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- * strings start with '{' and end with '}'
-
- Just run through this file and see what you can change without
- devil exploding. The first values here should be save:
-
- * Some editor startup values
- :INITDATA 0 * init output (1=initio.c 2=readlvl.c/savetool.c)
- {new} * startup level
- 3 * starting showwhat
- 0.0 0.0 0.0 * starting point (only if no level/cfg-file)
- 1.0 0.0 0.0 * orientation 1 (only if no level/cfg-file)
- 0.0 1.0 0.0 * orientation 2 (only if no level/cfg-file)
- 1.0 * zoom
- 1.05 * zoomscala
- 655360.0 * movefactor
- 131072.0 * pmovefactor
- 1.5 * movescala
- 0.19634954 * rotangle
- 0.19634954 * protangle
- 2.0 * rotscala
- 13107200.0 * maxvisibility
- 1.2 * visscala
- 0.5 * mousesensitivity
- 98304.0 * thingsize (first cube is 655360*655360*655360)
- 131072.0 * doorsize
- 0.01 * clickphi (angle of the magic beam of clicking)
- 0.00001 * mincorner
- 0.70 * minweirdwall
- 196608.0 * max. distance for automatic connect cubes
- 6553600.0 * max. distance for user connect.
- 65536.0 * gridlength
- 2.0 * gridscala
- -0.9 * only draw lines with an angle <26 degrees (cos(26)=0.9)
- 1 * gridonoff
- 4 * depth of grid
- 10 * number of macros for keys
- 773 * texture offset V1.0 (630 for shareware)
- 721 * texture offset V1.4
- 191 * brightness for textures
- 4 * delay for movebuttons
- {MACROS\\} * path for macros (must be UPPERCASE and with \\ at the end)
- {levels\\} * path for levels
- {..\\descent.pig} * filename of .pig file (remember: \\ for \)
- {devil.pal} * color file
- {devil.fnt} * Font file
- {devil.cfg} * Config file
-
- * now the eventcodes, that means what will happen if you do what on
- * your keyboard / mouse?.
- * first is the no of the event. see do_event.h
- *
- * second is the class of the event:
- * 01 = left mouse button
- * 02 = right mouse button
- * 03 = keypressed
- *
- * third the special keys on the keyboard
- * here the program only looks if the given key is pressed, so you must
- * place the same events with different special keys in the right order
- * (means the one with the most special keys at the beginning)
- * 01 = shift
- * 02 = alt (reserved for menuline)
- * 04 = ctrl
- * 08 = num lock
- * 00 = no matter
- * fourth: the keys (normal ASCII-CODE (in hex)) for key events,
- * the buttonnumber for mouseevents in the lower menu.
- * in the uppermenu the lower 8 bit of key gives the clicked line,
- * the higher 8 bit the menu in which the line was clicked.
- * current menu.
- * 8 = backspace
- * 9 = tab
- * 1b = escape
- * 110 = ALT+Q
- * 11e = ALT+A
- * 12c = ALT+Z
- * 13b..144 = F1..F10
- * 185 = F11
- * 186 = F12
- * 247 = home
- * 248 = cursor up
- * 249 = page up
- * 24b = cursor left
- * 24d = cursor right
- * 24f = end
- * 250 = cursor down
- * 251 = page down
- * 252 = insert
- * 253 = delete
- * ffff = no matter
- *
- * the last one is the no of the box in which the code
- * will work:
- * 0 is whole screen, 1 is plotbox, 2 is upper menu, 3 is lower menu,
- * 4 is menuline and 5 is movebuttons
- * only needed for mouse events.
