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<?xml version="1.0"?>
<game
type="doom3"
index="10"
name="The Dark Mod 2.0 (Standalone)"
enginepath_win32="C:/games/darkmod/"
enginepath_linux="/usr/local/games/darkmod/"
enginepath_macos="/usr/local/games/darkmod/"
engine_win32="^TheDarkMod(x64|){1}\.exe$"
engine_linux="^thedarkmod.(x64|x86){1}$"
engine_macos="^thedarkmod.app$"
prefix=""
basegame=""
archivetypes="pk4"
modeltypes="lwo ase md5mesh md3"
maptypes="mapdoom3"
shaders="doom3"
entityclass="doom3"
entities="doom3"
brushtypes="doom3"
patchtypes="doom3 def2doom3"
registryKey="SOFTWARE\id\Doom 3"
registryValue="InstallPath"
>
<!-- Settings used by the Game Setup Dialog -->
<gameSetup>
<dialog type="TDM" /><!-- Indicates the TDM-style setup dialog showing options for engine path and mission -->
<missionFolder value="fms/" />
</gameSetup>
<!-- Types of resource files which are used by this game -->
<filetypes>
<texture>
<extension>tga</extension>
<extension>jpg</extension>
<extension>dds</extension>
</texture>
</filetypes>
<!-- Optional game-specific features to expose -->
<features>
<feature>hot_reload</feature>
</features>
<!-- Filters to use for the filter system -->
<filtersystem>
<filter name="World geometry">
<filterCriterion
type="entityclass"
match="worldspawn"
action="hide" />
</filter>
<filter name="Caulk">
<filterCriterion
type="texture"
match="textures/common/caulk"
action="hide" />
</filter>
<filter name="Collision surfaces">
<filterCriterion
type="texture"
match="textures/common/collision"
action="hide" />
<filterCriterion
type="texture"
match="tdm_collision_.*"
action="hide" />
</filter>
<filter name="Lights">
<filterCriterion type="entityclass" match="light" action="hide" />
<filterCriterion type="entityclass" match="light_.*" action="hide" />
</filter>
<filter name="Func_static Entities">
<filterCriterion type="entityclass" match="func_static" action="hide" />
</filter>
<filter name="All entities">
<filterCriterion type="entityclass" match=".*" action="hide" />
<filterCriterion type="entityclass" match="worldspawn" action="show" />
</filter>
<filter name="Visportals">
<filterCriterion type="texture" match="textures/editor/visportal" action="hide" />
<filterCriterion type="texture" match="textures/common/nodraw" action="hide" />
</filter>
<filter name="Decals">
<filterCriterion type="texture" match="textures(.*)decals(.*)" action="hide" />
</filter>
<filter name="Clip Textures">
<filterCriterion
type="texture"
match="textures/common/(.*)_clip$"
action="hide" />
<filterCriterion type="texture" match="textures/common/clip(_plusmovables)*$" action="hide" />
<filterCriterion type="texture" match="textures/common/moveableclipmodel" action="hide" />
<filterCriterion type="texture" match="textures/common/monster_player_clip_wood" action="hide" />
</filter>
<filter name="Trigger Textures">
<filterCriterion
type="texture"
match="textures/common/trig(.*)"
action="hide" />
</filter>
<filter name="Nodraw Textures">
<filterCriterion
type="texture"
match="textures/common/nodraw(.*)"
action="hide" />
<filterCriterion
type="texture"
match="textures/common/tdm_nodraw(.*)"
action="hide" />
</filter>
<filter name="Shadow Textures">
<filterCriterion
type="texture"
match="textures/common/shadow(.*)"
action="hide" />
</filter>
<filter name="Patches">
<filterCriterion type="object" match="patch" action="hide" />
</filter>
<filter name="Brushes">
<filterCriterion type="object" match="brush" action="hide" />
</filter>
<filter name="Weather Textures">
<filterCriterion type="texture" match="textures/darkmod/weather/.*" action="hide" />
</filter>
<filter name="Paths">
<filterCriterion type="entityclass" match="path_.*" action="hide" />
