Skip to content
GitLab
Explore
Sign in
Register
Primary navigation
Search or go to…
Project
SRB2
Manage
Activity
Members
Labels
Plan
Issues
Issue boards
Milestones
Wiki
Code
Merge requests
Repository
Branches
Commits
Tags
Repository graph
Compare revisions
Snippets
Build
Pipelines
Jobs
Pipeline schedules
Artifacts
Deploy
Releases
Container Registry
Model registry
Operate
Environments
Monitor
Incidents
Analyze
Value stream analytics
Contributor analytics
CI/CD analytics
Repository analytics
Model experiments
Help
Help
Support
GitLab documentation
Compare GitLab plans
Community forum
Contribute to GitLab
Provide feedback
Keyboard shortcuts
?
Snippets
Groups
Projects
Show more breadcrumbs
X.organic
SRB2
Commits
ba81f574
Commit
ba81f574
authored
1 year ago
by
Lactozilla
Browse files
Options
Downloads
Patches
Plain Diff
Add UDMF specification document
parent
7a3d88fc
No related branches found
Branches containing commit
No related tags found
No related merge requests found
Changes
1
Hide whitespace changes
Inline
Side-by-side
Showing
1 changed file
doc/specs/udmf_srb2.txt
+310
-0
310 additions, 0 deletions
doc/specs/udmf_srb2.txt
with
310 additions
and
0 deletions
doc/specs/udmf_srb2.txt
0 → 100644
+
310
−
0
View file @
ba81f574
===============================================================================
Universal Doom Map Format Sonic Robo Blast 2 extensions v1.0 19.02.2024
Copyright (c) 2024 Sonic Team Junior.
Permission is granted to copy, distribute and/or modify this document
under the terms of the GNU Free Documentation License, Version 1.2
or any later version published by the Free Software Foundation;
with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
===============================================================================
This document discusses the UDMF implementation found in Sonic Robo Blast 2's engine.
=======================================
I. Grammar / Syntax
=======================================
No changes.
=======================================
II. Implementation Semantics
=======================================
------------------------------------
II.A : Storage and Retrieval of Data
------------------------------------
No changes.
-----------------------------------
II.B : Storage Within Archive Files
-----------------------------------
No changes.
--------------------------------
II.C : Implementation Dependence
--------------------------------
The SRB2 engine only supports the following namespace:
"srb2"
The engine is allowed to refuse maps with an unsupported namespace,
or emit a warning.
=======================================
III. Standardized Fields
=======================================
The SRB2 engine ignores any user-defined fields.
All boolean fields default to false unless mentioned otherwise.
Sonic Robo Blast 2 defines the following standardized fields:
vertex
{
x = <float>; // X coordinate. No valid default.
y = <float>; // Y coordinate. No valid default.
zfloor = <float>; // Floor height at this vertex. Only applies to triangular sectors
zceiling = <float>; // Ceiling height at this vertex. Only applies to triangular sectors
}
linedef
{
id = <integer>; // ID of line. Interpreted as tag.
moreids = <string>; // Additional line IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
v1 = <integer>; // Index of first vertex. No valid default.
v2 = <integer>; // Index of second vertex. No valid default.
blocking = <bool>; // Line blocks things.
blockmonsters = <bool>; // Line blocks enemies.
twosided = <bool>; // Line is 2S.
dontpegtop = <bool>; // Upper texture unpegged.
dontpegbottom = <bool>; // Lower texture unpegged.
skewtd = <bool>; // Upper and lower textures are skewed.
noclimb = <bool>; // Line is not climbable.
noskew = <bool>; // Middle texture is not skewed.
midpeg = <bool>; // Middle texture is pegged.
midsolid = <bool>; // Middle texture is solid.
wrapmidtex = <bool>; // Line's mid textures are wrapped.
nonet = <bool>; // Special only takes effect in singleplayer games.
netonly = <bool>; // Special only takes effect in multiplayer games.
bouncy = <bool>; // Line is bouncy.
transfer = <bool>; // In 3D floor sides, uses the sidedef properties of the control sector.
alpha = <float>; // Translucency of this line. Default is 1.0
renderstyle = <string>; // Render style. Can be:
// - "translucent"
// - "add"
// - "subtract"
// - "reversesubtract"
// - "modulate"
// - "fog"
// Default is "translucent".
special = <integer>; // Linedef action. Default = 0.
arg0 = <integer>; // Argument 0. Default = 0.
arg1 = <integer>; // Argument 1. Default = 0.
arg2 = <integer>; // Argument 2. Default = 0.
arg3 = <integer>; // Argument 3. Default = 0.
arg4 = <integer>; // Argument 4. Default = 0.
arg5 = <integer>; // Argument 5. Default = 0.
arg6 = <integer>; // Argument 6. Default = 0.
arg7 = <integer>; // Argument 7. Default = 0.
arg8 = <integer>; // Argument 8. Default = 0.
arg9 = <integer>; // Argument 9. Default = 0.
stringarg0 = <string>; // String argument 0.
stringarg1 = <string>; // String argument 1.
sidefront = <integer>; // Sidedef 1 index. No valid default.
sideback = <integer>; // Sidedef 2 index. Default = -1.
comment = <string>; // A comment. Implementors should attach no special
// semantic meaning to this field.
