On 2001-10-15 07:24, DarkStorm wrote:
Like I said before; I don't mind Tremulous being an open development modification.
No one has actually used the term "open development" except you. You are putting words in my mouth. The only thing that has changed from before is the team section has gone from the website. That is all.
What textures can we use?
Whatever you like.
What entities can we use?
Ditto.
Are there new entities?
How do we use these new entities?
Nothing new at the moment. New entity notes from old plan:
4.9 Misc entities
4.9.1 misc_spriter
This entity is a crude "particle" creation entity for mappers.
angles: The direction the sprites will move in initially. Special attention should be paid to the roll angle - this governs the rotation of the sprites. Setting this to 360 or greater will produce random rotations on the sprites.
speed: The speed at which sprites are launched. This will remain constant unless acted upon by an acceleration (see below).
acceleration: This is a vector that specifys the acceleration that sprites launched will be subject to. This is not a normalised vector, magnitude is incorporated.
wait: The lifetime of sprites launched in 1000ths of a second.
bounce: A value reflecting the proportion of velocity that is carried through by the sprite when it collides with a surface. e.g. 1.0 means all velocity is reflected, 0.5 means half. A value of 0.0 (or no bounce key at all) results in sprites that do not collide with brushes.
alpha: Two numerical values giving the start and end alpha values for the sprites. e.g. a value "255 0" gives sprites that start 100% opaque and end up transparent.
radius: Similar to alpha, this gives the start and end radii of the sprites. "16 64" will give sprites that start 16 units big and end up 64 units big.
random: The angle about "angles" that the launch vector is randomised by. Maximum 180 degrees.
count: The number of sprites to launch every second. Defaults to 1.
targetShaderName: The full name of the shader to use for the sprites.
spawnflags: 1 - This turns overdraw protection off. With overdraw protection on sprites too close to the client's viewport are culled to prevent excessive fps loss. 2 - Sprites are rendered with the ambient light value, otherwise sprites are fullbright. 3 - Spawn disabled.
Triggering this entity toggles it on and off.
4.9.2 misc_anim_model
This is a little like misc_model except that it isn't a "map object" per se since it remains an entity and does not become part of the bsp tree. An instance of this entity will draw an arbituary md3 in the world with an arbituary frame or with an animation. It uses the following keys:
radius: The scale of the model compared to its original size. Defaults to 1.0.
animation: The guts of the entity. This is identical to an entry in an animation.cfg - Start Frame, Number of frames, Looping Frames, Frame rate. For example 0 30 30 20 will play frames 0 through 30 continously at 20 fps.
model: Exactly like misc_model, the path to an md3 file relative to the tremulous dir.
Triggering this entity has a different effect depending on the state of the first spawnflag. If it is off then the animation is toggled on and off with the trigger. If the first spawnflag is on triggering the entity toggles the md3 all together.
4.9.3 misc_lens_flare
A simple lens flare entity using the following keys:
targetShaderName: The name of the shader of the lens flare.
radius: The size of the lens flare. The radius is calculated by taking the distance of the viewer from the lens flare and dividing by this key, so the larger the key value, the smaller the flare.
Pay attention to the angle/angles keys, they dictate where the lens flare is pointing.
Does the new Tremulous support MP3 playback?
It has done since July.
If so, does Tremulous interprit MP3 just as it does WAV meaning that I can have MP3 sound effects or music in my level?
Only music. And I haven't ever gotten around to implementing a decoder on map load.
Is there a reccomended light level?
Dark, but not so dark that you cannot navigate.
Are we required to smooth clipping surfaces out more than usual, or do we not have to clip at all?
Yes. The wall walking code hasn't changed.
What's being done with the dynamic lights, if anything?
Uh? Nothing. That is all locked away in the engine.
You both keep saying "Well why don't you go finish up your work and prove you were working this whole time?"
Do I?
Keep in mind some of us can't be present in the channel.
You can't really blame me for that.