EDF game properties reference: Difference between revisions

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This unique block changes global game properties from established hardcoded defaults.
==Structure==
==Structure==
  gameproperties
  gameproperties
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   console.backdrop <string>
   console.backdrop <string>
   hud.pausepatch <string>
   hud.pausepatch <string>
  game.pufftype <string>
   game.telefogtype <string>
   game.telefogtype <string>
   game.telefogheight <integer>
   game.telefogheight <integer>
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   game.defpclass <string>
   game.defpclass <string>
   game.endgamefinaletype <string>
   game.endgamefinaletype <string>
  game.skillammomultiplier <floating-point>
  game.monstermeleerange <value>
  game.itemheight <floating-point>
   finale.text.x <integer>
   finale.text.x <integer>
   finale.text.y <integer>
   finale.text.y <integer>
  castcall.title.y <integer>
  castcall.name.y <integer>
   intermission.pic <string>
   intermission.pic <string>
   sound.defaultmusname <string>
   sound.defaultmusname <string>
Line 45: Line 53:
   exit.endtextname <string>
   exit.endtextname <string>
   game.skillammomultiplier <number>
   game.skillammomultiplier <number>
  blood.defaultnormal <string>
  blood.defaultrip <string>
  blood.defaultcrush <string>
  }
  }


==Description==
==Description==
All fields default to 0 or empty string.
===Flags===
===Game flags===
*'''flags.add''' and '''flags.remove'''
These two flags control global game flags. Both fields below are of string type and use flag names separated by vertical bars (|), plus (+) or comma (,).
Adds or removes general gameplay flags from the default set. Flags can be grouped as follows.
=====flags.add=====
====Gameplay====
*Enables the specified flags, on top of the hardcoded defaults.
These flags control gameplay physics:
=====flags.remove=====
:*'''CHASEFAST''': accelerates all the [[Chase]] states of monsters on skill 5 and '''-fast''' like in Heretic.
*Disables the specified flags, from the hardcoded defaults.
:*'''HASMADMELEE''': causes all monsters to fight each other when player dies in single player (like in Heretic).
====Flag list====
:*'''LOSTSOULBOUNCE''': for demo compatibility, decide whether lost souls should bounce on floors (normally it's a user or [[OPTIONS]] gameplay setting).
*'''HASDISK''': draw flashing I/O disk
:*'''SKILL5RESPAWN''': make monsters respawn on skill 5.
*'''MNBIGFONT''': use big font for menu titles
====Game flow control====
*'''MAPXY''': use MAPxy map names by default
These flags don't control gameplay per se, but are important for player control and progression:
*'''SAVESOUND''': make a sound in save and load menus
:*'''DOOMWEAPONOFFSET''': setup weapon frame '''offset()''' attributes to render like in Doom. Necessary for Dehacked compatibility.
*'''HASADVISORY''': display the advisory popup on title screen
:*'''INVALWAYSOPEN''': Inventory is always open (like Strife, but not Heretic).
*'''SHADOWTITLES''': shadows titles in menus
:*'''MAPXY''': use ''MAPxy'' map names by default. This implies that the '''-warp''' command-line parameter will expect one value, and any legacy features which depended on the ''ExMy'' vs. ''MAPxy'' arrangements will favour ''MAPxy''.
*'''HASMADMELEE''': has mad melee when player dies in SP
:*'''NODIEHI''': avoid playing the '''pdiehi''' (high) death sound.
*'''WOLFHACK''': is subject to German-edition restriction
:*'''SETENDOFGAME''': [[Teleport_EndGame]] enables the cast finale.
*'''SETENDOFGAME''': Teleport_EndGame sets LevelInfo.endOfGame
====Cosmetic====
*'''SKILL5RESPAWN''': monsters respawn by default on skill 5
These flags control minor display differences between the games. Usually they're of limited use for mod authors, only relevant for the base game differences. Check this list if you have particular issues to solve in your mod:
*'''SKILL5WARNING''': display menu warning for skill 5
:*'''CENTERHUDMSG''': make messages always show in center. Typical with Heretic.
*'''HUDSTATBARNAME''': HUD positions level name above status bar
:*'''CHEATSOUND''': make the menu sound when cheating.
:*'''HASADVISORY''': display the advisory popup in the title screen. This means drawing an "ADVISOR" lump image at coordinates (4, 160) of a virtual 320x200 screen space, soon as the title screen appears.
:*'''HUDSTARTBARNAME''': displays the automap level name and time relative to the status bar instead of at a hardcoded position.
:*'''IMPACTBLOOD''': '''(unused)'''. Projectiles causing blood on impact is a [[thingtype]] flag now.
:*'''MNBIGFONT''': use big font for menu titles.
:*'''SAVESOUND''': make a sound in save and load menus. This is a small interface detail.
:*'''SHADOWTITLES''': adds shadows font effects to the titles in menus.
:*'''SKILL5WARNING''': warn player if they want to start a new game on skill 5.
:*'''WOLFHACK''': is subject to German-edition restriction on secret levels. Typical for Doom 2.


