Commit 1233a101 authored by Bruno Kleinert's avatar Bruno Kleinert

Imported Upstream version 2.5.2

parents

Too many changes to show.

To preserve performance only 1000 of 1000+ files are displayed.

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This file contains the q3map2 compile settings used to compile the maps that are part of Nexuiz.
There are also compile-scripts for some maps (mapname.sh).
They can be found in your Nexuiz/data/maps folder
------------
Standard
------------
"...q3map2.exe" -meta "...nexuizmap.map"
"...q3map2.exe" -vis "...nexuizmap.bsp"
"...q3map2.exe" -light -bounce 3 -deluxe -fast -filter -patchshadows -samples 2 "...nexuizmap.bsp"
------------
Only update the entities.
------------
"...q3map2.exe" -onlyents "...nexuizmap.map"
------------
bloodprison.map
------------
"...q3map2.exe" -meta -samplesize 8 -mv 1000000 -mi 6000000 "...bloodprisonctf.map"
"...q3map2.exe" -scale 1.2 "...bloodprisonctf.bsp"
"...q3map2.exe" -vis "...bloodprisonctf.bsp"
"...q3map2.exe" -light -deluxe -fast -filter -deluxe -patchshadows -samples 3 "...bloodprisonctf.bsp"
------------
final_rage.map
------------
"...q3map2.exe" -meta -v -samplesize 8 -skyfix -np 50 "...final_rage.map"
"...q3map2.exe" -vis -v "...final_rage.map"
"...q3map2.exe" -light -deluxe -compensate 1.4 -fast -gamma 1.5 -patchshadows -areascale 1.5 -pointscale 2 -v -bounce 3 -bouncegrid "...final_rage.map"
------------
reslimed.map
------------
"...q3map2.exe" -meta -patchmeta -v "...reslimed.map"
"...q3map2.exe" -vis "...reslimed.bsp"
"...q3map2.exe" -light -bounce 3 -deluxe -fast -filter -patchshadows -samples 2 "...reslimed.bsp"
------------
strength.map
------------
"...q3map2.exe" -meta "...strength.map"
"...q3map2.exe" -vis "...strength.bsp"
"...q3map2.exe" -light -bounce 3 -deluxe -fast -filter -patchshadows -samples 2 "...strength.bsp"
============================================================
Date: 13th August 2001.
file: tp-egyptian.zip
author: Sock
email: sock@planetquake.com
URL: http://www.planetquake.com/simland
New URL: http://www.simonoc.com/pages/materials/tpegypt/index.htm
Version: 1.5
============================================================
COPYRIGHT NOTICES
-----------------
If you use any of these Egyptian shader/textures I kindly ask
YOU to give me credit for my work within your README file or
TEXT file distributed with your map/mod.
============================================================
Testing of Shaders
------------------
* All of the shaders included with this texture pack have been
tested with Q3 point release 1.27g.
============================================================
Instructions for using the Egyptian Texture Pack
---------------------------------------------------
** You must have installed the Q3 editor tools first **
1. Extract the tp-egyptian.zip file in the BASEQ3 directory.
This will create 6 texture directory under the
BASEQ3/TEXTURES directory as follows :-
BASEQ3/TEXTURES/EGYPTSOC_FLOOR
BASEQ3/TEXTURES/EGYPTSOC_MAT
BASEQ3/TEXTURES/EGYPTSOC_SFX
BASEQ3/TEXTURES/EGYPTSOC_TRIM
BASEQ3/TEXTURES/EGYPTSOC_TRIMD
BASEQ3/TEXTURES/EGYPTSOC_WALL
2. Goto the SCRIPTS sub-directory under the BASEQ3
directory and find the following
file :- SHADERLIST.TXT.
3. Open this file up in a text editor and add the
following line at the bottom of the file.
EGYPTSOC
4. Close the file and open Q3Radiant and you should
find on the texture menu the 1 new subdirectory.
For a full explaination of each texture/shader please
refer to the website.
Enjoy
Sock
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Hello,
greetings from a conference in greece. I just got permission from Simon O'Callaghan to distribute the textures from http://www.simonoc.com/pages/materials/tpegypt/index.htm under the terms of the GPL with future versions of Nexuiz, provided classical attribution is given and that the game documentation includes a link to http://www.simonoc.com/pages/materials.htm so artists can find his stuff.
Thanks alot Simon!
This is good news, as some Nexuiz community maps use these textures, albeit as of yet licensed under a GPL-incompatible Creative Commons license.
Does anybody feel like creating bumpmaps/normalmaps and glossmaps for that set of textures?
-- SavageX
cvars:
______________
sv_eventlog master switch (default: 0)
sv_eventlog_files print frags, scores and captures for separate files each match (default: 0)
sv_eventlog_console print frags, scores and captures to serverconsole during the match (default: 1)