}
sidedef
{
offsetx = <integer>; // X offset. Default = 0.
offsety = <integer>; // Y offset. Default = 0.
texturetop = <string>; // Upper texture. Default = "-".
texturebottom = <string>; // Lower texture. Default = "-".
texturemiddle = <string>; // Middle texture. Default = "-".
repeatcnt = <string>; // Number of middle texture repetitions. Default = 0
sector = <integer>; // Sector index. No valid default.
scalex_top = <float>; // X scale for upper texture. Default = 1.0.
scaley_top = <float>; // Y scale for upper texture. Default = 1.0.
scalex_mid = <float>; // X scale for mid texture. Default = 1.0.
scaley_mid = <float>; // Y scale for mid texture. Default = 1.0.
scalex_bottom = <float>; // X scale for lower texture. Default = 1.0.
scaley_bottom = <float>; // Y scale for lower texture. Default = 1.0.
offsetx_top = <float>; // X offset for upper texture. Default = 0.0.
offsety_top = <float>; // Y offset for upper texture. Default = 0.0.
offsetx_mid = <float>; // X offset for mid texture. Default = 0.0.
offsety_mid = <float>; // Y offset for mid texture. Default = 0.0.
offsetx_bottom = <float>; // X offset for lower texture. Default = 0.0.
offsety_bottom = <float>; // Y offset for lower texture. Default = 0.0.
comment = <string>; // A comment. Implementors should attach no special
// semantic meaning to this field.
}
sector
{
heightfloor = <integer>; // Floor height. Default = 0.
heightceiling = <integer>; // Ceiling height. Default = 0.
texturefloor = <string>; // Floor flat. No valid default.
textureceiling = <string>; // Ceiling flat. No valid default.
lightlevel = <integer>; // Light level. Default = 255.
lightfloor = <integer>; // The floor's light level. Default is 0.
lightceiling = <integer>; // The ceiling's light level. Default is 0.
lightfloorabsolute = <bool>; // true = 'lightfloor' is an absolute value. Default is
// relative to the owning sector's light level.
lightceilingabsolute = <bool>; // true = 'lightceiling' is an absolute value. Default is
// relative to the owning sector's light level.
special = <integer>; // Sector special. Default = 0.
id = <integer>; // Sector tag/id. Default = 0.
moreids = <string>; // Additional sector IDs/tags, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
xpanningfloor = <float>; // X texture offset of floor texture. Default = 0.0.
ypanningfloor = <float>; // Y texture offset of floor texture. Default = 0.0.
xpanningceiling = <float>; // X texture offset of ceiling texture. Default = 0.0.
ypanningceiling = <float>; // Y texture offset of ceiling texture. Default = 0.0.
xscalefloor = <float>; // X texture scale of floor texture. Default = 1.0.
yscalefloor = <float>; // Y texture scale of floor texture. Default = 1.0.
xscaleceiling = <float>; // X texture scale of ceiling texture. Default = 1.0.
yscaleceiling = <float>; // Y texture scale of ceiling texture. Default = 1.0.
rotationfloor = <float>; // Rotation of floor texture in degrees. Default = 0.0.
rotationceiling = <float>; // Rotation of ceiling texture in degrees. Default = 0.0.
ceilingplane_a = <float>; // Define the plane equation for the sector's ceiling. Default is a horizontal plane at 'heightceiling'.
ceilingplane_b = <float>; // 'heightceiling' will still be used to calculate texture alignment.
ceilingplane_c = <float>; // The plane equation will only be used if all 4 values are given.
ceilingplane_d = <float>; // The plane is defined as a*x + b*y + c*z + d = 0 with the normal vector pointing downward.
floorplane_a = <float>; // Define the plane equation for the sector's floor. Default is a horizontal plane at 'heightfloor'.
floorplane_b = <float>; // 'heightfloor' will still be used to calculate texture alignment.
floorplane_c = <float>; // The plane equation will only be used if all 4 values are given.
floorplane_d = <float>; // The plane is defined as a*x + b*y + c*z + d = 0 with the normal vector pointing upward.
lightcolor = <integer>; // Sector's light color as RRGGBB value. Default = 0x000000.
lightalpha = <integer>; // Sector's light opacity. Default = 25.
fadecolor = <integer>; // Sector's fog color as RRGGBB value. Default = 0x000000.
fadealpha = <integer>; // Sector's fog opacity. Default = 25.
fadestart = <integer>; // Sector's fading range start. Default = 0.
fadeend = <integer>; // Sector's fading range end. Default = 31.
colormapfog = <bool>; // Sector's colormap uses fog lighting.
colormapfadesprites = <bool>; // Sector's colormap affects full-bright sprites.
colormapprotected = <bool>; // Sector's colormap is not affected by colormap change specials.
flipspecial_nofloor = <bool>; // Trigger effects that require a plane touch are not executed when the floor is touched.
flipspecial_ceiling = <bool>; // Trigger effects that require a plane touch are executed when the ceiling is touched.