- :EVENTCODES 152
- 39 03 01 001b 0 {S+Esc: fast quit}
- 5d 03 00 001b 0 {Esc: quit}
- 31 02 01 0000 1 {click on wall}
- 01 01 00 0006 5 {change numlock}
- 01 01 00 0007 5 {change numlock}
- 72 01 01 0000 1 {tag with mouse}
- 02 02 00 0000 1 {click on cube}
- 03 01 00 0000 1 {click on thing}
- 35 03 00 013b 0 {F1: this help page}
- 30 03 05 0013 0 {^S: save level}
- 2f 03 05 000c 0 {^L: load level}
- 76 03 05 0010 0 {^P: play level}
- 5a 03 00 024f 0 {End: set exit}
- 36 03 00 004d 0 {M: make macro}
- 37 03 04 000d 0 {^M: save macro}
- 38 03 00 006d 0 {m: choose macro}
- 4f 03 00 0067 0 {g: incr. gridsize}
- 4e 03 01 0047 0 {G: decr. gridsize}
- 5f 00 05 0007 0 {^G: plot grid on/off}
- 4d 03 04 0007 0 {^g: grid on/off}
- 5b 03 01 0253 0 {S+Del: delete all}
- 4c 03 00 0253 0 {Del: delete something}
- 49 01 00 0001 2 {change data}
- 59 03 01 0252 0 {S+Ins: fast insert}
- 69 03 00 013c 0 {F2: scaled insert}
- 6a 03 01 0155 0 {S+F2: scaled, fast insert}
- 43 03 00 0252 0 {Ins: insert something}
- 53 03 00 013d 0 {F3: make room}
- 5e 03 00 0046 0 {F: align bitmaps}
- 42 03 00 0066 0 {f: fit bitmap}
- 6e 03 00 013e 0 {F4: Re-Calculate txts}
- 73 03 00 013f 0 {F5: Lightshading}
- 34 03 00 0035 0 {N+5: beam to current obj}
- 54 03 05 0003 0 {^C: choose cube num}
- 55 03 05 0017 0 {^T: choose thing num}
- 56 03 05 0014 0 {^W: choose wall num}
- 5c 03 00 003c 0 {<: go to wall}
- 0c 03 01 0054 0 {T: prev thing}
- 0b 03 00 0074 0 {t: next thing}
- 0e 03 01 0043 0 {C: prev cube}
- 0d 03 00 0063 0 {c: next cube}
- 10 03 01 0053 0 {S: prev side}
- 0f 03 00 0073 0 {s: next side}
- 2c 03 01 0057 0 {W: prev wall}
- 2b 03 00 0077 0 {w: next wall}
- 41 03 01 0050 0 {P: prev point}
- 40 03 00 0070 0 {p: next point}
- 6b 03 00 0030 0 {0: side cube}
- 6f 03 01 0042 0 {B: init toggle box}
- 70 03 00 0062 0 {b: toggle box}
- 71 03 01 010f 0 {S+Tab: change box mode}
- 68 03 04 0020 0 {^space: tag special}
- 33 03 01 0020 0 {S+space: tag all}
- 11 03 00 0020 0 {space: tag}
- 1b 03 08 002a 0 {N+*: incr. movefactor}
- 1c 03 08 002f 0 {N+/: decr. movefactor}
- 4a 03 00 002a 0 {*: incr. pmovefactor}
- 4b 03 00 002f 0 {/: decr. pmovefactor}
- 29 03 08 0039 0 {N+9: inc. rot. angle}
- 2a 03 08 0037 0 {N+7: dec. rot. angle}
- 60 03 00 0149 0 {9: inc. p.rot. angle}
- 61 03 00 0147 0 {7: dec. p.rot. angle}
- 17 03 01 0041 0 {A: incr. visibility}
- 18 03 01 0059 0 {Y: decr. visibility}
- 18 03 01 005a 0 {Z: decr. visibility}
- 19 03 08 002b 0 {N++: incr. zoom}
- 1a 03 08 002d 0 {N+-: decr. zoom}
- 1d 03 08 0061 0 {a: move forward}
- 1d 02 08 0002 5 {move forward}
- 1d 03 08 014f 0 {S+N+3: move forward}
- 1e 03 08 0079 0 {y: move backward}
- 1e 03 08 007a 0 {z: move backward}
- 1e 02 08 0000 5 {move backward}
- 1e 03 08 0151 0 {S+N+1: move backward}
- 1f 03 09 014b 0 {S+N+4: slide left}
- 1f 02 08 0003 5 {slide left}
