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Chip 1997 March
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CHIP Mart 1997.iso
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DEVIL20
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DEVIL.INI
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Text File
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1995-11-03
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11KB
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389 lines
* 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)
0 * starting move mode
3 * starting object mode
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
32 * bm_movefactor
0.19634965 * bm_rotangle
1.1 * bm_stretchfactor
13107200.0 * maxvisibility
1.2 * visscala
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
327680.0 * 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
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
{levels} * path for levels
{config} * path for config-files
{../descent.pig} * filename of .pig file
{devil.pal} * color file
{devil.fnt} * Font file
{config/devil.cfg} * Config file
{menu.ini} * File for the menusystem
640 * x-Resolution
480 * y-Resolution
* The hotkeys. First number is the keyboardstatus
* 01=shift, 02=alt, 04=ctrl, 08=numlock, 10=capslock, 20=scrollock (hex)
* Second number is the key (ctrl+alt keys are normal letters)
* Third number is the eventcode (compare with do_event.h)
:KEYS 60
0x01 27 59 * shift+esc: fast quit
0x00 27 0 * esc: quit
0x00 9 58 * tab: change movemode
0x04 99 53 * ctrl+c: cubemode
0x04 115 54 * ctrl+s: sidemode
0x04 112 55 * ctrl+p: pointmode
0x04 116 56 * ctrl+t: thingmode
0x04 119 57 * ctrl+w: wallmode
0x00 316 60 * F2: fast save
0x01 77 16 * M: set connected side/exit
0x00 109 3 * m: make macro
0x00 103 61 * g: grid on/off
0x01 595 11 * shift+del: delete tagged
0x00 595 10 * del: delete current
0x00 8 12 * backspace: delete special
0x01 594 7 * shift+ins: insert fast
0x00 594 6 * ins: insert
0x00 317 15 * F3: make room
0x00 53 28 * 5: beam to current object
0x00 55 29 * 7: goto wall
0x00 57 30 * 9: goto side cube
0x01 76 82 * L: previous level
0x00 108 83 * l: next level
0x01 67 62 * C: previous cube
0x00 99 63 * c: next cube
0x01 83 64 * S: previous side
0x00 115 65 * s: next side
0x01 80 66 * P: previous point
0x00 112 67 * p: next point
0x01 84 68 * T: previous thing
0x00 116 69 * t: next thing
0x01 87 70 * W: previous wall
0x00 119 71 * w: next wall
0x04 32 20 * ctrl+space: tag special
0x01 32 72 * shift+space: tag all
0x00 32 73 * space: tag
0x01 42 76 * shift+*: increase rotation angle
0x01 47 77 * shift+/: decrease rotation angle
0x00 42 74 * *: increase movefactor
0x00 47 75 * /: decrease movefactor
0x01 65 78 * A: increase visibility
0x01 89 79 * Y: decrease visibility
0x01 90 79 * Z: decrease visibility
0x00 43 13 * +: enlarge object
0x00 45 14 * -: shrink object
0x00 121 41 * y: move backward
0x00 122 41 * z: move backward
0x00 335 41 * N3: move backward
0x00 328 42 * N2: move down
0x00 97 43 * a: move forward
0x00 337 43 * N1: move forward
0x00 331 44 * N4: move left
0x00 336 45 * N8: move up
0x00 333 46 * N6: move right
0x00 49 47 * 1: bank left
0x00 56 48 * 8: turn down
0x00 51 49 * 3: bank right
0x00 52 50 * 4: turn left
0x00 50 51 * 2: turn up
0x00 54 52 * 6: turn right
* now the buttontexts
:BUTTONS 6
{Cube}
{Side}
{Point}
{Thing}
{Wall}
{Internal}
** The option buttons
* {txt} type data offset length multifunc numtypedescrip se-func.
* txt: Description of this item
* type: one of the following numbers
0: selection button with one choice
(here multifunc gives the number of children this option has)
1: selection button with more than one choice
(here multifunc gives the maximum number of choices the user can make
0=infinity)
2: normal light-value
3: size
4: coordinate
5: degrees
6: double
7: integer
8: avg. cube light (special handling, get with special function set over
9: avg. side light side effect)
10: select texture group (up,down button + texture)
(set multifuncnr to 0!!)
11: select dooranimation group
(set multifuncnr to 0!!)
