Editing EDF game properties reference

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This unique block changes global game properties from established hardcoded defaults.
This unique block changes global game properties from established hardcoded defaults.
==Usage==
Simply add a block named <code>gameproperties { }</code> in your EDF lump, and set the items you want to change from the base game. If you have multiple such blocks in your EDF code, the last one will be considered.


The descriptions of the available fields are below.
==Structure==
==Structure==
  gameproperties
  gameproperties
  {
  {
   flags.add               <string>
   flags.add <string>
   flags.remove             <string>
   flags.remove <string>
   missionflags.add         <string>
   missionflags.add <string>
   missionflags.remove     <string>
   missionflags.remove <string>
   demo.titletics           <integer>
   demo.titletics <integer>
   demo.advisortics         <integer>
   demo.advisortics <integer>
   demo.pagetics           <integer>
   demo.pagetics <integer>
   menu.background         <string>
   menu.background <string>
   menu.transframe         <string>
   menu.transframe <string>
   menu.skvattacksound     <string>
   menu.skvattacksound <string>
   menu.offset             <integer>
   menu.offset <integer>
   menu.pointer1           <string>
   menu.pointer1 <string>
   menu.pointer2           <string>
   menu.pointer2 <string>
  menu.startmap            <string>
   border.flat <string>
   border.flat             <string>
   border.topleft <string>
   border.topleft           <string>
   border.top <string>
   border.top               <string>
   border.topright <string>
   border.topright         <string>
   border.left <string>
   border.left             <string>
   border.right <string>
   border.right             <string>
   border.bottomleft <string>
   border.bottomleft       <string>
   border.bottom <string>
   border.bottom           <string>
   border.bottomright <string>
   border.bottomright       <string>
   console.charsperline <integer>
   console.charsperline     <integer>
   console.bellsound <string>
   console.bellsound       <string>
   console.chatsound <string>
   console.chatsound       <string>
   console.backdrop <string>
   console.backdrop         <string>
   hud.pausepatch <string>
   hud.pausepatch           <string>
   game.pufftype <string>
  game.autoflightartifact  <string>
   game.telefogtype <string>
   game.pufftype           <string>
   game.telefogheight <integer>
   game.telefogtype         <string>
   game.telesound <string>
   game.telefogheight       <integer>
   game.thrustfactor <integer>
   game.telesound           <string>
   game.defpclass <string>
   game.thrustfactor       <integer>
   game.endgamefinaletype <string>
   game.defpclass           <string>
   game.endgamefinaletype   <string>
   game.skillammomultiplier <floating-point>
   game.skillammomultiplier <floating-point>
   game.monstermeleerange   <value>
   game.monstermeleerange <value>
   game.itemheight         <floating-point>
   game.itemheight <floating-point>
  finale.text.x <integer>
  finale.text.y <integer>
  castcall.title.y <integer>
  castcall.name.y <integer>
  intermission.pic <string>
  sound.defaultmusname <string>
  sound.defaultsndname <string>
  credit.background <string>
  credit.y <integer>
  credit.titlestep <integer>
  exit.endtextname <string>
   game.skillammomultiplier <number>
   game.skillammomultiplier <number>
  game.lookpitchup        <integer>
   blood.defaultnormal <string>
  game.lookpitchdown      <integer>
   blood.defaultrip <string>
  finale.text.x            <integer>
   blood.defaultcrush <string>
  finale.text.y            <integer>
  castcall.title.y        <integer>
  castcall.name.y          <integer>
  intermission.pic        <string>
  sound.defaultmusname    <string>
  sound.defaultsndname    <string>
  credit.background        <string>
  credit.y                <integer>
  credit.titlestep        <integer>
  exit.endtextname        <string>
   blood.defaultnormal     <string>
   blood.defaultrip         <string>
   blood.defaultcrush       <string>
  }
  }


