Actually, now that I notice it, UsePlayerStartZ isn't carried over either. One of the later maps had at one point a higher start position.
However, others work fine, like Exitpic and Enterpic.
I don't know if Gravity works or not...
As I said, I do use include directives.
The actual ZMAPINFO is this:
Code: Select all
include "mapinfo/gi.txt"
include "mapinfo/damage.txt"
include "mapinfo/doomednum.txt"
include "mapinfo/spawnid.txt"
include "mapinfo/defaultmap.txt"
include "mapinfo/episodes.txt"
include "mapinfo/skills.txt"
include "mapinfo/cluster.txt"
include "mapinfo/titlemap.txt"
include "mapinfo/maps.txt"
include "mapinfo/intro.txt"
include "mapinfo/end_ep1.txt"
include "mapinfo/end_ep2.txt"
include "mapinfo/preboss3.txt"
include "mapinfo/end_ep3a.txt"
include "mapinfo/end_ep3b.txt"
And the defaultmap block in "mapinfo/defaultmap.txt"
Code: Select all
defaultmap
{
Cluster = 1
// Time
Par = 70
SuckTime = 0 // We don't need no stinkin SuckTime
// Physics...
AirControl = 0.6
Gravity = 768
Sky1 = "SKY1"
Music = ""
ExitPic = "INTERPIC"
EnterPic = "INTERPIC"
// Lightning/Appearance of Level
SmoothLighting
ClipMidTextures
UsePlayerStartZ
// Player Properties
AllowJump
AllowCrouch
AllowFreelook
AirSupply = 0
// Monster/Activation Properties
LaxMonsterActivation
MissilesActivateImpactLines
// OpenGL Only Options (GZDoom)
PixelRatio = 1.0 // 1.2 is Mode X (320x200 streched vertically to 320x240)
/* *************************
0 (Standard): bright lighting model and stronger fading in bright sectors.
1 (Bright): bright lighting model and weaker fading in bright sectors.
2 (Doom): dark lighting model and weaker fading in bright sectors but brightness nearby (req. GLSL)
3 (Dark): dark lighting model and weaker fading in bright sectors.
4 (Legacy): Emulates lighting of Legacy 1.4's GL renderer.
8 (Software): Emulates Doom software lighting, Requires GLSL 1.30 or greater (OpenGL 3.0+).
************************* */
LightMode = 0
}
Actually, now that I notice it, UsePlayerStartZ isn't carried over either. One of the later maps had at one point a higher start position.
However, others work fine, like Exitpic and Enterpic.
I don't know if Gravity works or not...
As I said, I do use include directives.
The actual ZMAPINFO is this:
[code]include "mapinfo/gi.txt"
include "mapinfo/damage.txt"
include "mapinfo/doomednum.txt"
include "mapinfo/spawnid.txt"
include "mapinfo/defaultmap.txt"
include "mapinfo/episodes.txt"
include "mapinfo/skills.txt"
include "mapinfo/cluster.txt"
include "mapinfo/titlemap.txt"
include "mapinfo/maps.txt"
include "mapinfo/intro.txt"
include "mapinfo/end_ep1.txt"
include "mapinfo/end_ep2.txt"
include "mapinfo/preboss3.txt"
include "mapinfo/end_ep3a.txt"
include "mapinfo/end_ep3b.txt"[/code]
And the defaultmap block in "mapinfo/defaultmap.txt"
[code]defaultmap
{
Cluster = 1
// Time
Par = 70
SuckTime = 0 // We don't need no stinkin SuckTime
// Physics...
AirControl = 0.6
Gravity = 768
Sky1 = "SKY1"
Music = ""
ExitPic = "INTERPIC"
EnterPic = "INTERPIC"
// Lightning/Appearance of Level
SmoothLighting
ClipMidTextures
UsePlayerStartZ
// Player Properties
AllowJump
AllowCrouch
AllowFreelook
AirSupply = 0
// Monster/Activation Properties
LaxMonsterActivation
MissilesActivateImpactLines
// OpenGL Only Options (GZDoom)
PixelRatio = 1.0 // 1.2 is Mode X (320x200 streched vertically to 320x240)
/* *************************
0 (Standard): bright lighting model and stronger fading in bright sectors.
1 (Bright): bright lighting model and weaker fading in bright sectors.
2 (Doom): dark lighting model and weaker fading in bright sectors but brightness nearby (req. GLSL)
3 (Dark): dark lighting model and weaker fading in bright sectors.
4 (Legacy): Emulates lighting of Legacy 1.4's GL renderer.
8 (Software): Emulates Doom software lighting, Requires GLSL 1.30 or greater (OpenGL 3.0+).
************************* */
LightMode = 0
}[/code]