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497 lines
29 KiB
Text
497 lines
29 KiB
Text
===============================================================================
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Universal Doom Map Format ZDoom extensions v1.15 - 14.12.2010
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Copyright (c) 2008 Christoph Oelckers.
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Permission is granted to copy, distribute and/or modify this document
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under the terms of the GNU Free Documentation License, Version 1.2
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or any later version published by the Free Software Foundation;
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with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
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===============================================================================
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This document discusses only the additions ZDoom makes to the UDMF
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specification.
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=======================================
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I. Grammar / Syntax
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=======================================
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No changes.
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=======================================
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II. Implementation Semantics
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=======================================
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------------------------------------
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II.A : Storage and Retrieval of Data
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------------------------------------
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Any TEXTMAP lump in the described namespaces must be encoded in either ISO 8859-1, Windows-1252 or UTF-8
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with UTF-8 being the recommended encoding.
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-----------------------------------
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II.B : Storage Within Archive Files
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-----------------------------------
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In addition to the base specification ZDoom recognizes the following lumps
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between the TEXTMAP and ENDMAP lumps:
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BEHAVIOR = contains compiled ACS code
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DIALOGUE = contains compiled Strife or USDF conversation scripts.
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ZNODES = Nodes (must be stored as extended GL nodes. Compression is allowed
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but deprecated for portability reasons.)
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BLOCKMAP = blockmap. It is recommended not to include this lump in UDMF maps.
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REJECT = reject table. Recommended use is for special effects only.
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Lumps starting with 'SCRIPT' are guaranteed to be ignored by ZDoom so they
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can be used to store ACS and dialogue script sources.
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--------------------------------
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II.C : Implementation Dependence
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--------------------------------
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ZDoom supports all namespaces defined in the base specification and adds two new
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ones:
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"ZDoom"
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"ZDoomTranslated"
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The only difference between these two namespaces is how line, thing and sector
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specials are handled:
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'ZDoom' uses Hexen type specials which are ZDoom's native implementation.
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'ZDoomTranslated' uses Doom-type specials. Such maps have to be processed by
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a special translator. A special translator is a text lump that defines how
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Doom-format specials are translated into Hexen-format specials. By default
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each game defines its own translation table but these can be overridden in
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MAPINFO. It is the mapper's responsibility to choose the correct translation
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table for a map.
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=======================================
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III. Standardized Fields
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=======================================
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ZDoom's namespaces implement all fields from the standard, regardless of
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any restrictions mentioned in the spec.
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In particular, the 'ZDoomTranslated' namespaces implements thing specials.
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These will ignore the implicit trigger type and triggering semantics are the
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same as for native maps.
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The only field not fully supported is the thing's 'friend' field. ZDoom does
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not offer MBF's friendly monster implementation and will remap any use of this
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field to 'strifeally', even for the 'Doom' namespace.
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In addition to the standard fields, ZDoom defines the following:
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Note: All <bool> fields default to false unless mentioned otherwise.
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vertex
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{
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zfloor = <float>; // Floor height at this vertex. Only applies to triangular sectors
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zceiling = <float>; // Ceiling height at this vertex. Only applies to triangular sectors
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}
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linedef
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{
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alpha = <float>; // Translucency of this line, default is 1.0
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renderstyle = <string>; // Render style, can be "translucent" or "add",
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// default is "translucent".
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playeruseback = <bool> ; // New SPAC flag, true = player can use from back side.
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anycross = <bool>; // New SPAC flag, true = any non-projectile
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// crossing will trigger this line
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monsteractivate = <bool>; // Monsters can trigger this line.
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// For compatibility only because this flag's
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// semantics can not be fully reproduced with
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// explicit trigger flags.
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blockplayers = <bool>; // Line blocks players' movement.
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blockeverything = <bool>; // Line blocks everything.
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firstsideonly = <bool>; // Line can only be triggered from the front side.
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zoneboundary = <bool>; // Line is a boundary for sound reverb zones.
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clipmidtex = <bool>; // Line's mid textures are clipped to floor and ceiling.
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wrapmidtex = <bool>; // Line's mid textures are wrapped.
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midtex3d = <bool>; // Actors can walk on mid texture.
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midtex3dimpassible = <bool>;// Used in conjuction with midtex3d - causes the mid
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// texture to behave like an impassable line (projectiles
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// pass through it).
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checkswitchrange = <bool>; // Switches can only be activated when vertically reachable.