</filter>
<filter name="Sky Portals">
<filterCriterion type="texture" match="textures/.+/portal_sky" action="hide"/>
</filter>
</filtersystem>
<filesystem>
<shaders>
<basepath>materials</basepath>
<extension>mtr</extension>
</shaders>
<fonts>
<basepath>fonts</basepath>
<extension>dat</extension>
</fonts>
</filesystem>
<defaults>
<lightShader value="lights/defaultPointLight" />
<lightScale>2</lightScale>
<lightRadius value="320 320 320" />
<maxWorldCoord value="65536" />
<minWorldCoord value="-65536" />
<defaultTexture value="_default" />
<collisionTexture value="textures/common/collision" />
<monsterClipShader value="textures/common/monster_clip" />
<visportalShader value="textures/editor/visportal" />
<nodrawShader value="textures/common/nodraw" />
<collisionModelExt value="cm" />
<defaultCurveEntity value="func_splinemover" />
<curveNurbsKey value="curve_Nurbs" />
<curveCatmullRomKey value="curve_CatmullRomSpline" />
<bindKey value="bind" />
<playerHeight value="64" />
<speakerMinRadius value="24" />
<speakerMaxRadius value="32" />
<guiSmallFontLimit value="0.15" />
<guiMediumFontLimit value="0.30" />
</defaults>
<entityChooser>
<displayFolderKey value="editor_displayFolder" />
</entityChooser>
<entityInspector>
<property match="origin" category="Basic" type="vector3">The origin of this object in 3D space</property>
<property match="classname" category="Basic" type="classname">The classname of this entity. This must be a recognised class defined in one of the DEF files, and governs the overall behaviour of the entity</property>
<property match="name" category="Basic" type="text">The displayed name of this entity. This can be arbitrary, but must be unique across the entire map</property>
<property match="rotation" category="Basic" type="text" />
<property match="_color" category="Basic" type="colour" />
<property match="angle"
category="Basic"
type="angle">The direction this entity initially faces. Generally applied to AI or player_start entities.</property>
<property match="falloff" category="Light" type="text" />
<property match="light_radius" category="Light" type="vector3" />
<property match="light_rotation" category="Light" type="text" />
<property match="light_center" category="Light" type="vector3" />
<property match="light_target" category="Light" type="vector3" />
<property match="light_up" category="Light" type="vector3" />
<property match="light_right" category="Light" type="vector3" />
<property match="light_start" category="Light" type="vector3" />
<property match="light_end" category="Light" type="vector3" />
<property match="parallel" category="Light" type="bool" />
<property match="nodiffuse" category="Light" type="bool" />
<property match="noshadows" category="Light" type="bool" />
<property match="nospecular" category="Light" type="bool" />
<property
match="texture"
category="Light"
type="texture"
/>
<property match="extinguished" category="Light" type="bool" />
<property match="model" category="Model" type="model">The displayed model or particle system for this entity. For a func_static or other entity type which can have brushes as children, this key must be set to the same value as "name" if brushes are used</property>
<property match="model_lit" category="Model" type="model">The model or particle system to be used when this entity is lit (i.e. for torches).</property>
<property match="model_extinguished" category="Model" type="model">The model or particle system to be used when this torch entity is extinguished.</property>
<property match="skin" category="Model" type="skin" />
<property match="noshadows" category="Model" type="bool" />
