatification of the UDMF Health property as it should have been.
2017-02-28 00:59:09 +01:00
Christoph Oelckers
3700dea336
Revert "- the UDMF health key for actors was not correctly implemented. This addresses the problem by adding a second one and documenting 'Health' as implemented."
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This reverts commit e4e023e59a
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(This was nonsense.)
2017-02-27 22:05:20 +01:00
Christoph Oelckers
e4e023e59a
- the UDMF health key for actors was not correctly implemented. This addresses the problem by adding a second one and documenting 'Health' as implemented.
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- fixed: Several ZDoom-exclusive actor keys did not check the current namespace.
2017-02-26 23:21:56 +01:00
Christoph Oelckers
8cac2d8c84
- added a NOATTACK sector flag which prevents monsters from going to their attack states if present.
2017-02-26 20:27:02 +01:00
Christoph Oelckers
f31ddbc57c
- allow specifying specials in ZSDF by name.
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- allow specifying a decal ID by name in UDMF.
2017-02-26 17:05:04 +01:00
Christoph Oelckers
e05242e44d
- scriptified the remaining parts of the conversationmenu.
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- do not resolve the backdrop texture to a texture ID at load time. This will allow custom menu classes to use this info differently.
- added a new ZSDF userstring property to dialog pages to give mods more means for customization.
- allow overriding the conversation menu class both globally through MAPINFO and per conversation in ZSDF.
2017-02-19 14:21:49 +01:00
Christoph Oelckers
95afc97d48
- ok, that color_absolute option was pretty much redundant, considering that it is already possible to explicitly set a fog density per sector - it was only necessary to give that priority over standard depth fade calculations for fog-less sectors.
2017-01-28 21:42:58 +01:00
Christoph Oelckers
476aceb5d7
- added new properties to UDMF spec.
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- implemented color_absolute flag,
2017-01-28 21:22:48 +01:00
Christoph Oelckers
125a30307a
Merge branch 'master' of https://github.com/rheit/zdoom
2016-12-29 14:34:13 +01:00
Christoph Oelckers
4f21ff275c
- removed duplicate portal_ceil_alpha and portal_floor_alpha UDMF properties.
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These already existed as 'alphafloor' and 'alphaceiling' and got accidentally duplicated by Eternity.
2016-12-29 11:44:07 +01:00
Christoph Oelckers
d748b6ad70
- added explicit fog density as a sector property, accessible through UDMF and ACS.
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- allow changing sector glow information through ACS.
2016-12-29 01:12:17 +01:00
Christoph Oelckers
02c3b3613f
- added UDMF properties to set glows per sector.
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- for explicitly defined glows, use the one for the current animation frame, if an animated texture is active. For default glows it will still use the base texture's to avoid inconsistencies.
2016-12-28 21:35:42 +01:00
Christoph Oelckers
6322c81719
- added UDMF_fields for sector plane reflectiveness.
2016-12-28 01:09:42 +01:00
Christoph Oelckers
7624973ef3
- updated list of render styles in UDMF spec.
2016-12-05 11:50:41 +01:00
Christoph Oelckers
ede350ba36
- there seem to be some problems with the line endings...
2016-10-30 23:44:55 +01:00
FishyClockwork
4fc5d527c6
Moved 'goodbye' from usdf.txt to usdf_zdoom.txt
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I have undone all my changes to usdf.txt.
It should look like how it did before commit 0df6ba6
2016-10-30 20:30:32 +01:00
FishyClockwork
8f2e9be70c
Changed a description in usdf_zdoom.txt
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Changed a description in usdf_zdoom.txt to be more truthful. It's not just one new field anymore.
(I really should learn to read these things before changing them.)
2016-10-30 19:30:56 +01:00
FishyClockwork
4a56d426c3
Actually put the new info in the proper section
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Actually put the new info in the proper section in usdf_zdoom.txt
2016-10-30 19:30:55 +01:00
FishyClockwork
f450a60f66
Undone changes to usdf.txt, updated usdf_zdoom.txt
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Undone changes to usdf.txt, updated usdf_zdoom.txt
2016-10-30 19:30:55 +01:00
FishyClockwork
f1a80770e1
Updated the USDF specs
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Updated the USDF specs about 'require' and 'exclude'.