- 20 03 09 014d 0 {S+N+6: slide right}
- 20 02 08 0005 5 {slide right}
- 21 03 09 0148 0 {S+N+8: slide up}
- 21 02 08 0001 5 {slide up}
- 22 03 09 0150 0 {S+N+2: slide down}
- 22 02 08 0004 5 {slide down}
- 3f 03 00 0061 0 {a: move point forward}
- 3f 02 00 0002 5 {move point forward}
- 3e 03 00 0079 0 {y: move point backward}
- 3e 03 00 0080 0 {z: move point backward}
- 3e 02 00 0000 5 {move point backward}
- 3d 03 01 0034 0 {S+4: move point left}
- 3d 02 00 0003 5 {move point left}
- 3c 03 01 0036 0 {S+6: move point right}
- 3c 02 00 0005 5 {move point right}
- 3b 03 01 0038 0 {S+8: move point up}
- 3b 02 00 0001 5 {move point up}
- 3a 03 01 0032 0 {S+2: move point down}
- 3a 02 00 0004 5 {move point down}
- 6c 03 00 002b 0 {+: enlarge object}
- 6d 03 00 002d 0 {-: shrink object}
- 28 03 08 0034 0 {N+4: turn left}
- 28 01 08 0005 5 {turn left}
- 26 03 08 0036 0 {N+6: turn right}
- 26 01 08 0003 5 {turn right}
- 24 03 08 0038 0 {N+2: turn up}
- 24 01 08 0001 5 {turn up}
- 27 03 08 0032 0 {N+8: turn down}
- 27 01 08 0004 5 {turn down}
- 23 03 08 0031 0 {N+1: bank left}
- 23 01 08 0000 5 {bank left}
- 25 03 08 0033 0 {N+3: bank right}
- 25 01 08 0002 5 {bank right}
- 65 03 05 0018 0 {^X: align to -x}
- 62 03 04 0018 0 {^x: align to +x}
- 66 03 05 0019 0 {^Y: align to -y}
- 63 03 04 0019 0 {^y: align to +y}
- 67 03 05 001a 0 {^Z: align to -z}
- 64 03 04 001a 0 {^z: align to +z}
- 13 03 00 014b 0 {4: turn point left}
- 13 01 00 0005 5 {turn point left}
- 14 03 00 014d 0 {6: turn point right}
- 14 01 00 0003 5 {turn point right}
- 15 03 00 0150 0 {2: turn point up}
- 15 01 00 0001 5 {turn point up}
- 16 03 00 0148 0 {8: turn point down}
- 16 01 00 0004 5 {turn point down}
- 45 03 00 014f 0 {1: point bank left}
- 45 01 00 0000 5 {point bank left}
- 46 03 00 0151 0 {3: point bank right}
- 46 01 00 0002 5 {point bank right}
- 07 01 00 0000 3 {cube menu}
- 07 03 04 0003 0 {C+c: cube menu}
- 2d 01 00 0001 3 {side menu}
- 2d 03 04 0013 0 {C+s: side menu}
- 2e 01 00 0002 3 {point menu}
- 2e 03 04 0010 0 {C+p: point menu}
- 0a 01 00 0003 3 {thing menu}
- 0a 03 04 0014 0 {C+t: thing menu}
- 09 01 00 0004 3 {wall menu}
- 09 03 04 0017 0 {C+w: wall menu}
- 08 01 00 0005 3 {internal menu}
- 08 03 04 0009 0 {C+i: internal menu}
- 50 01 00 0000 2 {change info value}
- 01 03 00 0009 0 {Tab: change mode}
- 50 03 00 000d 0 {Ret: change info value}
- 58 01 05 0000 2 {change info value without all}
- 58 03 05 000d 0 {C+S+Ret: without all}
- 57 01 04 0000 2 {change info value without tagged objects}
- 57 03 04 000d 0 {C+Ret: without tagged}
- 44 01 01 0000 2 {change info value without side effects}
- 44 03 01 000d 0 {S+Ret: without side eff.}
- 48 03 00 0249 0 {Page up: scroll menu up}
- 47 03 00 0251 0 {Page down: scroll menu down}
- 51 03 00 0248 0 {up: move up in right menu}
- 52 03 00 0250 0 {down: move down in right menu}
