EDITOR |
|
RC05 |
|
for Quake3 v1.32 |
QUICK SETUP
- Create a new directory under Quake3 called "editor" and extract the contents of this archive to it.
- Run Quake3 as you would normally and from the main-menu select "Mods".
- In the "Mods" list, select "D!ABLO's Map-Editor RC05".
- Load a map.
- Lower the console (~) and type "editor" (then return). Raise the console (~).
- Read the on-screen help which has appeared and explains how to use the menu-system which has also appeared.
CONSOLE COMMANDS
editor
Starts the editor. Actual editing is all done by the menu-system which this command starts. To stop the editor, select "Exit" from the editor menu.
editsave
Saves a map config. Specify the filename after the command. Do not specify an extension.
editload
Loads a map config. Specify the filename after the command. Do not specify an extension.
CONSOLE VARIABLES
name |
type |
values/default |
synopsis |
ge_DefaultOverride |
boolean |
1 = enabled (default) 0 = disabled |
Sets behaviour of auto-loading configs with the same name as the BSP. |
ge_MapsList |
string |
[blank] |
Specifies the file (with extension) to use for the maps-list. |
ge_RestrictVote |
boolean |
1 = restrict 0 = allow any (default) |
Determines whether map voting is restricted to maps in the maps-list. |
ge_SafetyMap |
boolean |
1 = use safety map 0 = disabled (default) |
Determines if the first map in the maps-list will be used as a "safety map". When the last client leaves the server, it will automatically return to the first map in the list if this is enabled. |
ge_Extension |
string |
"map" |
Determines the extension to use for map-configs. This applies to saving AND loading of config files. Changing this to "cfg" can be used to resolve a purity issue for listen servers (if they have to run with purity on). |
MAPS-LIST
The maps-list allows an automated method of cycling through a list of maps and/or map-configs. Some rudimentary extra features are also covered.
Contents of an example maps-list:
q3dm1
q3tourney2 >5
q3dm3_myconfig <10
Format:
- Blank lines are ignored
- Everything after the first semi-colon (;) on a line will be ignored (comments)
- First word on a line is assumed to be either a BSP or a map-config (without extension)
- Second item can be a max or min clients directive:
Max-clients: <10 (map will only load if there are 10 or less clients)
Min-clients: >10 (map will only load if there are 10 or more clients)
Max can use - in place of <, min can use + in place of > (if you find it easier)
- If a map cannot load for whatever reason it is skipped and the next map is loaded
- If the cycle goes right through without picking a map, the first entry is used
- Only the first 96 characters of any line is actually read (everything beyond that is ignored)
- Only the first 100 valid map-entries are accepted
- The following console variables can have an effect on the operation of the maps-list:
- ge_MapsList
- ge_RestrictVote
- ge_SafetyMap
TIPS & TRICKS
If you are a map-maker you can use this mod to generate your item layout. Produce your BSP as normal with no items. Play the mod with some friends and drop into edit-mode to move stuff around and tweak the layout while you play. Use "editsave" to save the variation. The file that the editor creates is bonafide ".map" compatible format (minus the geometry - worldspawn - information) which you can simply copy & paste back into your real map file and recompile.
F2, F3 and F4 can be used to snap and/or lock any of the three axes. Each time your press one of these keys the respective axis cycles through it's snap options; n/a, 5, 10, 20, lock.
F5 can be used to resolve item selection issues where more than one item exists in the same location. Pressing it repeatedly cycles through all items that appear within close proximity to each other. Moving the focus (too much) during this time will reset the selection mechanism.
F8 toggles "menu locking". When activated, the menu becomes locked on it's current selection until you press either mouse button or F8 again. This can be useful when trying to focus a "hard to get" item and simultaneously get the menu option right.
Frequently Asked Questions
Because at least two of my friends would kill me. Besides, configs are tiny and clients don't require any download to play a modified map.
- Will you be adding any geometry support?
Probably not. Although this is feasible, it requires the client to have the editor (or at least some portion of it) and that's something I want to avoid.
- "editload" always changes maps but doesn't always load my config...
- The default override doesn't always apply even though it's enabled...
Probably a purity issue. Listen servers have really screwy rules for purity. Sometimes the files can be opened and sometimes purity denies it. Either switch off purity or change the cvar "ge_Extension" to "cfg".
- I want to run a server with modified maps but not let clients use the editor...
Open the "editor.pk3" in WinZip (or another ZIP program), extract out the "qagame.qvm" file (retaining the path). Delete the "editor.pk3" file. Done.
This also means that clients do not require the mod to join the game even with purity on.
- Why is the Gauntlet and MG in the menus?
The editor has little inherrent knowledge about the items it is manipulating. The Gauntlet and Machine-Gun appear in the Quake3 items-list and the editor can't tell the difference between those and the RL, BFG etc.
It is this abstraction that allows the editor to be integrated into other mods with ease and still manipulate any new items that mod may introduce.
- I selected "Show Changes" but a friend said he couldn't see anything...
When running on an impure server, "Show Changes" -> "All clients see this" is a lie. For a client to actually see the changes, said client must have the complete editor mod.
- When I make a change, somebody else can UNDO it!
Think of it as a feature and the problem goes away. There is a single global UNDO list, each change made is logged into the list at the time it took place.
- I want to UNDO one of the changes from a loaded config... how?
You can't. When a config loads, the editor can't actually tell the difference between something which has changed and something that is as it was. Everything is defined by the config, not just the changes.
- I removed all of the spawn-points, saved, reloaded and some [of the spawn-points] came back... why?
The editor is protecting you. Quake3 gets upset if it can't find any spawn-points. During load-time the editor remembers two of the spawn-points from the original BSP and brings them into existence if the config doesn't have any of it's own (which keeps Quake3 happy).
- Can I get the source to this?
- Can I integrate this into my own mod?
Yes. The source code is available from the same place you got the mod. Instructions are included on integrating the editor components with any existing mod (there are only about 20 changes required - from a clean source base - for full functionality).
- You seem to know what you're doing, will you join my mod-team?
Do you look good in a bikini?
CONTACT
Andrew "D!ABLO" Ryder
www.shadowflare.com
diablo@shadowflare.com