====Internally preset flags====
====Internally preset flags====

Revision as of 11:20, 9 October 2020

This unique block changes global game properties from established hardcoded defaults.

Structure

gameproperties
{
 flags.add <string>
 flags.remove <string>
 missionflags.add <string>
 missionflags.remove <string>
 demo.titletics <integer>
 demo.advisortics <integer>
 demo.pagetics <integer>
 menu.background <string>
 menu.transframe <string>
 menu.skvattacksound <string>
 menu.offset <integer>
 menu.pointer1 <string>
 menu.pointer2 <string>
 border.flat <string>
 border.topleft <string>
 border.top <string>
 border.topright <string>
 border.left <string>
 border.right <string>
 border.bottomleft <string>
 border.bottom <string>
 border.bottomright <string>
 console.charsperline <integer>
 console.bellsound <string>
 console.chatsound <string>
 console.backdrop <string>
 hud.pausepatch <string>
 game.pufftype <string>
 game.telefogtype <string>
 game.telefogheight <integer>
 game.telesound <string>
 game.thrustfactor <integer>
 game.defpclass <string>
 game.endgamefinaletype <string>
 game.skillammomultiplier <floating-point>
 game.monstermeleerange <value>
 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>
 blood.defaultnormal <string>
 blood.defaultrip <string>
 blood.defaultcrush <string>
}

Description

Flags

  • flags.add and flags.remove

Adds or removes general gameplay flags from the default set. Flags can be grouped as follows.

Gameplay

These flags control gameplay physics:

  • CHASEFAST: accelerates all the Chase states of monsters on skill 5 and -fast like in Heretic.
  • HASMADMELEE: causes all monsters to fight each other when player dies in single player (like in Heretic).
  • LOSTSOULBOUNCE: for demo compatibility, decide whether lost souls should bounce on floors (normally it's a user or OPTIONS gameplay setting).
  • SKILL5RESPAWN: make monsters respawn on skill 5.

Game flow control

These flags don't control gameplay per se, but are important for player control and progression:

  • DOOMWEAPONOFFSET: setup weapon frame offset() attributes to render like in Doom. Necessary for Dehacked compatibility.
  • INVALWAYSOPEN: Inventory is always open (like Strife, but not Heretic).
  • MAPXY: use MAPxy map names by default. This implies that the -warp command-line parameter will expect one value, and any legacy features which depended on the ExMy vs. MAPxy arrangements will favour MAPxy.
  • NODIEHI: avoid playing the pdiehi (high) death sound.
  • SETENDOFGAME: Teleport_EndGame enables the cast finale.

Cosmetic

These flags control minor display differences between the games. Usually they're of limited use for mod authors, only relevant for the base game differences. Check this list if you have particular issues to solve in your mod:

  • CENTERHUDMSG: make messages always show in center. Typical with Heretic.
  • CHEATSOUND: make the menu sound when cheating.
  • HASADVISORY: display the advisory popup in the title screen. This means drawing an "ADVISOR" lump image at coordinates (4, 160) of a virtual 320x200 screen space, soon as the title screen appears.
  • HUDSTARTBARNAME: displays the automap level name and time relative to the status bar instead of at a hardcoded position.
  • IMPACTBLOOD: (unused). Projectiles causing blood on impact is a thingtype flag now.
  • MNBIGFONT: use big font for menu titles.
  • SAVESOUND: make a sound in save and load menus. This is a small interface detail.
  • SHADOWTITLES: adds shadows font effects to the titles in menus.
  • SKILL5WARNING: warn player if they want to start a new game on skill 5.
  • WOLFHACK: is subject to German-edition restriction on secret levels. Typical for Doom 2.

Internally preset flags

These flags can be removed by EDF by using flags.remove:

  • Doom: "HASDISK, SKILL5RESPAWN, SKILL5WARNING, HUDSTATBARNAME"
  • Heretic: "MNBIGFONT, SAVESOUND, HASADVISORY, SHADOWTITLES, HASMADMELEE"