=============================================================================== Universal Doom Map Format ZDoom extensions v1.10 - 25.04.2010 Copyright (c) 2008 Christoph Oelckers. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. =============================================================================== This document discusses only the additions ZDoom makes to the UDMF specification. ======================================= I. Grammar / Syntax ======================================= No changes. ======================================= II. Implementation Semantics ======================================= ------------------------------------ II.A : Storage and Retrieval of Data ------------------------------------ No changes. ----------------------------------- II.B : Storage Within Archive Files ----------------------------------- In addition to the base specification ZDoom recognizes the following lumps between the TEXTMAP and ENDMAP lumps: BEHAVIOR = contains compiled ACS code DIALOGUE = contains compiled Strife conversation scripts. ZNODES = Nodes (must be stored as extended GL nodes. Compression is allowed but deprecated for portability reasons.) BLOCKMAP = blockmap. It is recommended not to include this lump in UDMF maps. REJECT = reject table. Recommended use is for special effects only. Lumps starting with 'SCRIPT' are guaranteed to be ignored by ZDoom so they can be used to store ACS and dialogue script sources. -------------------------------- II.C : Implementation Dependence -------------------------------- ZDoom supports all namespaces defined in the base specification and adds two new ones: "ZDoom" "ZDoomTranslated" The only difference between these two namespaces is how line, thing and sector specials are handled: 'ZDoom' uses Hexen type specials which are ZDoom's native implementation. 'ZDoomTranslated' uses Doom-type specials. Such maps have to be processed by a special translator. A special translator is a text lump that defines how Doom-format specials are translated into Hexen-format specials. By default each game defines its own translation table but these can be overridden in MAPINFO. It is the mapper's responsibility to choose the correct translation table for a map. ======================================= III. Standardized Fields ======================================= ZDoom's namespaces implement all fields from the standard, regardless of any restrictions mentioned in the spec. In particular, the 'ZDoomTranslated' namespaces implements thing specials. These will ignore the implicit trigger type and triggering semantics are the same as for native maps. The only field not fully supported is the thing's 'friend' field. ZDoom does not offer MBF's friendly monster implementation and will remap any use of this field to 'strifeally', even for the 'Doom' namespace. In addition to the standard fields, ZDoom defines the following: Note: All fields default to false unless mentioned otherwise. linedef { alpha = ; // Translucency of this line, default is 1.0 renderstyle = ; // Render style, can be "translucent" or "add", // default is "translucent". playeruseback = ; // New SPAC flag, true = player can use from back side. anycross = ; // New SPAC flag, true = any non-projectile // crossing will trigger this line monsteractivate = ; // Monsters can trigger this line. // For compatibility only because this flag's // semantics can not be fully reproduced with // explicit trigger flags. blockplayers = ; // Line blocks players' movement. blockeverything = ; // Line blocks everything. firstsideonly = ; // Line can only be triggered from the front side. zoneboundary = ; // Line is a boundary for sound reverb zones. clipmidtex = ; // Line's mid textures are clipped to floor and ceiling. wrapmidtex = ; // Line's mid textures are wrapped. midtex3d = ; // Actors can walk on mid texture. checkswitchrange = ;// Switches can only be activated when vertically reachable. blockprojectiles = ;// Line blocks all projectiles blockuse = ; // Line blocks all use actions } sidedef { scalex_top = ; // X scale for upper texture, Default = 1.0. scaley_top = ; // y scale for upper texture, Default = 1.0. scalex_mid = ; // X scale for mid texture, Default = 1.0. scaley_mid = ; // y scale for mid texture, Default = 1.0. scalex_bottom = ; // X scale for lower texture, Default = 1.0. scaley_bottom = ; // y scale for lower texture, Default = 1.0. offsetx_top = ; // X offset for upper texture, Default = 0.0. offsety_top = ; // y offset for upper texture, Default = 0.0. offsetx_mid = ; // X offset for mid texture, Default = 0.0. offsety_mid = ; // y offset for mid texture, Default = 0.0. offsetx_bottom = ; // X offset for lower texture, Default = 0.0. offsety_bottom = ; // y offset for lower texture, Default = 0.0. // When global texture offsets are used they will // be added on top of these values. light = ; // This side's light level. Default is 0. lightabsolute = ; // true = 'light' is an absolute value. Default is // relative to the owning sector's light level. nofakecontrast = ; // Disables use of fake contrast on this sidedef. smoothlighting = ; // Use smooth fake contrast. clipmidtex = ; // Side's mid textures are clipped to floor and ceiling. wrapmidtex = ; // Side's mid textures are wrapped. nodecals = ; // Disables decals on the sidedef. } sector { xpanningfloor = ; // X texture offset of floor texture, Default = 0.0. ypanningfloor = ; // Y texture offset of floor texture, Default = 0.0. xpanningceiling = ; // X texture offset of ceiling texture, Default = 0.0. ypanningceiling = ; // Y texture offset of ceiling texture, Default = 0.0. xscalefloor = ; // X texture scale of floor texture, Default = 1.0. yscalefloor = ; // Y texture scale of floor texture, Default = 1.0. xscaleceiling = ; // X texture scale of ceiling texture, Default = 1.0. 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. 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 // relative to the owning sector's light level. lightceilingabsolute = ; // true = 'lightceiling' is an absolute value. Default is // relative to the owning sector's light level. gravity = ; // Sector's gravity. Default is 1.0. lightcolor = ; // Sector'S light color as RRGGBB value, default = 0xffffff. 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 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 // sound sequence thing in the sector will override this property. * Note about dropactors The spec requires this to be false by default. Currently, however ZDoom assumes this to be true for Doom format maps so any map converter converting to the ZDoomTranslated namespace should set this flag for each tagged sector. } thing { skill# = // Unlike the base spec, # can range from 1-8. // 8 is the maximum amount of skills the skill // menu can display. class# = // Unlike the base spec, # can range from 1-8. // 8 is the maximum amount of classes the class // menu can display. } *** Special notes for map format conversions: Setting the line's ID via special is not supported so any special using this option must be converted to use the line's ID field instead. Unless mentioned differently the arg being used to define the line ID should be set to 0. The following line specials are affected: 121: Line_SetIdentification, arg 0 208: TranslucentLine, arg0 (arg0 must be preserved) 1: Polyobj_StartLine, arg3 5: Polyobj_ExplicitLine, arg4 181: Plane_Align, arg2 215: Teleport_Line, arg0 222: Scroll_Texture_Model, arg0 (arg0 must be preserved) Some specials also allow setting the extended flags. These must also be converted to explicitly setting the flags through the defined map fields. This affects the following specials: 121: Line_SetIdentification, arg1 208: TranslucentLine, arg3 These args are to be converted as follows to flags, bit by bit: Bit 0 (Value 1): zoneboundary Bit 1 (Value 2): jumpover Bit 2 (Value 4): blockfloaters Bit 3 (Value 8): clipmidtex Bit 4 (Value 16): wrapmidtex Bit 5 (Value 32): midtex3d Bit 6 (Value 64): checkswitchrange Bit 7 (Value 128): firstsideonly When used in special 208 this arg should be cleared afterward. Special 121 is not being used by UDMF maps in ZDoom and should be completely deleted after conversion. ======================================= Changelog ======================================= 1.1: 27.05.2008 Changed default light mode for sectors and sidedefs to relative and renamed associated properties to avoid having a non-intuitive standard value for the light field. Added 'nofakecontrast' option to sidedefs. 1.2 21.08.2008 Added smooth lighting option to linedefs 1.3 12.12.2008 Added NoRespawn sector flag Fixed lightfloor and lightceiling properties for sectors. They are of type integer, not float 1.4 27.01.2009 Changed description of class and skill thing flags to avoid the impression that this uses array syntax. No functional changes 1.5 22.02.2009 Added blockprojectiles to lines and firstsideonly to conversion notes 1.6 28.04.2009 Added blockuse line flag. 1.7 07.06.2009 Added sidedef scaling properties and side specific clipmidtex and wrapmidtex. 1.8 16.07.2009 Added NoDecals sidedef option Fixed conversion specifications for TranslucentLine special. 1.9 17.04.2010 Changed node specifications to deprecate compression of node lump. 1.10 25.04.2010 Added 'playeruseback' line trigger flag. 1.11 07.08.2010 Added 'soundsequnce' sector property. =============================================================================== EOF ===============================================================================