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Charging proton cannon, stand still a sec.
I had to hack together my own configuration file for UDMF format for Zandronum.
Quote from: "Beed28"I had to hack together my own configuration file for UDMF format for Zandronum.Could-could I see that?
/************************************************************* Doom Builder Game Configuration for Skulltag (UDMF format)*************************************************************/// This is required to prevent accidental use of a different configurationtype = "Doom Builder 2 Game Configuration";// This is the title to show for this gamegame = "Skulltag (Doom in UDMF format)";// This is the simplified game engine/sourceport nameengine = "zdoom";// The format interface handles the map data formatformatinterface = "UniversalMapSetIO";// Default lump name for new mapdefaultlumpname = "MAP01";// Default testing parameterstestparameters = "-iwad "%WP" -skill "%S" -file "%AP" "%F" +map %L %NM";// Default nodebuilder configurationsdefaultsavecompiler = "zdbsp_normal";defaulttestcompiler = "zdbsp_fast";// Decorate actors to include depending on actor game propertydecorategames = "doom";// Skill levelsskills{ include("Includes\Doom_misc.cfg", "skills");}// When this is set to true, sectors with the same tag will light up when a line is highlightedlinetagindicatesectors = false;// Special linedefs// See linedefflagssoundlinedefflag = "blocksound";singlesidedflag = "blocking";doublesidedflag = "twosided";impassableflag = "blocking";upperunpeggedflag = "dontpegtop";lowerunpeggedflag = "dontpegbottom";// Door makingmakedoortrack = "DOORTRAK";makedooraction = 202; // See linedeftypesmakedoorarg0 = 0;makedoorarg1 = 16;makedoorarg2 = 0;makedoorarg3 = 3;makedoorarg4 = 0;// Generalized actionsgeneralizedlinedefs = false;generalizedsectors = true;// Texture loading optionsmixtexturesflats = true;defaulttexturescale = 1.0f;defaultflatscale = 1.0f;scaledtextureoffsets = true;// Some common settingsinclude("Includes\Common.cfg");// Default flags for first new thingdefaultthingflags{ include("Includes\ZDoom_misc.cfg", "defaultthingflags_udmf");}// Texture sourcestextures{ include("Includes\Doom_misc.cfg", "textures"); include("Includes\ZDoom_misc.cfg", "textures");}// Patch sourcespatches{ include("Includes\Doom_misc.cfg", "patches");}// Sprite sourcessprites{ include("Includes\Doom_misc.cfg", "sprites");}// Flat sourcesflats{ include("Includes\Doom_misc.cfg", "flats");}// Colormap sourcescolormaps{ include("Includes\Boom_misc.cfg", "colormaps");}/*GAME DETECT PATTERNUsed to guess the game for which a WAD file is made.1 = One of these lumps must exist2 = None of these lumps must exist3 = All of these lumps must exist*/gamedetect{ TEXTMAP = 3; ENDMAP = 3;}maplumpnames{ include("Includes\UDMF_misc.cfg", "udmfmaplumpnames_begin"); include("Includes\ZDoom_misc.cfg", "udmfmaplumpnames"); include("Includes\UDMF_misc.cfg", "udmfmaplumpnames_end");}universalfields{ include("Includes\ZDoom_misc.cfg", "universalfields");}// DEFAULT SECTOR BRIGHTNESS LEVELSsectorbrightness{ include("Includes\ZDoom_misc.cfg", "sectorbrightness");}// Generalized sector typesgen_sectortypes{ include("Includes\ZDoom_generalized.cfg", "gen_sectortypes");}// SECTOR TYPESsectortypes{ include("Includes\Doom_sectors.cfg"); include("Includes\ZDoom_sectors.cfg", "doom"); include("Includes\ZDoom_sectors.cfg", "hexen");}// LINEDEF FLAGSlinedefflags{ include("Includes\UDMF_misc.cfg", "linedefflags"); include("Includes\ZDoom_misc.cfg", "linedefflags_udmf");}// LINEDEF ACTIVATIONSlinedefactivations{ include("Includes\UDMF_misc.cfg", "linedefactivations"); include("Includes\ZDoom_misc.cfg", "linedefactivations_udmf");}// LINEDEF TYPESlinedeftypes{ include("Includes\Hexen_linedefs.cfg"); include("Includes\ZDoom_linedefs.cfg", "hexen"); include("Includes\Skulltag_linedefs.cfg", "hexen");}// THING FLAGSthingflags{ include("Includes\UDMF_misc.cfg", "thingflags"); include("Includes\ZDoom_misc.cfg", "thingflags_udmf");}// Things flags masksinclude("Includes\Hexen_misc.cfg", "thingflagsmasks");// THING TYPESthingtypes{ include("Includes\Doom_things.cfg"); include("Includes\Doom2_things.cfg"); include("Includes\Boom_things.cfg"); include("Includes\ZDoom_things.cfg", "doom"); include("Includes\ZDoom_things.cfg", "hexen"); include("Includes\ZDoom_things.cfg", "zdoom"); include("Includes\Skulltag_things.cfg", "doom"); include("Includes\Skulltag_things.cfg", "hexen");}// ENUMERATIONS// These are enumerated lists for linedef types and UDMF fields.enums{ include("Includes\Doom_misc.cfg", "enums"); include("Includes\ZDoom_misc.cfg", "enums");}// Default thing filters// (these are not required, just usefull for new users)thingsfilters{ include("Includes\ZDoom_misc.cfg", "thingsfilters_udmf");}// Default texture sets// (these are not required, but usefull for new users)texturesets{ include("Includes\Doom_texturesets.cfg");}
Either MM9-10 bosses in the fortress stages
Will you change the weaknesses of the current 4 bosses to fit the last 4 or will you pull an MM3 and make 2 separate boss weakness chains? I'm hoping you do the first.