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blockprojectiles = <bool>; // Line blocks all projectiles
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blockuse = <bool>; // Line blocks all use actions
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blocksight = <bool>; // Line blocks monster line of sight
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blockhitscan = <bool>; // Line blocks hitscan attacks
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locknumber = <int>; // Line special is locked
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arg0str = <string>; // Alternate string-based version of arg0
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moreids = <string>; // Additional line IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
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transparent = <bool>; // true = line is a Strife transparent line (alpha 0.25)
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automapstyle = <integer>; // Explicit automap style. Possible values can be
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// 0: Automap style is based on line properties (default).
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// 1: One-sided wall.
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// 2: Two-sided wall.
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// 3: Floor levels of front and back sectors are different.
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// 4: Ceiling levels of front and back sectors are different.
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// 5: 3D floor border.
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// 6: Wall with special non-door action.
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// 7: Secret door.
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// 8: Wall not seen yet.
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// 9: Locked door.
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// 10: Intra-level teleporter.
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// 11: Inter-level or game-ending teleporter.
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// 12: Unexplored secret wall.
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// 13: Portal line.
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revealed = <bool>; // true = line is initially visible on automap.
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health = <int>; // Amount of hitpoints for this line.
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healthgroup = <int>; // ID of destructible object to synchronize hitpoints (optional, default is 0)
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damagespecial = <bool>; // This line will call special if having health>0 and receiving damage
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deathspecial = <bool>; // This line will call special if health was reduced to 0
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* Note about arg0str
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For lines with ACS specials (80-86 and 226), if arg0str is present and non-null, it
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will be used as the name of the script to execute, and arg0 will be ignored.
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}
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sidedef
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{
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scalex_top = <float>; // X scale for upper texture, Default = 1.0.
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scaley_top = <float>; // y scale for upper texture, Default = 1.0.
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scalex_mid = <float>; // X scale for mid texture, Default = 1.0.
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scaley_mid = <float>; // y scale for mid texture, Default = 1.0.
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scalex_bottom = <float>; // X scale for lower texture, Default = 1.0.
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scaley_bottom = <float>; // y scale for lower texture, Default = 1.0.
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offsetx_top = <float>; // X offset for upper texture, Default = 0.0.
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offsety_top = <float>; // y offset for upper texture, Default = 0.0.
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offsetx_mid = <float>; // X offset for mid texture, Default = 0.0.
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offsety_mid = <float>; // y offset for mid texture, Default = 0.0.
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offsetx_bottom = <float>; // X offset for lower texture, Default = 0.0.
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offsety_bottom = <float>; // y offset for lower texture, Default = 0.0.
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// When global texture offsets are used they will
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// be added on top of these values.
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light = <integer>; // This side's light level. Default is 0.
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lightabsolute = <bool>; // true = 'light' is an absolute value. Default is
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// relative to the owning sector's light level.
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lightfog = <bool>; // true = This side's relative lighting is used even in
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// foggy sectors. Default is to disable relative
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// lighting in foggy sectors.
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nofakecontrast = <bool>; // Disables use of fake contrast on this sidedef.
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smoothlighting = <bool>; // Use smooth fake contrast.
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clipmidtex = <bool>; // Side's mid textures are clipped to floor and ceiling.
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wrapmidtex = <bool>; // Side's mid textures are wrapped.
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nodecals = <bool>; // Disables decals on the sidedef.
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nogradient_top = <bool>; // disables color gradient on upper tier. (Hardware rendering only.)
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flipgradient_top = <bool>; // flips gradient colors on upper tier. (Hardware rendering only.)
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clampgradient_top = <bool>; // clamps gradient on upper tier to actual bounds (default is the entire front sector height, hardware rendering only.)
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useowncolors_top = <bool>; // Set to 1 to use the colors set in the sidedef. Default is using the colors from the owning sector.
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uppercolor_top = <int>; // Material color of the top of the upper tier.
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lowercolor_top = <int>; // Material color of the bottom of the upper tier. (Hardware rendering only.)
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nogradient_mid = <bool>; // disables color gradient on middle tier. (Hardware rendering only.)
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flipgradient_mid = <bool>; // flips gradient colors on middle tier. (Hardware rendering only.)
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clampgradient_mid = <bool>; // clamps gradient on middle tier to actual bounds (default is the entire front sector height, hardware rendering only.)
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useowncolors_mid = <bool>; // Set to 1 to use the colors set in the sidedef. Default is using the colors from the owning sector.
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uppercolor_mid = <int>; // Material color of the top of the middle tier.
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lowercolor_mid = <int>; // Material color of the bottom of the middle tier. (Hardware rendering only.)
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nogradient_bottom = <bool>; // disables color gradient on lower tier. (Hardware rendering only.)
