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This page defines the dsda udmf namespace. Most features of this namespace form a subset of the zdoom namespace - they will be understood by both dsda-doom and gzdoom. Some new additions, marked with a 🦆, fill in some gaps. See the things and specials doc for more information about which specials and thing types are supported.
In principle, udmf features supported by both dsda-doom and gzdoom should work the same in each. However, there may be maps that do not work in one port or the other due to differences in the underlying physics, similar to other map formats. Significant deviation in behaviour is likely a bug.
It's strongly recommended to configure defaults with MAPINFO for cross-port consistency.
DSDA-Doom supports the zdoom and dsda namespaces and the zdbsp extended gl nodes gln, gl2, and gl3. Properties marked with a * are only supported by the opengl renderer.
Linedefs
Property
Description
idinteger
Line ID / tag (default -1).
v1integer
Index of the first vertex.
v2integer
Index of the second vertex.
blockingbool
Blocks things.
blockmonstersbool
Blocks monsters.
blockplayersbool
Blocks players.
blockfloatersbool
Blocks floaters.
blocklandmonstersbool
Block non-flying monsters.
blockprojectilesbool
Blocks projectiles.
blockhitscanbool
Blocks hitscan.
blockusebool
Blocks use.
blocksoundbool
Blocks sound.
blocksightbool
Blocks sight.
blockeverythingbool
Blocks everything.
twosidedbool
Line has two sides.
dontpegtopbool
Line upper texture is unpegged.
dontpegbottombool
Line lower texture is unpegged.
secretbool
Line is drawn as one-sided on the map.
dontdrawbool
Line never shows on the map.
mappedbool
Line starts out mapped.
revealedbool
Line starts revealed on the map.
jumpoverbool
Line is a strife-style railing.
playercrossbool
Can be activated by player cross.
playerusebool
Can be activated by player use.
monstercrossbool
Can be activated by monster cross.
monsterusebool
Can be activated by monster use.
impactbool
Can be activated by projectile impact.
playerpushbool
Can be activated by player push.
monsterpushbool
Can be activated by monster push.
missilecrossbool
Can be activated by projectile cross.
anycrossbool
Can be activated by any non-projectile cross.
monsteractivatebool
Can be activated by monsters.
playerusebackbool
Can be activated by player use from the back.
firstsideonlybool
Can only be activated from the front.
passusebool
Use action passes through the line.
checkswitchrangebool
Switches can only be activated when vertically reachable.
locknumberinteger
0: No lock.
1: Red key card.
2: Blue key card.
3: Yellow key card.
4: Red skull key.
5: Blue skull key.
6: Yellow skull key.
100: Any key.
101: All 6 keys.
129: Any red key.
130: Any blue key.
131: Any yellow key.
132: Red card or skull.
133: Blue card or skull.
134: Yellow card or skull.
229: Any key of each color.
repeatspecialbool
Repeatable activation.
specialinteger
Special action.
arg0integer
Special argument 0.
arg1integer
Special argument 1.
arg2integer
Special argument 2.
arg3integer
Special argument 3.
arg4integer
Special argument 4.
arg0strstring
Special argument 0 as a string (for certain actions).
sidefrontinteger
Index of the first sidedef.
sidebackinteger
Index of the second sidedef.
alphafloat
Translucency (default is 1.0).
translucentbool
Line is 75% opague.
transparentbool
Line is 25% opague.
clipmidtexbool
Midtextures are clipped by the floor and ceiling.
* wrapmidtexbool
Midtextures are wrapped.
midtex3dbool
Actors can walk on the midtexture.
midtex3dimpassiblebool
The midtexture is impassible.
moreidsstring
Space-separated list of extra IDs.
automapstyleinteger
0: Automatic (based on properties).
1: One-sided.
2: Two-sided.
3: Different floor levels.
4: Different ceiling levels.
5: Reserved / unused (3D floor border).
6: Wall with special non-door action.
7: Secret.
8: Unseen.
9: Locked.
10: Intra-level teleporter.
11: Map exit.
12: Unseen secret.
13: Reserved / unused (portal).
healthinteger
Line health (for use with damage / death special).
healthgroupinteger
Group ID of lines sharing health.
damagespecialbool
Special activated when receiving damage that does not reduce health to 0.
deathspecialbool
Special activated when health is reduced to 0.
Sidedefs
Property
Description
offsetxinteger
X texture offset.
offsetyinteger
Y texture offset.
texturetopstring
Upper texture.
texturebottomstring
Lower texture.
texturemiddlestring
Middle texture.
sectorinteger
Sector index.
* scalex_topfloat
X scale for upper texture (default is 1.0).
* scaley_topfloat
Y scale for upper texture (default is 1.0).
* scalex_midfloat
X scale for middle texture (default is 1.0).
* scaley_midfloat
Y scale for middle texture (default is 1.0).
* scalex_bottomfloat
X scale for bottom texture (default is 1.0).
* scaley_bottomfloat
Y scale for bottom texture (default is 1.0).
offsetx_topfloat
X offset for upper texture.
offsety_topfloat
Y offset for upper texture.
offsetx_midfloat
X offset for middle texture.
offsety_midfloat
Y offset for middle texture.
offsetx_bottomfloat
X offset for lower texture.
offsety_bottomfloat
Y offset for lower texture.
lightinteger
Light level.
light_topinteger
Upper texture light level.
light_midinteger
Middle texture light level.
light_bottominteger
Lower texture light level.
lightabsolutebool
Light is absolute rather than relative to the owning sector.
lightabsolute_topbool
Upper texture light is absolute rather than relative to the sidedef light level.
lightabsolute_midbool
Middle texture light is absolute rather than relative to the sidedef light level.
lightabsolute_bottombool
Lower texture light is absolute rather than relative to the sidedef light level.
nofakecontrastbool
Disables fake contrast on this sidedef.
smoothlightingbool
Enables smooth fake contrast on this sidedef.
clipmidtexbool
Middle textures are clipped by the floor and ceiling.
