diff --git a/specs/udmf_zdoom.txt b/specs/udmf_zdoom.txt index 185d2a6de..32806245c 100644 --- a/specs/udmf_zdoom.txt +++ b/specs/udmf_zdoom.txt @@ -120,7 +120,7 @@ Note: All fields default to false unless mentioned otherwise. blockhitscan = ; // Line blocks hitscan attacks locknumber = ; // Line special is locked arg0str = ; // Alternate string-based version of arg0 - moreids = ; // Additional line IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505") + moreids = ; // Additional line IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505") transparent = ; // true = line is a Strife transparent line (alpha 0.25) @@ -171,14 +171,14 @@ Note: All fields default to false unless mentioned otherwise. yscaleceiling = ; // Y texture scale of ceiling texture, Default = 1.0. rotationfloor = ; // Rotation of floor texture in degrees, Default = 0.0. rotationceiling = ; // Rotation of ceiling texture in degrees, Default = 0.0. - ceilingplane_a = ; // Define the plane equation for the sector's ceiling. Default is a horizontal plane at 'heightceiling'. - ceilingplane_b = ; // 'heightceiling' will still be used to calculate texture alignment. - ceilingplane_c = ; // The plane equation will only be used if all 4 values are given. - ceilingplane_d = ; - floorplane_a = ; // Define the plane equation for the sector's floor. Default is a horizontal plane at 'heightfloor'. - floorplane_b = ; // 'heightfloor' will still be used to calculate texture alignment. - floorplane_c = ; // The plane equation will only be used if all 4 values are given. - floorplane_d = ; + ceilingplane_a = ; // Define the plane equation for the sector's ceiling. Default is a horizontal plane at 'heightceiling'. + ceilingplane_b = ; // 'heightceiling' will still be used to calculate texture alignment. + ceilingplane_c = ; // The plane equation will only be used if all 4 values are given. + ceilingplane_d = ; + floorplane_a = ; // Define the plane equation for the sector's floor. Default is a horizontal plane at 'heightfloor'. + floorplane_b = ; // 'heightfloor' will still be used to calculate texture alignment. + floorplane_c = ; // The plane equation will only be used if all 4 values are given. + floorplane_d = ; lightfloor = ; // The floor's light level. Default is 0. lightceiling = ; // The ceiling's light level. Default is 0. lightfloorabsolute = ; // true = 'lightfloor' is an absolute value. Default is @@ -196,8 +196,8 @@ Note: All fields default to false unless mentioned otherwise. fadecolor = ; // Sector's fog color as RRGGBB value, default = 0x000000. desaturation = ; // Color desaturation factor. 0 = none, 1 = full, default = 0. silent = ; // Actors in this sector make no sound, - nofallingdamage = ; // Falling damage is disabled in this sector - noattack = ; // Blocks monster attacks in this sector. + nofallingdamage = ; // Falling damage is disabled in this sector + noattack = ; // Blocks monster attacks in this sector. dropactors = ; // Actors drop with instantly moving floors (*) norespawn = ; // Players can not respawn in this sector soundsequence = ; // The sound sequence to play when this sector moves. Placing a @@ -215,21 +215,21 @@ Note: All fields default to false unless mentioned otherwise. damagehazard = ; // Changes damage model to Strife's delayed damage for the given sector. Default = false. floorterrain = ; // Sets the terrain for the sector's floor. Default = 'use the flat texture's terrain definition.' ceilingterrain = ; // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.' - floor_reflect = ; // reflectiveness of floor (OpenGL only, not functional on sloped sectors) - ceiling_reflect = ; // reflectiveness of ceiling (OpenGL only, not functional on sloped sectors) - fogdensity = ; // Sets an explicit fog density for the sector, overriding the default calculation from the light level. Value range is 0-510, - // 0 meaning that the default is to be used, 2 equalling the density of a light level of 250, and 255 equalling the density of - // a light level of 0. (OpenGL only) - floorglowcolor = ; // Sector's floor glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only) - floorglowheight = ; // Height of floor glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only) - ceilingglowcolor = ; // Sector's ceiling glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only) - ceilingglowheight = ; // Height of ceiling glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only) - color_floor = ; // Material color of sector's floor. Default is white (0xffffff) - color_ceiling = ; // Material color of sector's ceiling. Default is white (0xffffff) - color_walltop = ; // Material color of top of sector's sidedefs. In OpenGL 2.x and the software renderer this will define the entire wall's color) Default is white (0xffffff) - color_wallbottom = ; // Material color of bottom of sector's sidedefs (OpenGL 3.x and later only) Default is white (0xffffff) - color_sprites = ; // Material color of sprites in sector. Default is white (0xffffff) - + floor_reflect = ; // reflectiveness of floor (OpenGL only, not functional on sloped sectors) + ceiling_reflect = ; // reflectiveness of ceiling (OpenGL only, not functional on sloped sectors) + fogdensity = ; // Sets an explicit fog density for the sector, overriding the default calculation from the light level. Value range is 0-510, + // 0 meaning that the default is to be used, 2 equalling the density of a light level of 250, and 255 equalling the density of + // a light level of 0. (OpenGL only) + floorglowcolor = ; // Sector's floor glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only) + floorglowheight = ; // Height of floor glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only) + ceilingglowcolor = ; // Sector's ceiling glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only) + ceilingglowheight = ; // Height of ceiling glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only) + color_floor = ; // Material color of sector's floor. Default is white (0xffffff) + color_ceiling = ; // Material color of sector's ceiling. Default is white (0xffffff) + color_walltop = ; // Material color of top of sector's sidedefs. In OpenGL 2.x and the software renderer this will define the entire wall's color) Default is white (0xffffff) + color_wallbottom = ; // Material color of bottom of sector's sidedefs (OpenGL 3.x and later only) Default is white (0xffffff) + color_sprites = ; // Material color of sprites in sector. Default is white (0xffffff) + portal_ceil_blocksound = // ceiling portal blocks sound. portal_ceil_disabled = // ceiling portal disabled. @@ -241,8 +241,8 @@ Note: All fields default to false unless mentioned otherwise. portal_floor_nopass = // ceiling portal blocks movement if true. portal_floor_norender = // ceiling portal not rendered. portal_floor_overlaytype = // defines translucency style, can either be "translucent" or "additive". Default is "translucent". - - + + * Note about dropactors The spec requires this to be false by default. Currently, however, ZDoom assumes this to be true @@ -253,37 +253,37 @@ Note: All fields default to false unless mentioned otherwise. thing { - skill# = // Unlike the base spec, # can range from 1-16. - class# = // Unlike the base spec, # can range from 1-16. - conversation = // Assigns a conversation dialogue to this thing. + skill# = // Unlike the base spec, # can range from 1-16. + class# = // Unlike the base spec, # can range from 1-16. + conversation = // Assigns a conversation dialogue to this thing. // Parameter is the conversation ID, 0 meaning none. countsecret = ; // Picking up this actor counts as a secret. arg0str = ; // Alternate string-based version of arg0 - gravity = ; // Set per-actor gravity. Positive values are multiplied with the class's property, - // negative values are used as their absolute. Default = 1.0. - - health = ; // Set per-actor health. Positive values are multiplied with the class's property, - // negative values are used as their absolute. Default = 1. - - renderstyle = ; // Set per-actor render style, overriding the class default. Possible values can be "normal", - // "none", "add" or "additive", "subtract" or "subtractive", "stencil", "translucentstencil", - // "addstencil", "shaded", "addshaded", "translucent", "fuzzy", "optfuzzy", "soultrans" and "shadow". - // Default is an empty string for no change. - fillcolor = ; // Fill color used by the "stencil", "addstencil" and "translucentstencil" rendestyles, as RRGGBB value, default = 0x000000. - alpha = ; // Translucency of this actor (if applicable to renderstyle), default is 1.0. - score = ; // Score value of this actor, overriding the class default if not null. Default = 0. - pitch = ; // Pitch of thing in degrees. Default = 0 (horizontal). - roll = ; // Pitch of thing in degrees. Default = 0 (horizontal). - scalex = ; // Vertical scaling on thing. Default = 0 (ignored). - scaley = ; // Horizontal scaling on thing. Default = 0 (ignored). - scale = ; // Vertical and horizontal scaling on thing. Default = 0 (ignored). - floatbobphase = ; // Sets the thing's floatbobphase. Valid phase values are 0-63. Default = -1 (use actor class default). + gravity = ; // Set per-actor gravity. Positive values are multiplied with the class's property, + // negative values are used as their absolute. Default = 1.0. + + health = ; // Set per-actor health. Positive values are multiplied with the class's property, + // negative values are used as their absolute. Default = 1. + + renderstyle = ; // Set per-actor render style, overriding the class default. Possible values can be "normal", + // "none", "add" or "additive", "subtract" or "subtractive", "stencil", "translucentstencil", + // "addstencil", "shaded", "addshaded", "translucent", "fuzzy", "optfuzzy", "soultrans" and "shadow". + // Default is an empty string for no change. + fillcolor = ; // Fill color used by the "stencil", "addstencil" and "translucentstencil" rendestyles, as RRGGBB value, default = 0x000000. + alpha = ; // Translucency of this actor (if applicable to renderstyle), default is 1.0. + score = ; // Score value of this actor, overriding the class default if not null. Default = 0. + pitch = ; // Pitch of thing in degrees. Default = 0 (horizontal). + roll = ; // Pitch of thing in degrees. Default = 0 (horizontal). + scalex = ; // Vertical scaling on thing. Default = 0 (ignored). + scaley = ; // Horizontal scaling on thing. Default = 0 (ignored). + scale = ; // Vertical and horizontal scaling on thing. Default = 0 (ignored). + floatbobphase = ; // Sets the thing's floatbobphase. Valid phase values are 0-63. Default = -1 (use actor class default). * Note about arg0str For things with ACS specials (80-86 and 226), if arg0str is present and non-null, it will be used as the name of the script to execute, and arg0 will be ignored. - On dynamic lights, arg0str can be used to set a color by name, this will supersede all args which are normally used to define a color. + On dynamic lights, arg0str can be used to set a color by name, this will supersede all args which are normally used to define a color. } @@ -430,6 +430,9 @@ sector material colors. 1.29 04.02.2018 arg0str in dynamic lights. +1.30 20.05.2018 +Replaced tabs with spaces. + =============================================================================== EOF ===============================================================================