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flipgradient_bottom = <bool>; // flips gradient colors on lower tier. (Hardware rendering only.)
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clampgradient_bottom = <bool>;// clamps gradient on lower tier to actual bounds (default is the entire front sector height, hardware rendering only.)
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useowncolors_bottom = <bool>; // Set to 1 to use the colors set in the sidedef. Default is using the colors from the owning sector.
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uppercolor_bottom = <int>; // Material color of the top of the lower tier.
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lowercolor_bottom = <int>; // Material color of the bottom of the lower tier. (Hardware rendering only.)
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useowncoloradd_top = <bool>; // Whether or not to use the given additive color for the top section of the sidedef.
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coloradd_top = <int>; // Additive material color to apply to top section of sidedef. Default is black (0x000000)
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useowncoloradd_mid = <bool>; // Whether or not to use the given additive color for the middle section of the sidedef.
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coloradd_mid = <int>; // Additive material color to apply to middle section of sidedef. Default is black (0x000000)
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useowncoloradd_bottom = <bool>; // Whether or not to use the given additive color for the bottom section of the sidedef.
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coloradd_bottom = <int>; // Additive material color to apply to bottom section of sidedef. Default is black (0x000000)
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}
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sector
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{
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xpanningfloor = <float>; // X texture offset of floor texture, Default = 0.0.
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ypanningfloor = <float>; // Y texture offset of floor texture, Default = 0.0.
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xpanningceiling = <float>; // X texture offset of ceiling texture, Default = 0.0.
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ypanningceiling = <float>; // Y texture offset of ceiling texture, Default = 0.0.
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xscalefloor = <float>; // X texture scale of floor texture, Default = 1.0.
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yscalefloor = <float>; // Y texture scale of floor texture, Default = 1.0.
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xscaleceiling = <float>; // X texture scale of ceiling texture, Default = 1.0.
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yscaleceiling = <float>; // Y texture scale of ceiling texture, Default = 1.0.
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rotationfloor = <float>; // Rotation of floor texture in degrees, Default = 0.0.
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rotationceiling = <float>; // Rotation of ceiling texture in degrees, Default = 0.0.
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ceilingplane_a = <float>; // Define the plane equation for the sector's ceiling. Default is a horizontal plane at 'heightceiling'.
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ceilingplane_b = <float>; // 'heightceiling' will still be used to calculate texture alignment.
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ceilingplane_c = <float>; // The plane equation will only be used if all 4 values are given.
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ceilingplane_d = <float>;
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floorplane_a = <float>; // Define the plane equation for the sector's floor. Default is a horizontal plane at 'heightfloor'.
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floorplane_b = <float>; // 'heightfloor' will still be used to calculate texture alignment.
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floorplane_c = <float>; // The plane equation will only be used if all 4 values are given.
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floorplane_d = <float>;
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lightfloor = <integer>; // The floor's light level. Default is 0.
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lightceiling = <integer>; // The ceiling's light level. Default is 0.
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lightfloorabsolute = <bool>; // true = 'lightfloor' is an absolute value. Default is
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// relative to the owning sector's light level.
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lightceilingabsolute = <bool>; // true = 'lightceiling' is an absolute value. Default is
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// relative to the owning sector's light level.
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alphafloor = <float>; // translucency of floor plane (only has meaning with Sector_SetPortal) Default is 1.0.
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alphaceiling = <float>; // translucency of ceiling plane (only has meaning with Sector_SetPortal) Default is 1.0.
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renderstylefloor = <string>; // floor plane renderstyle (only has meaning with Sector_SetPortal); not implemented yet in software renderer
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// can be "translucent" or "add", default is "translucent".
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renderstyleceiling = <string>; // ceiling plane renderstyle (only has meaning with Sector_SetPortal); not implemented yet in software renderer
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// can be "translucent" or "add", default is "translucent".
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gravity = <float>; // Sector's gravity. Default is 1.0.
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lightcolor = <integer>; // Sector's light color as RRGGBB value, default = 0xffffff.
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fadecolor = <integer>; // Sector's fog color as RRGGBB value, default = 0x000000.
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desaturation = <float>; // Color desaturation factor. 0 = none, 1 = full, default = 0.
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silent = <bool>; // Actors in this sector make no sound,
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nofallingdamage = <bool>; // Falling damage is disabled in this sector
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noattack = <bool>; // Blocks monster attacks in this sector.
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dropactors = <bool>; // Actors drop with instantly moving floors (*)
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norespawn = <bool>; // Players can not respawn in this sector
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soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a
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// sound sequence thing in the sector will override this property.
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hidden = <bool>; // if true this sector will not be drawn on the textured automap.