-
- * menuline
- :MENUS 7
- 0 4 { >File }
- 2f 0 {>load level}
- 30 0 {>save level}
- 76 0 {>play level}
- 5d 0 {>quit}
- 0 7 {>Move }
- 34 0 {>beam to current object}
- 62 0 {align to pos. >x-axis}
- 63 0 {align to pos. >y-axis}
- 64 0 {align to pos. >z-axis}
- 65 0 {align to neg. >X-axis}
- 66 0 {align to neg. >Y-axis}
- 67 0 {align to neg. >Z-axis}
- 0 13 {>Edit }
- 43 0 {>insert}
- 59 0 {>fast insert}
- 4c 0 {>Delete}
- 5b 0 {delete >All}
- 6c 0 {>enlarge}
- 6d 0 {>shrink}
- 4d 0 {>grid on/off}
- 5a 0 {set e>xit}
- 42 0 {fit >bitmap}
- 5e 0 {align >Bitmaps}
- 73 0 {>light shading}
- 53 0 {make >room}
- 6e 0 {recalculate >textures}
- 0 5 {M>acros }
- 36 0 {>make macro}
- 37 0 {>save macro}
- 38 0 {>choose macro}
- 69 0 {>insert scaled}
- 6a 0 {>Insert fast,scaled}
- 0 22 {>Select }
- 11 0 {>tag}
- 33 0 {>Tag all}
- 68 0 {tag >special}
- 6f 0 {tag >box}
- 70 0 {new tag >Box}
- 74 0 {>use cube tag}
- 75 0 {>Use side tag}
- 54 0 {choose cub>e}
- 55 0 {choose thin>g}
- 56 0 {choose wal>l}
- 5c 0 {>Go to wall}
- 0d 0 {next >cube}
- 0e 0 {previous >Cube}
- 0b 0 {next >thing}
- 0c 0 {previous >Thing}
- 0f 0 {next >side}
- 10 0 {previous >Side}
- 2b 0 {next >wall}
- 2c 0 {previous >Wall}
- 40 0 {next >point}
- 41 0 {previous >Point}
- 6b 0 {c>hange to sidecube}
- 0 5 {>Drawing }
- 04 0 {>things}
- 05 0 {>cubes}
- 06 0 {>lines}
- 32 0 {>walls}
- 12 0 {>Data}
- 0 2 {>Info }
- 00 0 {>credits}
- 35 0 {>help page}
-
- * now the buttontexts
- :BUTTONS 6
- {Cube}
- {Side}
- {Point}
- {Thing}
- {Wall}
- {Internal}
-
- *** OK. Now the types of descent
-
- * {formatstring} data offset length x y mlength nchild numtypedescrip class se
- * formatstring: normal c-format string with one variable except if
- * numtypedescription<>0 then it's the title of the menu
- * data,offset,length: structure, offset,length of variable
- * x,y,mlength: position and length in chars of formatstring
- * (y is useless)
- * mlength=0: whole row
- * nchild: number of entries with subentries.
- * numtypedescription: number of type descriptions.
- * if negative then follows the names of the list recycled
- * class: 0=changed by program
- * 1=normal displayed and can be changed by the user
- * 2=not changed by program or user but known
- * if negative then class=number of side effects
- * se: side effect function number: number of function to be called
- * after altering the value (see do_side.c)
- *
- * type description:
- * number (in hex) number of entries belonging to this type {txt}
- * number: number of descent
- * number of...: number of following subtypes
- * txt: description of number
- *
- * sideeffect:
- * first lines: depth no offset item offset no ....
- * depth: Number of entries
- * no: no of list
- * offset: offset to write to
- * item:
- *
- * further lines:
- * no {name} entry1 entry2 ...