2016-10-30 19:30:54 +01:00
FishyClockwork
1ab990f81f
Again...
2016-10-14 23:11:57 +02:00
FishyClockwork
0df6ba6951
First, take care of usdf.txt
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Updated about the new 'goodbye' property.
2016-10-14 23:11:56 +02:00
Christoph Oelckers
ff0b879323
- added UDMF portal flags. Names are identical with Eternity for compatibility reasons.
2016-10-02 00:31:25 +02:00
Randy Heit
55142078d8
Normalize line endings
2016-03-01 09:47:10 -06:00
Christoph Oelckers
71c7f2b42c
- added 'floorterrain' and 'ceilingterrain' sector properties for UDMF. These will take precedence over texture based terrain if used.
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'ceilingterrain' is needed because the top of 3D-floors refers to the model sector's ceiling, so in order to give a 3D floor a terrain it must be assignable to the sector's ceiling.
Note that although it is basically the same property, its actual function bears no relevance to its use in Eternity.
2016-01-09 12:10:36 +01:00
Christoph Oelckers
5474e01de8
- removed FraggleScript's 'sectortype' function. This was GZDoom exclusive and never documented so it got no public exposure. Since this is incompatible with the damage related changes, it has no more use.
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- major overhaul of the static sector damage system:
* consolidated special based damage, Sector_SetDamage and UDMF properties into one set of damage properties. The parallel handling that could lead to double damage infliction was removed. This also means that damage through sector specials can be retroactively changed through Sector_SetDamage.
* all special cases were turned into flags. The new system can switch between Strife's delayed damage and regular damage, and it can also set whether terrain splashes are used or not. It also has access to the special properties of the end-level type (i.e. switching off god mode and ending the level.)
* the damage related flags are accessible through Sector_ChangeFlags, not the damage functions themselves.
2016-01-06 12:12:47 +01:00
Christoph Oelckers
2b519a92b1
- allow setting the sector's damage properties through UDMF.
2016-01-05 16:19:55 +01:00
Christoph Oelckers
0cb64dd464
- made character encoding for UFMF/ZDoom namespaces explicit.
2015-12-06 20:55:05 +01:00
Christoph Oelckers
9bfd676783
- allow setting the FloatbobPhase through UDMF.
2015-11-29 11:28:26 +01:00
Christoph Oelckers
247fd5b008
- added missing 'id' property to udmf_zdoom.txt.
2015-05-01 20:27:04 +02:00
Christoph Oelckers
db61c1cb57
- allow multiple line IDs as well using the same method as for sector tags.
2015-04-19 17:51:34 +02:00
Teemu Piippo
770547e661
- added udmf key midtex3dimpassible which causes the midtex to behave like a finite-height impassible line; practically this means the mid texture lets projectiles pass through it.
2014-09-28 17:17:19 +03:00
Christoph Oelckers
47a9dab56d
- allow setting sector planes' plane equations directly from UDMF.
2014-05-14 12:16:33 +02:00
Gaerzi
101107b1e5
Updated documentation
2014-04-12 10:55:10 +02:00
Christoph Oelckers
6a07118ea4
- added ML_BLOCKHITSCAN line flag.
2013-08-09 20:35:10 +02:00
Christoph Oelckers
0a258f95ea
- added gravity property to UDMF things. Positive values are multiplied with the class's gravity property, negative values are used as their absolute.
2013-08-09 16:25:16 +02:00
Christoph Oelckers
e6c880c93a
- fixed: The sector's 'hidden' UDMF property did not properly clear the corresponding flag if the value was 'false'.
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- added UDMF 'waterzone' property for sectors.
2013-08-09 11:47:25 +02:00
Christoph Oelckers
50c5dc62aa
- fixed typo in USDF spec.
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- comment fixes taken from GZDoom.
- division by zero check in R_SetVisibility from GZDoom.
2013-06-23 10:28:12 +02:00