DB1 gzdoom.cfg question

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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NeoHippo
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DB1 gzdoom.cfg question

Post by NeoHippo »

Have there been any changes made to GZDoom which should be incorporated into the version of gzdoom.cfg in Download.

The only change I know of, is the linedef attribute
16384 = "Block Player";
TAtL, tU, aE
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Graf Zahl
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Post by Graf Zahl »

I haven't maintained that file for a long time. There's probably other things missing, too.
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WolfyGirl
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Post by WolfyGirl »

you could always edit the CFG file all by yourself. :/
You just have to know the line codes and actors ID's.
Shouldn't be much work at all. ;)
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NeoHippo
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Post by NeoHippo »

WolfyGirl wrote:you could always edit the CFG file all by yourself. :/
You just have to know the line codes and actors ID's.
Shouldn't be much work at all. ;)
As I mentioned in my original post, I only know of that one addition.
I repeat it here: 16384 = "Block Player";
Maybe, you did not see that. :shock:

If you know of any more additions/changes to GZDoom, then I would appreciate your help.:wink:
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Jive
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Post by Jive »

Attachments
GzdoomCfg.zip
Here are my 2 GzdoomCfg files (for Doom1 & Doom2)
(22.99 KiB) Downloaded 143 times
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