- :Cube 23 * number of all entries (all classes)
- * menu entries (class=1) must be at the beginning
- {Cube type} 0 28 1 0 0 0 3 5 1 8
- 00 0 {normal}
- 01 1 {fuel center}
- {value %li} 0 30 2 1 0 0 0 0 1 -1
- 02 1 {repair center}
- {value %li} 0 30 2 1 0 0 0 0 1 -1
- 03 0 {reactor}
- 04 1 {producer}
- {produces} 8 0 4 1 0 0 0 0 1 3
- {cube light %L} 0 32 2 2 0 0 0 0 1 -1 * L stands for light
- {avg.p. light %L} 0 -1 0 3 0 0 0 0 -24 -1
- 4 0 56 8 2 * 0=cube, 40=wall[0], 8=corner 0 light, length 2
- 4 0 56 14 2 * 0=cube, 40=wall[0],14=corner 1 light, length 2
- 4 0 56 20 2 * 0=cube, 40=wall[0],20=corner 2 light, length 2
- 4 0 56 26 2 * 0=cube, 40=wall[0],26=corner 3 light, length 2
- 4 0 60 8 2 * 0=cube, 40=wall[1], 8=corner 0 light, length 2
- 4 0 60 14 2 * 0=cube, 40=wall[1],14=corner 1 light, length 2
- 4 0 60 20 2 * 0=cube, 40=wall[1],20=corner 2 light, length 2
- 4 0 60 26 2 * 0=cube, 40=wall[1],26=corner 3 light, length 2
- 4 0 64 8 2 * 0=cube, 40=wall[2], 8=corner 0 light, length 2
- 4 0 64 14 2 * 0=cube, 40=wall[2],14=corner 1 light, length 2
- 4 0 64 20 2 * 0=cube, 40=wall[2],20=corner 2 light, length 2
- 4 0 64 26 2 * 0=cube, 40=wall[2],26=corner 3 light, length 2
- 4 0 68 8 2 * 0=cube, 40=wall[3], 8=corner 0 light, length 2
- 4 0 68 14 2 * 0=cube, 40=wall[3],14=corner 1 light, length 2
- 4 0 68 20 2 * 0=cube, 40=wall[3],20=corner 2 light, length 2
- 4 0 68 26 2 * 0=cube, 40=wall[3],26=corner 3 light, length 2
- 4 0 72 8 2 * 0=cube, 40=wall[4], 8=corner 0 light, length 2
- 4 0 72 14 2 * 0=cube, 40=wall[4],14=corner 1 light, length 2
- 4 0 72 20 2 * 0=cube, 40=wall[4],20=corner 2 light, length 2
- 4 0 72 26 2 * 0=cube, 40=wall[4],26=corner 3 light, length 2
- 4 0 76 8 2 * 0=cube, 40=wall[5], 8=corner 0 light, length 2
- 4 0 76 14 2 * 0=cube, 40=wall[5],14=corner 1 light, length 2
- 4 0 76 20 2 * 0=cube, 40=wall[5],20=corner 2 light, length 2
- 4 0 76 26 2 * 0=cube, 40=wall[5],26=corner 3 light, length 2
- {neighbour 1} 0 0 2 0 0 0 0 0 0 -1
- {neighbour 2} 0 2 2 0 0 0 0 0 0 -1
- {neighbour 3} 0 4 2 0 0 0 0 0 0 -1
- {neighbour 4} 0 6 2 0 0 0 0 0 0 -1
- {neighbour 5} 0 8 2 0 0 0 0 0 0 -1
- {neighbour 6} 0 10 2 0 0 0 0 0 0 -1
- {point 1} 0 12 2 0 0 0 0 0 0 -1
- {point 2} 0 14 2 0 0 0 0 0 0 -1
- {point 3} 0 16 2 0 0 0 0 0 0 -1
- {point 4} 0 18 2 0 0 0 0 0 0 -1
- {point 5} 0 20 2 0 0 0 0 0 0 -1
- {point 6} 0 22 2 0 0 0 0 0 0 -1
- {point 7} 0 24 2 0 0 0 0 0 0 -1
- {point 8} 0 26 2 0 0 0 0 0 0 -1
- {door 1} 0 34 1 0 0 0 0 0 2 -1
- {door 2} 0 35 1 0 0 0 0 0 2 -1
- {door 3} 0 36 1 0 0 0 0 0 2 -1
- {door 4} 0 37 1 0 0 0 0 0 2 -1
- {door 5} 0 38 1 0 0 0 0 0 2 -1
- {door 6} 0 39 1 0 0 0 0 0 2 -1
-
- :Side 7
- {texture 1} 1 0 2 0 0 0 0 0 1 1
- {texture 2} 1 2 2 1 0 0 0 0 1 1
- {origin for t2} 1 -1 0 2 0 0 0 4 1 7