<property match="solid" category="Model" type="bool" />
<property match="target" category="Links" type="entity" />
<property match="target0" category="Links" type="entity" />
<property match="target1" category="Links" type="entity" />
<property match="target2" category="Links" type="entity" />
<property match="target3" category="Links" type="entity" />
<property match="target4" category="Links" type="entity" />
<property match="target5" category="Links" type="entity" />
<property match="target6" category="Links" type="entity" />
<property match="target7" category="Links" type="entity" />
<property match="target8" category="Links" type="entity" />
<property match="target9" category="Links" type="entity" />
<property match="target10" category="Links" type="entity" />
<property match="bind" category="Links" type="entity" />
<property match="bindToJoint" category="Links" type="text" />
<property match="s_shader" category="Sound" type="sound" />
<property match="fx" category="Basic" type="fx" />
<property match="fx_.+" category="Basic" type="fx" />
<property match="snd_.*" category="Sound" type="sound" hidden="1" />
<property match="s_mindistance" category="Sound" type="text" />
<property match="s_maxdistance" category="Sound" type="text" />
<property match="s_looping" category="Sound" type="bool" />
<property match="s_waitfortrigger" category="Sound" type="bool" />
<property match="s_occlusion" category="Sound" type="bool" />
<property match="s_omni" category="Sound" type="bool" />
<property match="s_volume" category="Sound" type="text" />
<property match="s_global" category="Sound" type="bool" />
<property match="sprS_.+" category="Sound" type="classname" />
<property match="_color_.+" category="Basic" type="colour" hidden="1" />
<property match="model_.+" category="Model" type="model" hidden="1" />
<property match="skin_.+" category="Model" type="skin" hidden="1" />
<property match="def_.+" category="Basic" type="classname" hidden="1" />
</entityInspector>
<!-- Game-specific values for light entities -->
<light>
<!-- List of prefixes that may be used to represent light shaders -->
<texture>
<prefix>lights</prefix>
<prefix>fogs</prefix>
</texture>
<!-- Whether the ai_see key is supported on light entities -->
<supportsAiSeeSpawnarg value="1" />
</light>
<modelFormat>
<ase>
<!-- Use just the value in *BITMAP -->
<useMaterialNameIfNoBitmapFound value="0" />
</ase>
</modelFormat>
<!-- Information about the map format, for loading and saving -->
<mapFormat>
<floatPrecision value="16" />
<fileExtension value="map" />
<mapFolder value="maps/" />
<prefabFolder value="prefabs/" />
<!-- Compatibility options -->
<compatibility>
<addDummyBrushes value="false" />
</compatibility>
<lastCameraPositionKey value="editor_drLastCameraPos" />
<lastCameraAngleKey value="editor_drLastCameraAngle" />
<!-- The root key names of the map positions (e.g. editor_drMapPos1) -->
<mapPositionPosKey value="editor_drMapPos" />
<mapPositionAngleKey value="editor_drMapAngle" />
<playerStartPoint value="info_player_start" />
<infoFileExtension value=".darkradiant" />
</mapFormat>
<stimResponseSystem>
<stims>
<stim id="0" name="STIM_FROB" caption="Frob" icon="sr_icon_frob.png" />
<stim id="1" name="STIM_FIRE" caption="Fire" icon="sr_icon_fire.png" />
<stim id="2" name="STIM_WATER" caption="Water" icon="sr_icon_water.png" />
<stim id="3" name="STIM_DAMAGE" caption="Damage" icon="sr_icon_damage.png" />
<stim id="4" name="STIM_SHIELD" caption="Shield" icon="sr_icon_shield.png" />
<stim id="5" name="STIM_HEALING" caption="Healing" icon="sr_icon_healing.png" />
<stim id="6" name="STIM_HOLY" caption="Holy" icon="sr_icon_holy.png" />