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*'''menu.pointer1''' and '''menu.pointer2'''
*'''menu.pointer1''' and '''menu.pointer2'''
:Graphic patches to use for the menu selector. Defaults: M_SKULL1 and M_SKULL2 (Doom), M_SLCTR1 and M_SLCTR2 (Heretic).
:Graphic patches to use for the menu selector. Defaults: M_SKULL1 and M_SKULL2 (Doom), M_SLCTR1 and M_SLCTR2 (Heretic).
*'''menu.startmap'''
:Map lump name to load when the new game menu item is selected. This will skip the menus for episode and skill level selection. Default: No default
===Border customization===
===Border customization===
*'''border.flat'''
*'''border.flat'''
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===Gameplay===
===Gameplay===
These options are relevant for gameplay physics. See also the similar gameplay flags.
These options are relevant for gameplay physics. See also the similar gameplay flags.
{|class="wikitable sortable"
*'''game.pufftype'''
! Name
:The default hitscan puff when no EDF [[pufftype]] is specified. Defaults: BulletPuff (Doom), HereticStaffPuff (Heretic).
! Description
*'''game.telefogtype'''
! Doom default
:The teleportation fog thing type. Defaults: DoomTeleFog (Doom), HereticTeleFog (Heretic).
! Heretic default
*'''game.telefogheight'''
|-
:The distance of the telefog from the ground. Defaults: 0 (Doom), 32 (Heretic).
||'''game.autoflightartifact'''||The artifact to use when commanding the player to fly up.||(none)||ArtiFly
*'''game.telesound'''
|-
:The teleportation sound. Defaults: telept (Doom), htelept (Heretic).
||'''game.lookpitchup'''<br>
*'''game.thrustfactor'''
'''game.lookpitchdown'''
:The percentage of how much to thrust things based on damage. Defaults: 100 (Doom), 150 (Heretic).
||Set the player view pitch limits up and down respectively, in degrees. Valid values are between 0 and 45 inclusive, integer only.||45||32
*'''game.defpclass'''
|-
:The default player class when starting a new game. Defaults: DoomMarine (Doom), Corvus (Heretic).
||'''game.pufftype'''||The default hitscan puff when no EDF [[pufftype]] is specified.||BulletPuff||HereticStaffPuff
*'''game.endgamefinaletype'''
|-
:Default behavior for [[Teleport_EndGame]]. Supported options are:
||'''game.telefogtype'''||The teleportation fog thing type.||DoomTeleFog||HereticTeleFog
|-
||'''game.telefogheight'''||The distance of the telefog from the ground.||0||32
|-
||'''game.telesound'''||The teleportation sound.||telept||htelept
|-
||'''game.thrustfactor'''||The percentage of how much to thrust things based on damage.||100||150
|-
||'''game.defpclass'''||The default player class when starting a new game.||DoomMarine||Corvus
|-
||'''game.endgamefinaletype'''||Default behavior for [[Teleport_EndGame]]. Supported options are:
:*text
:*text
:*doom_credits
:*doom_credits
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:*psx_udoom
:*psx_udoom
:*psx_doom2
:*psx_doom2
||doom_credits (Doom I), text (Doom II)||htic_credits
:Defaults: doom_credits (Doom I), text (Doom II), htic_credits (Heretic)
|-
*'''game.skillammomultiplier'''
||'''game.skillammomultiplier'''||Floating-point value for skill 1 and 5 ammo multiplier.||2||1.5
:Floating-point value for skill 1 and 5 ammo multiplier. Defaults: 2 (Doom), 1.5 (Heretic)
|-
*'''game.monstermeleerange'''
||'''game.monstermeleerange'''||Mode to calculate melee range. Supported options are:
:Mode to calculate melee range. Supported options are:
:*doom: range is 44 + radius(enemy)
:*doom: range is 44 + radius(enemy)
:*raven: range is 64
:*raven: range is 64
||doom||raven
:Defaults: doom (Doom), raven (Heretic).
|-
*'''game.itemheight'''
||'''game.itemheight'''||Item pick-up height. Unlike expectations, the height is not thingtype's height, but this value.||8.0||32.0
:Item pick-up height. Unlike expectations, the height is not thingtype's height, but this value. Defaults: 8.0 (Doom), 32.0 (Heretic).
|}
 
===Finale and intermission===
===Finale and intermission===
*'''finale.text.x''' and '''finale.text.y'''
*'''finale.text.x''' and '''finale.text.y'''
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===Sound===
===Sound===
*'''sound.defaultmusname'''
*'''sound.defaultmusname'''
:Default music to play if none specified. Defaults: e1m1 (Doom I and Heretic), runnin (Doom II)
:Default music to play if none specified. Default: e1m1 (Doom I and Heretic), runnin (Doom II)
*'''sound.defaultsndname'''
*'''sound.defaultsndname'''
:Sound to play when the one specified in EDF is unavailable. Defaults: pistol (Doom), gldhit (Heretic)
:Sound to play when the one specified in EDF is unavailable. Defaults: pistol (Doom), gldhit (Heretic)
*'''sound.titlemusic'''
*'''sound.titlemusic'''
:Title screen music. No default.
:Title screen music. No default.
===Credits===
*'''credit.background'''
:Swirling flat to use in the Eternity credits background. Defaults: NUKAGE1 (Doom I), SLIME05 (Doom II), SLIME01 (Hacx mission), FLTWAWA1 (Heretic)
*'''credit.y'''
:Credits Y coordinate. Defaults: 20 (Doom), 8 (Heretic)
*'''credit.titlestep'''
:Y step for each line. Defaults: 12 (Doom), 8 (Heretic)
===ENDOOM===
*'''exit.endtextname'''
:Exit text lump. Defaults: ENDOOM (Doom), ENDTEXT (Heretic)
===Blood===
*'''blood.defaultnormal'''
:Thing type for the default blood splat. Defaults: DoomBlood (Doom), HereticBloodSplatter (Heretic)
*'''blood.defaultrip'''
:Thing type for the piercing RIP projectiles. Defaults: DoomBlood (Doom), HereticBlood (Heretic)
*'''blood.defaultcrush'''
:Thing type for the crushing ceiling blood. Defaults: DoomBlood (Doom), HereticBlood (Heretic)
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