- 0 0 {lower left}
- 1 0 {lower right}
- 2 0 {upper right}
- 3 0 {upper left}
- {avg.p. light %L} 1 -1 0 3 0 0 0 0 -4 -1
- 3 1 8 2 * 1. side effect is in 01=side, offset 8=corner 0 light,length 2
- 3 1 14 2 * 2. side effect is in 01=side, offset 14=corner 1 light,length 2
- 3 1 20 2 * 3. side effect is in 01=side, offset 20=corner 2 light,length 2
- 3 1 26 2 * 4. side effect is in 01=side, offset 26=corner 3 light,length 2
- {corner 0} 1 4 6 0 0 0 0 0 0 -1
- {corner 1} 1 10 6 0 0 0 0 0 0 -1
- {corner 2} 1 16 6 0 0 0 0 0 0 -1
- {corner 3} 1 22 6 0 0 0 0 0 0 -1
-
- :Point 6
- {xpos % C} 9 0 8 0 0 0 0 0 1 4 * ' ' means do not change in normal way
- {ypos % C} 9 8 8 1 0 0 0 0 1 4 * C stands for coordinate
- {zpos % C} 9 16 8 2 0 0 0 0 1 4 * which means double/65536.0
- {txt-x %.5li} 2 0 2 3 0 0 0 0 1 -1
- {txt-y %.5li} 2 2 2 4 0 0 0 0 1 -1
- {light %L} 2 4 2 5 0 0 0 0 1 -1
-
- :Thing 10
- {type} 3 0 1 0 0 0 6 6 1 0
- 02 11 {robot}
- {robot type} 3 1 1 1 0 0 0 24 1 13
- 00 0 {medium hulk}
- 01 0 {medium lifter}
- 02 0 {spider}
- 03 0 {class 1 drone}
- 04 0 {class 2 drone}
- 05 0 {invisible vulcan}
- 06 0 {invisible hulk}
- 07 0 {supervisor}
- 08 0 {secondary lifter}
- 09 0 {heavy driller}
- 0a 0 {gopher, laser}
- 0b 0 {platform, laser}
- 0c 0 {platform, missile}
- 0d 0 {red triangle}
- 0e 0 {baby spider}
- 0f 0 {miniboss}
- 10 0 {heavy hulk}
- 11 0 {big boss 1}
- 12 0 {invisible lifter}
- 13 0 {vulcan man}
- 14 0 {light hulk}
- 15 0 {advanced lifter}
- 16 0 {defense proto}
- 17 0 {big boss 2}
- {drop type} 3 76 1 2 0 0 2 4 1 -1
- 00 0 {nothing ??}
- ff 0 {default}
- 02 2 {robot}
- {drop what} 3 77 1 3 0 0 0 4 1 -1
- 03 0 {!thing} * start with list for things
- 00 0 {>type} * search for offset 0
- 02 0 {#robot} * search for no.7
- 01 0 {!robot type} * search for offset 1 (must be at the end)
- {drop num %.3ld} 3 78 1 4 0 0 0 0 1 -1
- 07 2 {item}
- {drop what} 3 77 1 3 0 0 0 4 1 -1
- 03 0 {!thing} * start with list for things
- 00 0 {>type} * search for offset 0
- 07 0 {#item} * search for no.7
- 01 0 {!item type} * search for offset 1 (must be at the end)
- {drop num %.3ld} 3 78 1 4 0 0 0 0 1 -1
- {behaviour} 3 143 1 7 0 0 0 6 1 -1
- 80 0 {sits still}
- 81 0 {normal}
- 82 0 {hide (won't work)}
- 83 0 {drop mines}
- 84 0 {path (won't work)}
- 85 0 {station}
- {texture} 3 235 4 6 0 0 0 0 1 12
- {ai flags} 3 144 11 0 0 0 0 0 0 -1
- {hide cubenum} 3 155 2 0 0 0 0 0 0 -1
- {hide index} 3 157 2 0 0 0 0 0 0 -1
- {path length} 3 159 2 0 0 0 0 0 0 -1
- {path pos} 3 161 2 0 0 0 0 0 0 -1
- {path start} 3 163 2 0 0 0 0 0 0 -1
- {path end} 3 165 2 0 0 0 0 0 0 -1
- 03 2 {hostage}
- {no.: %.2ld} 3 1 1 1 0 0 0 0 1 -1
- {size %S} 3 56 4 2 0 0 0 0 1 -1
- 04 1 {start}
- {no.: %.2ld} 3 1 1 1 0 0 0 0 1 -1
- 07 2 {item}
- {item type} 3 1 1 1 0 0 0 22 1 5
