r4155 - trunk/Docs

DONOTREPLY at icculus.org DONOTREPLY at icculus.org
Sat Aug 23 08:10:56 EDT 2008


Author: div0
Date: 2008-08-23 08:10:55 -0400 (Sat, 23 Aug 2008)
New Revision: 4155

Modified:
   trunk/Docs/mapping.txt
Log:
fix docs for the new features


Modified: trunk/Docs/mapping.txt
===================================================================
--- trunk/Docs/mapping.txt	2008-08-23 11:55:42 UTC (rev 4154)
+++ trunk/Docs/mapping.txt	2008-08-23 12:10:55 UTC (rev 4155)
@@ -30,22 +30,20 @@
 Appendix B - Helpful extras
   i.     Team Colors
   ii.    Text Colors
-
+
 Appendix C - Advanced Darkplaces shaders
 
 ========================
 =I. Map Lists & Scripts=
 ========================
 
-There are actually 2 script/cfg options available to you, each serving a
-different purpose and being executed at a different time during the map's life
-cycle:
+There now is just a single script/cfg file available to you, containing all map
+specific settings:
 
-1. mapname.mapinfo
-2. mapname.cfg
+mapname.mapinfo
 
-Of these, the mapinfo is the only one that's truely required - and the game is
-even so nice that it automatically generates a draft of it for you.
+The mapinfo is actually required - however, the game is so nice that it
+automatically generates a draft of it for you.
 
 ------------------
 -The mapinfo file-
@@ -73,6 +71,7 @@
     _diameter 1966.839355
     _spawnpoints 5
     has weapons
+	cdtrack 5
     type dm 30 20
     type dom 200 20
     type rune 200 20
@@ -113,24 +112,6 @@
 limit (if g_ctf_win_mode is 0 or 1).
 
 
--------------
--mapname.cfg-
--------------
-
-Unlike the mapinfo, which is processed by the server, the mapname.cfg file is
-processed by the client, and therefore is used for client settings like fog or
-the music to play.
-
-To make the mapname.cfg, make a file with the same name as your map's .bsp
-file, except with a .cfg extension instead of .bsp. For example, my
-"wazat1.bsp" map would use "wazat1.cfg". It uses the same name as your map,
-thus the term mapname.cfg. It will typically only contain a single line:
-
-    cd loop 6
-
-where 6 is the number or name of a track in sound/cdtracks/
-
-
 ===============
 =II. Map Image=
 ===============
@@ -271,9 +252,9 @@
 file - or simply edit it to add the "type dom" line.
 
 
-==========
-=III. CTF=
-==========
+=========
+=IV. CTF=
+=========
 
 Capture the flag needs at least 1 CTF flag per team, and can also make use of
 team spawnpoints.
@@ -301,9 +282,9 @@
 such entities, delete the data/data/mapname.mapinfo file - or simply edit it to
 add the "type ctf" line.
 
-================
-=III. Runematch=
-================
+==============
+=V. Runematch=
+==============
 
 Runematch needs only one type of entity to work: rune spawn points. You will
 need at least one for each rune (5 minimum at the time of this writing), though
@@ -319,7 +300,59 @@
 such entities, delete the data/data/mapname.mapinfo file - or simply edit it to
 add the "type rune" line.
 
