Editing SMMU
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* [[List_of_console_commands|Console]] | * [[List_of_console_commands|Console]] | ||
* Rewritten [[menu]], [[heads-up display]], and [[networking]] code | * Rewritten [[menu]], [[heads-up display]], and [[networking]] code | ||
* Quake-style "start map" | * Quake-style "start map", courtesy of [[Doom Wiki:Derek "Afterglow" MacDonald|Derek "Afterglow" MacDonald]] (''later removed from Eternity due to dependence on scripting languages'') | ||
* Windows, MS-DOS and Linux ports (''Eternity also runs on macOS'') | * Windows, MS-DOS and Linux ports (''Eternity also runs on macOS'') | ||
* Chasecam | * Chasecam | ||
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A 'level header' is the wad resource which starts a level. For example, the level headers for all the original doom levels were all in the format ''MAPxy'' or ''ExMy''. | A 'level header' is the wad resource which starts a level. For example, the level headers for all the original doom levels were all in the format ''MAPxy'' or ''ExMy''. | ||
In Eternity, the level header can take any name, for example, the | In Eternity, the level header can take any name, for example, the Eternity 'start map' had the name ''START''. Levels with nonstandard names can be accessed from the [[console]] using the "map" command, e.g. "map start". | ||
Additionally, Eternity automatically detects new levels loaded from wads and will start on the appropriate level when the 'new game' option is chosen from the main menu (only if the "start new game on first new map" option on the Eternity Options menu is set to "yes", and only in DOOM II). | Additionally, Eternity automatically detects new levels loaded from wads and will start on the appropriate level when the 'new game' option is chosen from the main menu (only if the "start new game on first new map" option on the Eternity Options menu is set to "yes", and only in DOOM II). | ||
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==Other== | ==Other== | ||
===Swirly flats=== | ===Swirly flats=== | ||
The console variable | The console variable 'r_swirl', when set to 1, will stop all animated flats from animating and instead give them a 'swirling' effect similar to the quake water effect. However, this affects all flats and for some animated flats it doesn't look right. | ||
You can specify when to use the 'swirl' effect on individual animated flats using the | You can specify when to use the 'swirl' effect on individual animated flats using the boom [[ANIMATED]] resource. You can use the SWANTBLS.EXE program to create your own set of animated flats. If the delay between flat frames is set greater than 65535, that flat will be given the swirl effect. | ||
===Sector Flags=== | ===Sector Flags=== | ||
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by the sector. | by the sector. | ||
In some levels, fake vanilla-compatible 3D bridges may "clunk" when you walk over them (due to the instant floor move specials). SMMU thus implemented sector flags which block mechanical sounds (or alternatively, ''all'' sounds) coming from them. You may now use bits 10 and 11 in your wads for the generalized sector types. Modern editors should offer this feature in the sector properties dialog box | In some levels, fake vanilla-compatible 3D bridges may "clunk" when you walk over them (due to the instant floor move specials). SMMU thus implemented sector flags which block mechanical sounds (or alternatively, ''all'' sounds) coming from them. You may now use bits 10 and 11 in your wads for the generalized sector types. Modern editors should offer this feature in the sector properties dialog box. | ||
== Sources == | == Sources == |