mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-01 00:21:43 +00:00
51e158d7dc
- added compatibility option to invert sprite sorting. Apparently Doom.exe originally sorted them differently than most source port and on some maps which depends on this it doesn't look right (e.g. Strain MAP13) SVN r2031 (trunk)
125 lines
4 KiB
Text
125 lines
4 KiB
Text
6DC9F6CCEAE7A91AEC48EBE506F22BC4 // void.wad MAP01
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{
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setslopeoverflow
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}
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B2D8DA03489D1C67F60DC87FBC4EA338 // map01 - Massmouth 2
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801304DA3784308D333951B5E0CF8E9E // map02
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6EA4D5CAEA16857B2A882467E1633BC2 // map03
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A4E01929938958BB9DA9EF3066802184 // map04
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54F4B897BAA50F070CECA25555031C15 // map05
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BB93EA15CA068FBC7E0381E4E959207C // map06
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960397183E44D26212E8876681D2801D // map07
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E4D05765BDB5BF9D22F0548E2807BAE9 // map08
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696203E7A2C8A14C00F8824F74BD3D53 // map09
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EEFB83ABB26A473382FAA063CF120501 // map10
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FD031167E57BD1EEB65279F5895300F2 // map11
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9C69328D5B82392DEA1C0552CF283F38 // map12
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16569BB1F80D52304319DDD0C2DE4B5A // map13
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1760E2F04B4E2C5CDD235855FCAB8327 // map14
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A80E7EE40E0D0C76A6FBD242BE29FE27 // map15
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2F1F8E27FBB5EF21AFBE1F3B13C03037 // map16
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1CE294781A2455DE72C197E0B3DF6212 // map31
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{
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resetplayerspeed
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}
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10E1E2B36302D31AC4AE68C84B5DC457 // Eternal Doom MAP28
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{
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// What's really sad is that I got a separate bug report for this map
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// years ago, but nobody made mention of this problem back then.
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trace
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useblocking
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}
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// mostly cosmetic (except AV MAP07 and MM2 MAP25)
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0EECBF37B328C9CAAF20DED4949A4157 // Sudtic e2m6
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4ACE0644883BDA0CBA254FA02C9ACF83 // Teutic e3m4
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9F2BE080A33F775294BD78822456924E // Nukemine e1m4
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CD31793D3A4B00231B124C0C23649644 // Strain map02
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19094AEB53D12EFC8E0568424F659F11 // Strain map31
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60733BDD1AA3F4B2262ADC79B2E1B5AB // Memento Mori map29
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F84AB4557464A383E93F37CD3A82AC48 // MM2 map03
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1497894956B3C8EBE8A240B7FDD99C6A // MM2 map25
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941E4CB56EE4184E0B1ED43486AB0BBF // AV map07
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{
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shorttex
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}
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2FE901F659A16E58D7BCD7C30021C238 // AV map15
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{
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trace
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}
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9D50EBE17CEC78938C7A668DB0768611 // Strain map07: Make the exit accessible
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{
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spechitoverflow
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}
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71C2E6D9CFA3D8750C6A9599FB2453BD // Hacx map03: There are some switches behind
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96368EB950E33AF62EA6423434E3CEF7 // HacX map17: shootable covers in these levels
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{
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useblocking
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}
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// Cosmetic, but that option was added just for this map so it'd be a shame not to use it
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6BC4D6B73165D8C86CF190D44C87EE70 // Suspended in Dusk map01
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{
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sectorsounds
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}
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7F24BFC1791F0107CE8F30B7FD3D9802 // Community Chest map29
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{
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wallrun
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}
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// Doomsday of UAC: both the barons and the cyberdemon need to activate sector tagged 666
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32FC3115A3162B623F0D0F4E7DEE6861 // e1m8
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{
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anybossdeath
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}
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// Arch-Vile ghost monster effect is used by the following maps
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145C4DFCF843F2B92C73036BA0E1D98A // Hell Revealed map26
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5379C080299EB961792B50AD96821543 // Hell to Pay map14
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7837B5334A277F107515D649BCEFB682 // Hell to Pay map22
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2EEB1E12FA9F9545DE9D99990A4A78E5 // Icarus map24
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65A53A09A09525AE42EA210BF879CD37 // Plutonia 2 map32
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2499CF9A9351BE9BC4E9C66FC9F291A7 // Requiem map23
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3CA5493FEFF2E27BFD4181E6C4A3C2BF // The Waterfront map01
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{
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corpsegibs
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vileghosts
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}
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// invert the sorting order of overlapping sprites at the same spot
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551D6B416EB3324790BC0F0F74B49600 // Strain map13
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2F49C29691F8565F0B99B27FCF2627E6 // Astrostein 1 MAP01
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55A741F9C2955C2B06F2387E45ED6C62 // MAP02
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4E7286B735671A942C54FAC6CB52A8C3 // MAP03
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825772094FF3569FC3722145F82F820A // MAP04
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CB6CF6BE0EA4A6AB9830FBB7F9192B80 // MAP05
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AB24CCF84C2FE1A543FE033589BD1FBC // MAP06
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6BE0908B4DAFF53AA0A7493C04A608A4 // MAP07
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305275E5E07755E17AAB064981279295 // MAP08
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A8FBF3600088E79D02283C40D12B7F26 // MAP09
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A8FBF3600088E79D02283C40D12B7F26 // MAP09
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F0C95C76237DF617560577767EC21E1C // MAP10
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2A2AF2CDAB7E7A66D28AFC3AA6243DCC // Astrostein 2 map01
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0667DA831EB293D3387579565C11F0DD // map02
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76DA72420EBE0A53D861373D7123DE33 // map03
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5A4F8186580FFE41BCD80960B7F19CA8 // map04
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E3A1EE2A0A2FB27496074057E3FA82F0 // map05
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1CA60DE4062F41DC1A39396228913882 // map06
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DABC3033A734DEF402A8FEF6C2FEDCC2 // map07
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2E8211EA051EA8C3241859D1854386D6 // map08
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EAD27C506AFC856BE07DDDDED20D7ED0 // map09
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7DA47B044E2D5D17EAE2960BBFAEDE1A // Astrostein 3 map10
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46E0F4529E8E396DEDC8DB83443078A7 // map13
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2742D556921FBE753C16175F0C980091 // map14
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AB1A6C1D3898D4259C0645306939374C // map15
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0599F0D0CC1F41F52B7E8214D0348EEA // map17
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CA267398C9B3A8F79349D3394F8B2106 // map20
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{
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spritesort
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}
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