triggerspecial_touch = <bool>; // Trigger effects are executed anywhere in the sector.
triggerspecial_headbump = <bool>; // Trigger effects are executed if the top of the triggerer object touches a plane.
triggerline_plane = <bool>; // Trigger effects require a plane touch to be executed.
triggerline_mobj = <bool>; // Trigger effects can be executed by non-pushable objects.
invertprecip = <bool>; // Inverts the precipitation effect; if the sector is considered to be indoors,
// precipitation is generated, and if the sector is considered to be outdoors,
// precipitation is not generated.
gravityflip = <bool>; // Sector flips any objects in it, if the sector has negative gravity.
heatwave = <bool>; // Sector has the heat wave effect.
noclipcamera = <bool>; // Sector is not tangible to the camera.
outerspace = <bool>; // Sector has the space countdown effect.
doublestepup = <bool>; // Sector has half the vertical height needed for objects to walk into it.
nostepdown = <bool>; // Sector has the staircase effect disabled.
speedpad = <bool>; // Sector is a speed pad.
starpostactivator = <bool>; // Sector activates any Star Posts in it when walked into by a plyer.
exit = <bool>; // Sector is an exit sector.
specialstagepit = <bool>; // Sector is a Special Stage pit.
returnflag = <bool>; // Sector returns any Capture the Flag flags that come in contact with it to their respective bases.
redteambase = <bool>; // Sector is a Red Team base.
blueteambase = <bool>; // Sector is Blue Team base.
fan = <bool>; // Sector is a fan sector.
supertransform = <bool>; // Sector transforms any players that come in contact with it into their 'super' mode.
forcespin = <bool>; // Sector forces any players that come in contact with it to roll.
zoomtubestart = <bool>; // Sector is the starting point of a zoom tube path.
zoomtubeend = <bool>; // Sector is the ending point of a zoom tube path.
finishline = <bool>; // Sector is a Circuit finish line.
ropehang = <bool>; // Sector is a rope hang. Must be applied to a 3D floor.
jumpflip = <bool>; // Sector flips the gravity of players who jump from it.
gravityoverride = <bool>; // Reverse gravity effect is only applied when an object is in the sector.
friction = <float>; // Sector's friction factor.
gravity = <float>; // Sector's gravity. Default is 1.0.
damagetype = <integer>; // Damage type for sector damage. Can be:
// - "None"
// - "Generic"
// - "Water"
// - "Fire"
// - "Lava"
// - "Electric"
// - "Spike"
// - "DeathPitTilt"
// - "DeathPitNoTilt"
// - "Instakill"
// - "SpecialStage"
// Default = "None".
triggertag = <integer>; // Tag to trigger when this sector is entered. Default = 0.
triggerer = <string>; // Who can execute the trigger tag when this sector is entered. Can be:
// - "Player"
// - "AllPlayers"
// - "Mobj"
// Default = "Player".
comment = <string>; // A comment. Implementors should attach no special
// semantic meaning to this field.
}
thing
{
id = <integer>; // Thing ID. Default = 0.
moreids = <string>; // Additional thing IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
x = <float>; // X coordinate. No valid default.
y = <float>; // Y coordinate. No valid default.
height = <float>; // Z height relative to floor.
// Relative to ceiling if flip = true.
// Absolute if absolutez = true.
// Default = 0.
angle = <integer>; // Map angle of thing in degrees. Default = 0 (East).
pitch = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
roll = <integer>; // Roll of thing in degrees. Default = 0.
scalex = <float>; // Horizontal visual scaling on thing. Default = 1.0.
scaley = <float>; // Vertical visual scaling on thing. Default = 1.0.
scale = <float>; // Vertical and horizontal visual scaling on thing. Default = 1.0.
mobjscale = <float>; // Physical scale of the thing. Default = 1.0.
type = <integer>; // Thing type. No valid default.
flip = <bool>; // Thing spawns flipped, on the ceiling.
absolutez = <bool>; // If true, the thing height is absolute, instead of being relative to the floor or ceiling.
arg0 = <integer>; // Argument 0. Default = 0.
arg1 = <integer>; // Argument 1. Default = 0.
arg2 = <integer>; // Argument 2. Default = 0.
arg3 = <integer>; // Argument 3. Default = 0.
arg4 = <integer>; // Argument 4. Default = 0.
arg5 = <integer>; // Argument 5. Default = 0.
arg6 = <integer>; // Argument 6. Default = 0.
arg7 = <integer>; // Argument 7. Default = 0.
arg8 = <integer>; // Argument 8. Default = 0.
arg9 = <integer>; // Argument 9. Default = 0.
stringarg0 = <string>; // String argument 0.
stringarg1 = <string>; // String argument 1.
comment = <string>; // A comment. Implementors should attach no special
// semantic meaning to this field.
}
=======================================
Changelog
=======================================
1.0: 19.02.2024
Initial version.
===============================================================================
EOF
===============================================================================
\ No newline at end of file
This diff is collapsed.
Click to expand it.
Preview
0%
Loading
Try again
or
attach a new file
.
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Save comment
Cancel
Please
register
or
sign in
to comment