Jammin'
tired
I was looking at the wiki page for the MainCfg SOC function and had questions about this part of it that explains some of it's definitions:
Are these definitions usable with UDMF maps at all? If so, how? Instead of a map number, do you just input the name of the UMDF map lump instead of a binary map number? With
These make sense with binary map lumps, but my confusion stems from how UDMF map lumps can be called things other than "MAPXX".
- SPStage_Start sets the map number of the first map in the Single Player campaign. This is the map the game warps to when starting a new Single Player game. Unlike the Special Stages, the Single Player maps do not have to be placed in successive map slots, because the individual level headers determine which map is loaded next. This parameter merely tells the game where the first level is. Defaults to 1 if the parameter is omitted.
- SPMarathon_Start sets the map number of the first map in Marathon Run. Useful for non-linear campaigns, where this can be used to set a speedrun's starting point, after which each map can utilize the MarathonNext parameter to create a set order of maps. Defaults to SPStage_Start's value if the parameter is omitted.
- SStage_Start sets the map number of the first Single Player Special Stage. All other Single Player Special Stages must be clustered together in the immediately following map slots. For example, if SStage_Start = 50, then the first Special Stage should be in MAP50, the second in MAP51, and the seventh in MAP56. Defaults to 50 if the parameter is omitted.
- SMPStage_Start sets the map number of the first Coop Special Stage. All other Coop Special Stages must be clustered together in the immediately following map slots. Set this to the same value as SStage_Start to use the same stages in both gametypes. Defaults to 60 if the parameter is omitted.
- TitleMap sets the map number to display as a background for the title screen. If set to 0, no title map is used and the TITLESKY lump is displayed as a background graphic instead. Defaults to 0 if the parameter is omitted, although SRB2's own resource files set this to 99.
- TutorialMap sets the map number of the tutorial map, which is accessed via the "Tutorial" option in the Single Player option menu. Set this to 0 to disable the tutorial. Defaults to 0 if the parameter is omitted, although SRB2's own resource files set this to Z0.
- BootMap sets the map number to warp to immediately when starting the game. If set to 0, the game does not warp to a map on startup. Defaults to 0 if the parameter is omitted.
Are these definitions usable with UDMF maps at all? If so, how? Instead of a map number, do you just input the name of the UMDF map lump instead of a binary map number? With
SStage_Start and SMPStage_Start, do you have to append numbers to the UDMF map lump names or are the Special Stages set depending on the order of the maps starting with the defined one within the WAD/PK3?