Updated example doomednums.
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2 changed files with 64 additions and 65 deletions
125
MAPPING.md
125
MAPPING.md
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@ -78,74 +78,73 @@ DoomEdNums
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29038 = "SparkUnit"
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29039 = "SparkUnit2"
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29040 = "SilverBulletAmmo"
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29041 = "SilverBulletAmmo2"
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29042 = "SilverBullets"
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29043 = "SilverBullets2"
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29044 = "SilverBullets3"
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29045 = "CandyGunAmmo"
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29046 = "CandyGunBullets"
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29047 = "CandyGunBullets2"
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29048 = "CandyGunBullets3"
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29049 = "YnykronAmmo"
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29041 = "SilverBullets"
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29042 = "SilverBullets2"
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29043 = "SilverBullets3"
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29044 = "CandyGunAmmo"
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29045 = "CandyGunBullets"
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29046 = "CandyGunBullets2"
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29047 = "CandyGunBullets3"
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29048 = "YnykronAmmo"
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// DLC Ammo
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29050 = "SMW05Ammo"
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29051 = "SMW05Ammo2"
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29052 = "SMW05Ammo3"
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29053 = "SMW05SmallAmmo"
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29054 = "SMW05BigAmmo"
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29055 = "SheenAmmo"
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29056 = "SheenAmmo2"
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29057 = "SheenAmmo3"
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29058 = "SheenSmallAmmo"
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29059 = "SheenBigAmmo"
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29060 = "QuadravolAmmo"
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29061 = "QuadravolAmmo2"
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29062 = "QuadravolAmmo3"
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29063 = "SparksterBAmmo"
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29064 = "SparksterBAmmo2"
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29065 = "SparksterBAmmo3"
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29066 = "SparksterRAmmo"
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29067 = "SparksterRAmmo2"
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29068 = "SparksterRAmmo3"
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29069 = "RayBolt"
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29070 = "RayBolt2"
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29071 = "RayBolt5"
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29072 = "RayAmmo"
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29073 = "MisterRound"
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29074 = "MisterRound2"
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29075 = "MisterRound3"
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29076 = "MisterRound5"
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29077 = "MisterAmmo"
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29078 = "MisterGAmmo"
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29079 = "UltimatePod"
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29080 = "UltimateAmmo"
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29049 = "SMW05Ammo"
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29050 = "SMW05Ammo2"
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29051 = "SMW05Ammo3"
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29052 = "SMW05SmallAmmo"
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29053 = "SMW05BigAmmo"
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29054 = "SheenAmmo"
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29055 = "SheenAmmo2"
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29056 = "SheenAmmo3"
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29057 = "SheenSmallAmmo"
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29058 = "SheenBigAmmo"
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29059 = "QuadravolAmmo"
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29060 = "QuadravolAmmo2"
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29061 = "QuadravolAmmo3"
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29062 = "SparksterBAmmo"
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29063 = "SparksterBAmmo2"
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29064 = "SparksterBAmmo3"
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29065 = "SparksterRAmmo"
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29066 = "SparksterRAmmo2"
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29067 = "SparksterRAmmo3"
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29068 = "RayBolt"
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29069 = "RayBolt2"
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29070 = "RayBolt5"
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29071 = "RayAmmo"
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29072 = "MisterRound"
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29073 = "MisterRound2"
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29074 = "MisterRound3"
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29075 = "MisterRound5"
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29076 = "MisterAmmo"
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29077 = "MisterGAmmo"
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29078 = "UltimatePod"
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29079 = "UltimateAmmo"
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// For Hexen
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29081 = "FabricatorTier1"
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29082 = "FabricatorTier2"
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29083 = "FabricatorTier3"
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29084 = "FabricatorTier4"
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29080 = "FabricatorTier1"
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29081 = "FabricatorTier2"
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29082 = "FabricatorTier3"
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29083 = "FabricatorTier4"
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// Backpack
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29085 = "HammerspaceEmbiggener"
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29084 = "HammerspaceEmbiggener"
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// Health
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29086 = "HealthNuggetItem"
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29087 = "TetraHealthItem"
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29088 = "CubeHealthItem"
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29089 = "RefresherItem"
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29085 = "HealthNuggetItem"
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29086 = "TetraHealthItem"
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29087 = "CubeHealthItem"
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29088 = "RefresherItem"
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// Armor
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29090 = "ArmorNuggetItem"
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29091 = "BlastSuitItem"
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29092 = "WarArmorItem"
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29089 = "ArmorNuggetItem"
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29090 = "BlastSuitItem"
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29091 = "WarArmorItem"
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// Powerups
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29093 = "GrilledCheeseSandwich"
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29094 = "GhostArtifact"
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29095 = "GravitySuppressor"
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29096 = "FuckingInvinciball"
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29097 = "Ragekit"
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29098 = "SWWMLamp"
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29099 = "EBarrier"
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29100 = "Mykradvo"
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29101 = "DivineSprite"
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29102 = "AngerySigil"
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29092 = "GrilledCheeseSandwich"
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29093 = "GhostArtifact"
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29094 = "GravitySuppressor"
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29095 = "FuckingInvinciball"
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29096 = "Ragekit"
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29097 = "SWWMLamp"
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29098 = "EBarrier"
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29099 = "Mykradvo"
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29100 = "DivineSprite"
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29101 = "AngerySigil"
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}
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```
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@ -155,4 +154,4 @@ DoomEdNums
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- It's possible to manually spawn chanceboxes and even collectibles, but this will have to be done through ZScript in a level postprocessor, as internally they already have DoomEdNums assigned *(in the format 42069xx)*, but they're larger than 16 bits, so *(most?)* map editors can't use it.
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- Items have no *"fallback sprites"*, so they're only visible as models in UDB.
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- Items with *"shiny"* materials *(e.g. nuggets and health geodesics)* will look dull since UDB can't use their shaders.
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- Some multi-skinned models may render incorrectly or have missing parts in UDB due to MODELDEF parsing quirks. This can be noticed from the warnings that will be logged on load.
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- Some multi-skinned models may render incorrectly or have missing parts in UDB due to MODELDEF parsing quirks. This can be noticed from the warnings that will be logged on load.
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