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waterzone = <bool>; // Sector is under water and swimmable
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moreids = <string>; // Additional sector IDs/tags, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
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damageamount = <int>; // Amount of damage inflicted by this sector, default = 0. If this is 0, all other damage properties will be ignored.
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// Setting damage through these properties will override any damage set through 'special'.
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// Setting damageamount to a negative value will create a healing sector.
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damagetype = <string>; // Damage type for sector damage, Default = "None". (generic damage)
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damageinterval = <int>; // Interval in tics between damage application, default = 32.
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leakiness = <int>; // Probability of leaking through radiation suit (0 = never, 256 = always), default = 0.
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damageterraineffect = <bool>; // Will spawn a terrain splash when damage is inflicted. Default = false.
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damagehazard = <bool>; // Changes damage model to Strife's delayed damage for the given sector. Default = false.
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floorterrain = <string>; // Sets the terrain for the sector's floor. Default = 'use the flat texture's terrain definition.'
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ceilingterrain = <string>; // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.'
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floor_reflect = <float>; // reflectiveness of floor (OpenGL only, not functional on sloped sectors)
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ceiling_reflect = <float>; // reflectiveness of ceiling (OpenGL only, not functional on sloped sectors)
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fogdensity = <integer>; // Sets an explicit fog density for the sector, overriding the default calculation from the light level. Value range is 0-510,
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// 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
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// a light level of 0. (OpenGL only)
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floorglowcolor = <integer>; // 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)
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floorglowheight = <float>; // 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)
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ceilingglowcolor = <integer>; // 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)
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ceilingglowheight = <float>; // 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)
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color_floor = <int>; // Material color of sector's floor. Default is white (0xffffff)
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color_ceiling = <int>; // Material color of sector's ceiling. Default is white (0xffffff)
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color_walltop = <int>; // 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)
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color_wallbottom = <int>; // Material color of bottom of sector's sidedefs (OpenGL 3.x and later only) Default is white (0xffffff)
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color_sprites = <int>; // Material color of sprites in sector. Default is white (0xffffff)
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coloradd_floor = <int>; // Additive material color applied to the sector floor. Default is black (0x000000)
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coloradd_ceiling = <int>; // Additive material color applied to the sector ceiling. Default is black (0x000000)
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coloradd_sprites = <int>; // Additive material color applied to sprites within the sector. Default is black (0x000000)
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coloradd_walls = <int>; // Additive material color applied to walls within the sector. Default is black (0x000000)
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portal_ceil_blocksound = <bool>; // ceiling portal blocks sound.
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portal_ceil_disabled = <bool>; // ceiling portal disabled.
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portal_ceil_nopass = <bool>; // ceiling portal blocks movement if true.
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portal_ceil_norender = <bool>; // ceiling portal not rendered.
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portal_ceil_overlaytype = <string>; // defines translucency style, can either be "translucent" or "additive". Default is "translucent".
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portal_floor_blocksound = <bool>; // floor portal blocks sound.
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portal_floor_disabled = <bool>; // floor portal disabled.
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portal_floor_nopass = <bool>; // ceiling portal blocks movement if true.
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portal_floor_norender = <bool>; // ceiling portal not rendered.
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portal_floor_overlaytype = <string>; // defines translucency style, can either be "translucent" or "additive". Default is "translucent".
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healthfloor = <int>; // Amount of hitpoints for this sector (includes floor and bottom-outside linedef sides)
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healthfloorgroup = <int>; // ID of destructible object to synchronize hitpoints (optional, default is 0)
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healthceiling = <int>; // Amount of hitpoints for this sector (includes ceiling and top-outside linedef sides)
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healthceilinggroup = <int>; // ID of destructible object to synchronize hitpoints (optional, default is 0)
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* Note about dropactors
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The spec requires this to be false by default. Currently, however, ZDoom assumes this to be true
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for Doom format maps so any map converter converting to the ZDoomTranslated namespace should
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set this flag for each tagged sector.
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}
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thing
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{
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skill# = <bool> // Unlike the base spec, # can range from 1-16.
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class# = <bool> // Unlike the base spec, # can range from 1-16.
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conversation = <int> // Assigns a conversation dialogue to this thing.
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// Parameter is the conversation ID, 0 meaning none.
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countsecret = <bool>; // Picking up this actor counts as a secret.
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arg0str = <string>; // Alternate string-based version of arg0
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gravity = <float>; // Set per-actor gravity. Positive values are multiplied with the class's property,
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// negative values are used as their absolute. Default = 1.0.