* data,offset,length: structure, offset, length of variable. If length is 0
no data is changed only the sideeffect is done.
data is also used to determine the data for the sideeffect, so set it
even if length==0
* numtypedescription: number of type descriptions.
* if negative then follows the names of the list recycled
* se-func.: side effect function number: number of function to be called
* (the value is not altered by the standard procedures)
* if no side effect function shall be called: -1
* if this value shall not be changed by the user: -2
*
* 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
:Cube 3 * number of entries
{Type} 0 0 28 1 1 5 0
00 0 {normal}
01 0 {fuel center}
02 0 {repair center (won't work)}
03 0 {reactor}
04 1 {producer}
{produces} 1 8 0 4 0 22 -1
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}
12 0 {invisible lifter}
13 0 {vulcan man}
14 0 {light hulk}
15 0 {advanced lifter}
16 0 {defense proto}
{inner light} 2 0 32 2 0 0 -1
{avg.p. light} 8 0 0 0 0 0 1
:Side 3
{texture 1} 10 1 0 2 0 0 -1
{Turn txt2} 0 1 28 4 0 4 2
0 0 {0 degrees}
1 0 {90 degrees}
2 0 {180 degrees}
3 0 {270 degrees}
{avg.p. light} 8 1 0 0 0 0 3
:Point 4
{xpos} 4 9 0 8 0 0 4
{ypos} 4 9 8 8 0 0 4
{zpos} 4 9 16 8 0 0 4
{light} 2 2 4 2 0 0 5
:Thing 1
{type} 0 3 0 1 8 6 6
02 3 {robot}
{robot} 0 3 1 1 0 24 7
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} 0 3 76 1 2 4 -1
00 0 {nothing ??}
ff 0 {default}
02 2 {robot}
{drop} 0 3 77 1 0 22 -1
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}
12 0 {invisible lifter}
13 0 {vulcan man}
14 0 {light hulk}
15 0 {advanced lifter}
16 0 {defense proto}
{drop num} 7 3 78 1 0 0 -1
07 2 {item}
{drop} 0 3 77 1 0 4 -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} 7 3 78 1 0 0 -1
{behaviour} 0 3 143 1 0 6 -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}
03 2 {hostage}
{no.} 7 3 1 1 0 0 -1
{size} 3 3 56 4 0 0 8
04 1 {start}
{no.} 7 3 1 1 0 0 -1
07 1 {item}
{item type} 0 3 1 1 0 22 9
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}
09 0 {reactor}
0e 1 {coop start}
{no.} 7 3 1 1 0 0 -1
:Wall 2
{wall-type} 0 4 16 1 8 5 10
01 2 {blow door}
{animation} 11 4 20 1 0 0 11
{hitpoints} 7 4 10 2 0 0 -1
02 5 {normal door}
{animation} 11 4 20 1 0 0 11
{} 0 4 17 1 0 4 -1
00 0 {stays open, laser}
08 0 {stays open, switch}
10 0 {open/close w. laser}
18 0 {open/close w. switch}
{} 0 4 24 1 0 2 -1
00 0 {don't open at end}
01 0 {open at end}
{key} 0 4 21 1 0 4 -1
01 0 {no key at all}
02 0 {blue key}
04 0 {red key}
08 0 {yellow key}
{hitpoints} 7 4 10 2 0 0 -1
05 1 {shoot through}
{hitpoints} 7 4 10 2 0 0 -1
03 0 {only texture}
04 0 {only switch}
{} 0 4 25 2 2 5 12
0 0 {no switch}
0100 0 {alternate exit}
0008 0 {normal exit}
0040 1 {producer}
{switches} 7 7 12 2 0 0 -2
0001 1 {open door}
{switches} 7 7 12 2 0 0 -2
:Internal 12
{Visibility} 4 5 16 8 0 0 -1
{Moving you} 4 5 32 8 0 0 -1
{Moving obj.} 4 5 40 8 0 0 -1
{Turning you} 5 5 56 8 0 0 -1
{Turning obj.} 5 5 64 8 0 0 -1
{Moving bitmap} 7 5 80 4 0 0 -1
{Turning bitmap} 5 5 84 8 0 0 -1
{Stretch bitmap} 6 5 92 8 0 0 -1
{Gridsize} 4 5 100 8 0 0 -1
{Grid} 0 5 188 4 0 2 -1
0 0 {off}
1 0 {on}
{Conn. dist.} 4 5 116 8 0 0 -1
{UConn. dist.} 4 5 124 8 0 0 -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 26
24
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