- 00 0 {extra life}
- 01 0 {energy boost}
- 02 0 {shield boost}
- 03 0 {laser}
- 04 0 {blue key}
- 05 0 {red key}
- 06 0 {yellow key}
- 0a 0 {1 concussion}
- 0b 0 {4 concussions}
- 0c 0 {quad laser}
- 0d 0 {vulcan cannon}
- 0e 0 {spreadfire}
- 0f 0 {plasma cannon}
- 10 0 {fusion cannon}
- 11 0 {proximity bombs}
- 12 0 {1 homing}
- 13 0 {4 homings}
- 14 0 {smart missile}
- 15 0 {mega missile}
- 16 0 {vulcan ammo}
- 17 0 {cloaking dev}
- 19 0 {invulnerability}
- {graphics} 3 83 4 2 0 0 0 23 1 -1
- 12 0 {energy boost} *must be the same name as in itemtype
- 13 0 {shield boost}
- 14 0 {laser}
- 18 0 {blue key}
- 19 0 {yellow key}
- 1a 0 {red key}
- 21 0 {hostage}
- 22 0 {1 concussion}
- 23 0 {4 concussions}
- 24 0 {extra life}
- 25 0 {vulcan cannon}
- 26 0 {spreadfire}
- 27 0 {plasma cannon}
- 28 0 {fusion cannon}
- 29 0 {proximity bombs}
- 2a 0 {1 homing}
- 2b 0 {4 homings}
- 2c 0 {smart missile}
- 2d 0 {mega missile}
- 2e 0 {vulcan ammo}
- 2f 0 {cloaking dev}
- 31 0 {invulnerability}
- 33 0 {quad laser}
- 09 1 {reactor}
- {texture} 3 147 4 1 0 0 0 0 1 12
- 0e 1 {coop start}
- {no.: %.2ld} 3 1 1 1 0 0 0 0 1 -1
- {shield %ld} 3 60 4 9 0 0 0 0 0 -1
- {controltype} 3 2 1 0 0 0 0 0 2 -1
- {movementtype} 3 3 1 0 0 0 0 0 2 -1
- {rendertype} 3 4 1 0 0 0 0 0 2 -1
- {flags} 3 5 1 0 0 0 0 0 2 -1
- {cube} 3 6 2 0 0 0 0 0 0 -1
- {pos} 3 8 12 0 0 0 0 0 0 -1
- {orientation} 3 20 36 0 0 0 0 0 0 -1
- {lastpos} 3 64 12 0 0 0 0 0 0 -1
-
- :Wall 8
- {wall-type} 4 16 1 0 0 0 2 5 -1 9 * 2 child., 5 descr., 1 se, extra se no. 9
- 5 4 24 12 16 1 * in 4=door, 24=corr. door, 12=node, 16=wall-type 1=length
- 01 1 {blow door}
- {animation} 4 20 1 7 0 0 0 0 1 6
- 02 4 {normal door}
- {animation} 4 20 1 7 0 0 0 0 1 6
- {open-type} 4 17 1 1 0 0 0 4 1 -1
- 00 0 {stays open, laser}
- 08 0 {stays open, switch}
- 10 0 {open/close w. laser}
- 18 0 {open/close w. switch}
- {open at end} 4 28 1 2 0 0 0 2 1 -1
- 00 0 {don't open at end}
- 01 0 {open at end}
- {key} 4 21 1 3 0 0 0 4 -1 -1
- 5 4 24 12 21 1 * in 4=door, 24=corr. door, 12=node, 21=key, 1=length
- 01 0 {no key at all}
- 02 0 {blue key}
- 04 0 {red key}
- 08 0 {yellow key}
- 05 0 {shoot through}
- 03 0 {only texture}
- 04 0 {nothing but switch}
- {switchtype} 7 0 4 4 0 0 2 5 1 2
- 0 0 {no switch}
- 00010000 0 {alternate exit}
- 00000800 0 {normal exit}
- 00004000 1 {producer}
- {switches % ld} 7 12 2 5 0 0 0 0 1 -1
- 00000100 1 {open door}
- {switches % ld} 7 12 2 5 0 0 0 0 1 -1
- {hitpoints %li} 4 10 2 6 0 0 0 0 1 -1
- {texture 1} 4 -1 0 8 0 0 0 0 1 10
- {texture 2} 4 -1 0 9 0 0 0 0 1 11
- {cube-num} 4 0 4 0 0 0 0 0 0 -1
- {side-num} 4 4 4 0 0 0 0 0 0 -1
- {switch-no} 4 19 1 0 0 0 0 0 0 -1
-
- :Internal 21
- {Zoom %10.2f} 5 0 8 0 0 0 0 0 1 -1
- {ZoomS %10.3f} 5 8 8 1 0 0 0 0 1 -1