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health = <float>; // Set per-actor health. Positive values are multiplied with the class's property,
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// negative values are used as their absolute. Default = 1.
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renderstyle = <string>; // Set per-actor render style, overriding the class default. Possible values can be "normal",
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// "none", "add" or "additive", "subtract" or "subtractive", "stencil", "translucentstencil",
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// "addstencil", "shaded", "addshaded", "translucent", "fuzzy", "optfuzzy", "soultrans" and "shadow".
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// Default is an empty string for no change.
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fillcolor = <integer>; // Fill color used by the "stencil", "addstencil" and "translucentstencil" rendestyles, as RRGGBB value, default = 0x000000.
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alpha = <float>; // Translucency of this actor (if applicable to renderstyle), default is 1.0.
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score = <int>; // Score value of this actor, overriding the class default if not null. Default = 0.
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pitch = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
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roll = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
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scalex = <float>; // Horizontal scaling on thing. Default = 0 (ignored).
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scaley = <float>; // Vertical scaling on thing. Default = 0 (ignored).
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scale = <float>; // Vertical and horizontal scaling on thing. Default = 0 (ignored).
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floatbobphase = <int>; // Sets the thing's floatbobphase. Valid phase values are 0-63. Default = -1 (use actor class default).
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* Note about arg0str
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For things with ACS specials (80-86 and 226), if arg0str is present and non-null, it
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will be used as the name of the script to execute, and arg0 will be ignored.
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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.
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}
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*** Special notes for map format conversions:
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Setting the line's ID via special is not supported so any special using
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this option must be converted to use the line's ID field instead.
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Unless mentioned differently the arg being used to define the line ID
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should be set to 0.
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The following line specials are affected:
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121: Line_SetIdentification, arg 0
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208: TranslucentLine, arg0 (arg0 must be preserved)
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1: Polyobj_StartLine, arg3
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5: Polyobj_ExplicitLine, arg4
|
|
181: Plane_Align, arg2
|
|
215: Teleport_Line, arg0
|
|
222: Scroll_Texture_Model, arg0 (arg0 must be preserved)
|
|
160: Sector_3DFloor, arg4 (both uses as high-byte of tag and line ID are not supported in UDMF and must be remapped)
|
|
|
|
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 'soundsequence' sector property.
|
|
|
|
1.12 22.08.2010
|
|
Added 'conversation' thing property.
|
|
|
|
1.13 29.08.2010
|
|
Added 'hidden' sector property.
|
|
|
|
1.14 19.09.2010
|
|
Added 'countsecret' actor property.
|
|
|
|
1.15 14.12.2010
|
|
Added vertex floor and ceiling height properties
|
|
|
|
1.16 23.01.2011
|
|
Added alphaceiling and alphafloor sector properties
|
|
Added blocksight linedef flag
|
|
Removed remarks of 8 being the maximum number of player classes/skill levels the menu can handle so the spec now properly lists 16 as limit.
|
|
|
|
1.17 12.02.2011
|
|
Added renderstyleceiling and renderstylefloor sector properties
|
|
Added Sector_Set3DFloor to list of specials that need to be handled for line ID remapping
|
|
|
|
1.18 17.02.2012
|
|
Added arg0str linedef property.
|
|
Standardized whitespace.
|
|
|
|
1.19 24.02.2012
|
|
Added back locknumber property.
|
|
|
|
1.20 25.02.2012
|
|
Added arg0str thing property.
|
|
|
|
1.21 09.08.2013
|
|
Added waterzone sector property.
|
|
|
|
1.22 12.04.2014
|
|
Added transparent line property (to be folded back to core UDMF standard), and health, score, renderstyle, fillcolor, alpha, scale, scalex, scaley, pitch and roll thing properties.
|
|
|
|
1.24 14.05.2014
|
|
Added plane equations for sector slopes. (Please read carefully to ensure proper use!)
|
|
Changed language describing the DIALOGUE lump to mention USDF as an option.
|
|
|
|
1.25 19.04.2015
|
|
Added 'moreids' for linedefs and sectors.
|
|
|
|
1.26 05.01.2016
|
|
added clarification about character encoding
|
|
added sector damage properties.
|
|
|
|
1.27 05.01.2017
|
|
floor_reflect and ceiling_reflect.
|
|
|
|
1.28 28.01.2017
|
|
sector material colors.
|
|
|
|
1.29 04.02.2018
|
|
arg0str in dynamic lights.
|
|
|
|
1.30 20.05.2018
|
|
Added automapstyle and revealed linedef properties.
|
|
Replaced tabs with spaces.
|
|
|
|
===============================================================================
|
|
EOF
|
|
===============================================================================
|