+==========
+=VI. Race=
+==========
 
+Making a race map is not hard: you need some special spawnpoints, and some checkpoints.
+
+Spawnpoints
+-----------
+classname  info_player_race
+target     targetname of the controlpoint
+race_place for finish line control points, the place of the point
+
+Checkpoints
+-----------
+classname  trigger_race_checkpoint
+targetname some name to target the checkpoint with
+cnt        number of the checkpoint (or 0 for finish line)
+
+Note that checkpoints are brush entities, and they should be somewhat thick and
+cover the full volume the player could use to get past them.
+
+Example of entity placement:
+
+                         ###
+    ---------------------###---
+   /    >>>>  7  5  3  1 ###   \
+  /     >>>> 8  6  4  2  ###    \
+ |     ------------------###     |
+%%%%%%%%                 ###|    |
+%%%%%%%%                 $$$|    |
+ | ^ ^ ------------------$$$     |
+ \                       $$$ <  /
+  \                      $$$ < /
+   ----------------------$$$---
+                         $$$
+
+###:  classname = trigger_race_checkpoint, cnt = 0, targetname = finish
+$$$:  classname = trigger_race_checkpoint, cnt = 1, targetname = cp1
+%%%:  classname = trigger_race_checkpoint, cnt = 2, targetname = cp2
+>:    classname = info_player_race,                 target = finish, angle = 0
+1:    classname = info_player_race,                 target = finish, angle = 0, race_place = 1
+2:    classname = info_player_race,                 target = finish, angle = 0, race_place = 2
+....
+8:    classname = info_player_race,                 target = finish, angle = 0, race_place = 8
+<:    classname = info_player_race,                 target = cp1,    angle = 180
+^:    classname = info_player_race,                 target = cp2,    angle = 90
+
+If your map contains the required entities for Race, the menu will automatically
+detect it for supporting Race. To force the map to get re-detected after you add
+such entities, delete the data/data/mapname.mapinfo file - or simply edit it to
+add the "type race" line.
+
+
 ===============================
 =Appendix A - Advanced mapinfo=
 ===============================
@@ -348,7 +381,11 @@
 another is loaded. As you can see, it is possible to make per-mode temporary
 settings, and global ones.
 
+Similar settings are also possible for the client:
 
+    clientsettemp_for_type all r_shadow_glossexponent 96
+
+
 =============================
 =Appendix B - Helpful Extras=
 =============================
@@ -394,30 +431,30 @@
 8  Grey (transparent)
 9  Grey (solid)
 0  Black
-
+
 ==========================================
 =Appendix C - Advanced Darkplaces shaders=
-==========================================
-
-Shader parameters for DP's own features:
-- dp_reflect <distort> <r> <g> <b> <a>
-  Makes surfaces of this shader reflective with r_water. The reflection is
-  alpha blended on the texture with the given alpha, and modulated by the given
-  color. distort is used in conjunction with the normalmap to simulate a
-  nonplanar water surface.
-- dp_refract <distort> <r> <g> <b>
-  Makes surfaces of this shader refractive with r_water. The refraction
-  replaces the transparency of the texture. distort is used in conjunction with
-  the normalmap to simulate a nonplanar water surface.
-- dp_water <reflectmin> <reflectmax> <refractdistort> <reflectdistort> <refractr> <refractg> <refractb> <reflectr> <reflectg> <reflectb> <alpha>
-  This combines the effects of dp_reflect and dp_refract to simulate a water
-  surface. However, the refraction and the reflection are mixed using a Fresnel
-  equation that makes the amount of reflection slide from reflectmin when
-  looking parallel to the water to reflectmax when looking directly into the
-  water. The result of this reflection/refraction mix is then layered BELOW the
-  texture of the shader, so basically, it "fills up" the alpha values of the
-  water. The alpha value is a multiplicator for the alpha value on the texture
-  - set this to a small value like 0.1 to emphasize the reflection and make
-  the water transparent; but if r_water is 0, alpha isn't used, so the water can
-  be very visible then too.
-
+==========================================
+
+Shader parameters for DP's own features:
+- dp_reflect <distort> <r> <g> <b> <a>
+  Makes surfaces of this shader reflective with r_water. The reflection is
+  alpha blended on the texture with the given alpha, and modulated by the given
+  color. distort is used in conjunction with the normalmap to simulate a
+  nonplanar water surface.
+- dp_refract <distort> <r> <g> <b>
+  Makes surfaces of this shader refractive with r_water. The refraction
+  replaces the transparency of the texture. distort is used in conjunction with
+  the normalmap to simulate a nonplanar water surface.
+- dp_water <reflectmin> <reflectmax> <refractdistort> <reflectdistort> <refractr> <refractg> <refractb> <reflectr> <reflectg> <reflectb> <alpha>
+  This combines the effects of dp_reflect and dp_refract to simulate a water
+  surface. However, the refraction and the reflection are mixed using a Fresnel
+  equation that makes the amount of reflection slide from reflectmin when
+  looking parallel to the water to reflectmax when looking directly into the
+  water. The result of this reflection/refraction mix is then layered BELOW the
+  texture of the shader, so basically, it "fills up" the alpha values of the
+  water. The alpha value is a multiplicator for the alpha value on the texture
+  - set this to a small value like 0.1 to emphasize the reflection and make
+  the water transparent; but if r_water is 0, alpha isn't used, so the water can
+  be very visible then too.
+




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