* wrapmidtexbool
Middle textures are wrapped.
🦆 xscrollfloat
X units per frame to scroll line textures.
🦆 yscrollfloat
Y units per frame to scroll line textures.
🦆 xscrolltopfloat
X units per frame to scroll upper texture.
🦆 yscrolltopfloat
Y units per frame to scroll upper texture.
🦆 xscrollmidfloat
X units per frame to scroll middle texture.
🦆 yscrollmidfloat
Y units per frame to scroll middle texture.
🦆 xscrollbottomfloat
X units per frame to scroll lower texture.
🦆 yscrollbottomfloat
Y units per frame to scroll lower texture.
Vertices
Property
Description
xfloat
X coordinate.
yfloat
Y coordinate.
Sectors
Property
Description
idinteger
Sector ID / tag.
heightfloorinteger
Floor height.
heightceilinginteger
Ceiling height.
texturefloorstring
Floor texture (flat).
textureceilingstring
Ceiling texture (flat).
lightlevelinteger
Light level.
specialinteger
Sector special.
xpanningfloorfloat
X offset for floor texture.
ypanningfloorfloat
Y offset for floor texture.
xpanningceilingfloat
X offset for ceiling texture.
ypanningceilingfloat
Y offset for ceiling texture.
xscalefloorfloat
X scale for floor texture.
yscalefloorfloat
Y scale for floor texture.
xscaleceilingfloat
X scale for ceiling texture.
yscaleceilingfloat
Y scale for ceiling texture.
rotationfloorfloat
Rotation of floor texture in degrees.
rotationceilingfloat
Rotation of ceiling texture in degrees.
lightfloorinteger
Floor light level.
lightceilinginteger
Ceiling light level.
lightfloorabsolutebool
Floor light is absolute rather than relative to the sector level.
lightceilingabsolutebool
Ceiling light is absolute rather than relative to the sector level.
gravityfloat
Sector gravity (default is 1.0).
silentbool
Actors in the sector make no sound.
noattackbool
Monsters in the sector do not attack.
hiddenbool
Sector will not be drawn on the map.
moreidsstring
Space-separated list of extra IDs.
damageamountinteger
Damage inflicted by the sector. Negative numbers heal.
damageintervalinteger
Interval between damage applications (in tics, default is 32).
leakinessinteger
Probability of damage leaking through radiation suit (0 = never, 256 = always).
damagehazardbool
Use strife-style delayed damage behavior.
🦆 xscrollfloorfloat
X units per frame to scroll the floor.
🦆 yscrollfloorfloat
Y units per frame to scroll the floor.
🦆 scrollfloormodeinteger
Floor scroll mode (see table below).
🦆 xscrollceilingfloat
X map units per frame to scroll the ceiling.
🦆 yscrollceilingfloat
Y map units per frame to scroll the ceiling.
🦆 scrollceilingmodeinteger
Ceiling scroll mode (see table below).
🦆 xthrustfloat
X thrust magnitude (map units per frame^2).
🦆 ythrustfloat
Y thrust magnitude (map units per frame^2).
🦆 thrustgroupinteger
Thrust group (see table below).
🦆 thrustlocationinteger
Thrust location (see table below).
🦆 colormapstring
Sector colormap.
🦆 skyfloorstring
Floor sky texture.
🦆 skyceilingstring
Ceiling sky texture.
🦆 frictionfactorfloat
Friction factor. Ranges from 0 to 1 (default is 0.90625).
🦆 movefactorfloat
Multiplier for actor ground movement, normally derived from the friction factor (default is 0.03125).
Scroll Mode
Flag
Meaning
1
Affect textures
2
Affect static objects
4
Affect players
8
Affect monsters
Thrust Group
Flag
Meaning
1
Affect static objects
2
Affect players
4
Affect monsters
8
Affect projectiles
16
Affect WINDTHRUST actors
Thrust Location
Flag
Meaning
1
Affect grounded actors
2
Affect airborne actors
4
Affect ceiling actors
Things
Property
Description
idinteger
Thing ID / tag.
xfloat
X coordinate.
yfloat
Y coordinate.
heightfloat
Z displacement relative to the floor (or ceiling for SPAWNCEILING things).
angleinteger
Facing angle in degrees.
typeinteger
DoomEdNum.
skill1bool
Spawn in skill 1.
skill2bool
Spawn in skill 2.
skill3bool
Spawn in skill 3.
skill4bool
Spawn in skill 4.
skill5bool
Spawn in skill 5.
ambushbool
Thing is deaf.
singlebool
Spawn in single-player mode.
dmbool
Spawn in deathmatch mode.
coopbool
Spawn in coop mode.
friendbool
Spawn as a friend.
dormantbool
Spawn dormant.
alphafloat
Translucency (default is 1.0).
translucentbool
Thing is 66% opague.
invisiblebool
Thing is invisible.
specialinteger
Special action.
arg0integer
Special argument 0.
arg1integer
Special argument 1.
arg2integer
Special argument 2.
arg3integer
Special argument 3.
arg4integer
Special argument 4.
arg0strstring
Special argument 0 as a string (for certain actions).
countsecretbool
Picking this thing up counts as a secret.
gravityfloat
Thing gravity. Positive values are multiplicative and negative values are absolute (default is 1.0).
healthfloat
Thing health. Positive values are multiplicative and negative values are absolute (default is 1.0).