sv_logscores_bots choose whether bot are included in stats or not (default: 0)
sv_eventlog_files_counter number of matches logged until now
sv_eventlog_files_nameprefix file name prefix to be used (default: nexuiz)
sv_eventlog_files_namesuffix file name extension to be used (default: .log)
sv_eventlog_files_timestamps prefix log lines in the files with :time events (default: 1)
log format:
______________
:logversion:3
:gamestart:<gametype>_<mapname>:<matchid>
:gameinfo:mutators:LIST:mutator1:mutator2:...
(note that mutators are listed by their cvar name with g_ removed,
unless such a cvar is 1 by default - then the mutator is listed with
a no_ prefix if the cvar is 0)
:gameinfo:end
:join:<ID>:<slot>:<ip>:<nickname>
:join:<ID>:<slot>:bot:<nickname>
:name:<ID>:<nickname>
:part:<ID>
:team:<ID>:<team>
:kill:frag:<ID of killer>:<ID of victim>:type=<death type>:items=<itemstring of killer>:victimitems=<itemstring of victim>
:kill:tk:<ID of killer>:<ID of victim>:type=<death type>:items=<itemstring of killer>:victimitems=<itemstring of victim>
:kill:suicide:<ID>:<ID>:type=<death type>:items=<itemstring>
:kill:accident:<ID>:<ID>:type=<death type>:items=<itemstring>
:ctf:steal:<flagcolor>:<ID of attacker>
:ctf:dropped:<flagcolor>:<ID of dropper>
:ctf:pickup:<flagcolor>:<ID of attacker>
:ctf:capture:<flagcolor>:<ID of attacker>
:ctf:return:<flagcolor>:<ID of defender>
:ctf:returned:<flagcolor>
:dom:taken:<previouscolor>:<ID of player>
:scores:<gametype>_<mapname>:<map runtime>
:labels:player:<head1><flags>,<head2><flags>,...
:player:see-labels:<score1>,<score2>,...:<playtime>:<team>:<ID>:<nickname>
:player:see-labels:<score1>,<score2>,...:<playtime>:spectator:<ID>:<nickname>
:labels:teamscores:<head1><flags>,<head2><flags>,...
:teamscores:see-labels:<score1>,<score2>,...:<team>
:end
:restart
:gameover
:vote:suggested:<mapname>:<playerid>
:vote:keeptwo:<mapname>:<mapvotes>:<mapname>:<mapvotes>:::<mapname>:<mapvotes>:...:didn't vote:<notvoters>
:vote:finished:<mapname>:<mapvotes>:::<mapname>:<mapvotes>:<mapname>:<mapvotes>:...:didn't vote:<notvoters>
:vote:suggestion_accepted:<mapname>
:vote:vcall:<ID of player>:<vote command display string>
:vote:vyes:<yescount>:<nocount>:<abstaincount>:<notvoters>:<mincount>
:vote:vno:<yescount>:<nocount>:<abstaincount>:<notvoters>:<mincount>
:vote:vtimeout:<yescount>:<nocount>:<abstaincount>:<notvoters>:<mincount>
:vote:vstop:<ID of stopper>
:vote:vlogin:<ID of player>
:vote:vdo:<ID of player>:<do command display string>
:time:<YYYY-MM-DD HH:MM:SS>
:recordset:<ID of player>:<time in seconds>
Note that only the :join and :player lines ever contain player names. The
:time event only appears in the log files if sv_eventlog_files_timestamps
is 1; there is no way to log these time stamps to the console (for console
timestamps, set timestamps to 1).
team colors:
1 = No Team (Domination)
5 = Red Team
14 = Blue Team
13 = Yellow Team
10 = Pink Team
label flags:
!! = primary sorting key
<!! = primary sorting key, lower is better
! = secondary sorting key
<! = secondary sorting key, lower is better
< = lower is better
itemstring:
<weaponid><flags>
or
<weaponid><flags>|<runes>
where flags can contain:
F = player carries the flag
S = player has strength
I = player has the shield
T = player is typing (console, menu or chat)
and weapon IDs are:
1 = Laser
2 = Shotgun
3 = Uzi
4 = Mortar
5 = Electro
6 = Crylink
7 = Nex
8 = Hagar
9 = Rocket Launcher
10 = Port-O-Launch
11 = MinstaNex
12 = Grappling Hook
13 = Heavy Laser Assault Cannon
14 = T.A.G. Seeker
runes/curses are stored as a bit mask with the following values:
1 = Strength
2 = Defense
4 = Regeneration
8 = Speed
16 = Vampire
8192 = Weakness
16384 = Vulnerability
32768 = Venom
65536 = Slow
131072 = Empathy
death type:
either a weapon ID ORed with weapon death flags, or one of:
10000 = fallen to death
10001 = telefragged
10002 = drowned
10003 = killed by a trap / fallen into the void
10004 = lava
10005 = slime
10006 = console kill
10007 = (MinstaGib) out of ammo
10008 = swamp
10009 = team change
10010 = auto team change
10011 = camping protection
10012 = player became too fast (should never happen)
10013 = health rot
10014 = mirror damage
10015 = g_touchexplode
10100 = turret
weapon death flags are:
256 = secondary fire
512 = splash damage
1024 = bounced projectile
2048 = head shot (MinstaNex only)
4096 = unused flag
There will be a log analyzer parsing this file format soon. Note that weapon
IDs are below 10000.
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