<stim id="7" name="STIM_MAGIC" caption="Magic" icon="sr_icon_magic.png" />
<stim id="8" name="STIM_TOUCH" caption="Touch" icon="sr_icon_touch.png" />
<stim id="9" name="STIM_KNOCKOUT" caption="Knockout" icon="sr_icon_knockout.png" />
<stim id="10" name="STIM_KILL" caption="Kill" icon="sr_icon_kill.png" />
<stim id="11" name="STIM_RESTORE" caption="Restore" icon="sr_icon_restore.png" />
<stim id="12" name="STIM_LIGHT" caption="Light" icon="sr_icon_light.png" />
<stim id="13" name="STIM_SOUND" caption="Sound" icon="sr_icon_sound.png" />
<stim id="14" name="STIM_VISUAL" caption="Visual" icon="sr_icon_visual.png" />
<stim id="15" name="STIM_INVITE" caption="Invitation" icon="sr_icon_invite.png" />
<stim id="16" name="STIM_READ" caption="Readable" icon="sr_icon_readable.png" />
<stim id="17" name="STIM_RANDOM" caption="Random" icon="sr_icon_random.png" />
<stim id="18" name="STIM_TIMER" caption="Timer" icon="sr_icon_timer.png" />
<stim id="19" name="STIM_COMMUNICATION" caption="Communication" icon="sr_icon_communication.png" />
<stim id="20" name="STIM_GAS" caption="Gas" icon="sr_icon_gas.png" />
<stim id="21" name="STIM_TRIGGER" caption="Trigger" icon="sr_icon_trigger.png" />
<stim id="22" name="STIM_TARGET_REACHED" caption="Target Reached" icon="sr_icon_target_reached.png" />
<stim id="23" name="STIM_PLAYER" caption="Player" icon="sr_icon_thief.png" />
<stim id="24" name="STIM_FLASH" caption="Flash" icon="sr_icon_flash.png" />
<stim id="25" name="STIM_BLIND" caption="Blind" icon="sr_icon_flash.png" />
<stim id="26" name="STIM_MOSS" caption="Moss" icon="sr_icon_gas.png" />
</stims>
<properties>
<!-- The key root names "class" refers to "sr_class_N" -->
<property name="class" classes="SR" />
<property name="use_bounds" classes="S" />
<property name="magnitude" classes="S" />
<property name="falloffexponent" classes="S" />
<property name="time_interval" classes="S" />
<property name="type" classes="SR" />
<property name="state" classes="SR" />
<property name="radius" classes="S" />
<property name="radius_final" classes="S" />
<property name="duration" classes="S" />
<property name="timer_type" classes="S" />
<property name="timer_reload" classes="S" />
<property name="timer_time" classes="S" />
<property name="timer_waitforstart" classes="S" />
<property name="chance" classes="SR" />
<property name="random_effects" classes="R" />
<property name="max_fire_count" classes="S" />
<property name="bounds_mins" classes="S" />
<property name="bounds_maxs" classes="S" />
<property name="velocity" classes="S" />
</properties>
<customStimStorageEClass value="worldspawn" />
<customStimKeyPrefix value="editor_dr_stim_" />
<stimResponsePrefix value="sr_" />
<lowestCustomStimId value="1000" />
<responseEffectPrefix value="effect_" />
<selfEntity value="_SELF" />
</stimResponseSystem>
<objectivesEditor>
<objectivesEClass name="atdm:target_addobjectives" />
<objectivesEClass name="target_tdm_addobjectives" />
</objectivesEditor>
<conversationSystem>
<conversationCommandPrefix value="atdm:conversation_command_" />
</conversationSystem>
<difficulty>
<numLevels value="3" />
<defaultSettingsEclass value="atdm:difficulty_settings_default" />
<mapSettingsEclass value="atdm:difficulty_settings" />
<appTypeIgnore value="_IGNORE" />
<difficultyMenuEclass value="difficultyMenu">
<string id="#str_03000">Easy</string>
<string id="#str_03004">Medium</string>
<string id="#str_03011">Difficult</string>
</difficultyMenuEclass>
</difficulty>
<materialPreview>
<defaultRoomMaterial value="textures/darkmod/stone/brick/blocks_brown" />
<defaultLightDef value="light_torchflame" />
</materialPreview>
</game>
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