- {Visib. %10.3C} 5 16 8 2 0 0 0 0 1 -1
- {VisiS. %10.3f} 5 24 8 3 0 0 0 0 1 -1
- {Movef. %10.3C} 5 32 8 4 0 0 0 0 1 -1
- {PMovef. %9.3C} 5 40 8 5 0 0 0 0 1 -1
- {MoveS. %10.3f} 5 48 8 6 0 0 0 0 1 -1
- {Angel %10.3D} 5 56 8 7 0 0 0 0 1 -1
- {PAngel %9.3D} 5 64 8 8 0 0 0 0 1 -1
- {AngelS %9.3f} 5 72 8 9 0 0 0 0 1 -1
- {Grid %10.4C} 5 80 8 10 0 0 0 0 1 -1
- {GridS %10.4f} 5 88 8 11 0 0 0 0 1 -1
- {ConnD. %9.4C} 5 96 8 12 0 0 0 0 1 -1
- {UConn. %9.4C} 5 104 8 13 0 0 0 0 1 -1
- {clickangle %5.3f} 5 112 8 14 0 0 0 0 1 -1
- {thingsize %6.4C} 5 120 8 15 0 0 0 0 1 -1
- {door bend %6.4C} 5 128 8 16 0 0 0 0 1 -1
- {xpos %C} 5 136 8 17 0 0 0 0 1 -1
- {ypos %C} 5 144 8 18 0 0 0 0 1 -1
- {zpos %C} 5 152 8 19 0 0 0 0 1 -1
- {map angle %6.3D} 5 160 8 20 0 0 0 0 1 -1
-
- :TxtNames
- {rock metl brig lava exit ceil empty fram arw fan ctrl blown misc mntr wall
- door}
- {wall door}
-
- :NormalTxt 266 * decimal numbers (not octal,the zeros are just for fun)
- 000 001 003 -06 154 162 163 164 165 167 168 169 170 -172 45 -219 15 237
- 238 -240 04 -256 07 -270 07 290 291 301 315 316 322 -332 05 339 340 356
-
- :ExtraTxt 89
- 245 -247 08 -264 05 -278 10 -292 08 -302 12 -317 04 323 326 327 330 331
- 338 -341 14 -357 13
-
- :WNormalTxt 115
- 218 235 236 239 289 328 -371 04 -413 10 -436 07 -486 63 -563 20
-
- :WExtraTxt 108
- 246 324 325 329 -376 36 -424 11 -444 41 -550 12
-
- :DoorStarts 25
- 23
- 371 -376 0 -387 -399 413 419 -424 0 436
- -444 -459 -472 486 492 500 508 515 521 529
- 536 543 -550 563 570 577
-
- :MacroGroups 5
- 0 0 {Others}
- 0 0 {Single cubes}
- 0 0 {Corridors}
- 0 0 {Intersections}
- 0 0 {Rooms}
-
- ** SHAREWARE TEXTURES
- :STxtNames
- {rock metl brig exit ceil empty fram arw fan ctrl blown misc mntr door}
- {door}
-
- :SNormalTxt 134 * decimal numbers (not octal,the zeros are just for fun)
- 000 001 003 006 008 010 011 012 013 014 016 017 022 023 024 025 031 038
- 040 042 045 046 047 048 049 051 052 053 056 058 059 060 061 062 065 066
- 067 068 070 071 073 074 075 076 077 081 082 083 085 086 087 088 090 091
- 092 094 095 098 099 102 106 107 108 113 116 120 123 126 127 129 130 133
- 135 142 143 145 146 149 150 151 152 156 161 162 163 164 165 166 170 171
- 172 176 178 179 181 186 188 191 192 194 204 206 207 208 209 210 212 213
- 214 215 220 221 226 229 241 256 257 258 259 260 261 262 270 271 272 273
- 274 275 276 315 316 322 333 339
-
- :SExtraTxt 66
- 250 251 252 253 254 255 264 266 268 269 278 279 281 282 283 284 285
- 286 287 288 289 293 297 299 300 302 305 308 312 313 314 319 321 323 324
- 326 327 335 338 341 342 343 344 345 346 347 348 349 350 352 353 355 357
- 358 359 360 361 362 363 364 365 366 367 368 369 370
-
- :SWNormalTxt 9
- 219 328 446 453 462 468 476 486 494
-
- :SWExtraTxt 8
- 246 329 372 383 395 410 417 429
-