mirror of
https://github.com/TTimo/GtkRadiant.git
synced 2024-11-14 00:41:08 +00:00
* added UFO:AI gamepack
* changed gametools path in game definition file (this allows us to store more than one game in the games/ directory) git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant@234 8a3a26a2-13c4-0310-b231-cf6edde360e5
This commit is contained in:
parent
3c907d00a7
commit
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9 changed files with 389 additions and 1 deletions
8
install/games/ufoai/game.xlink
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8
install/games/ufoai/game.xlink
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<?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>
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<!-- generated by Radiant setup, modify at your own risks -->
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<links>
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<item name="UFO:AI Community site" url="http://ufoai.sourceforge.net"/>
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<item name="UFO:AI Project site" url="http://www.sourceforge.net/projects/ufoai"/>
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<item name="UFO:AI Tutorials site with mapping tutorials" url="http://ufoai.ninex.info/wiki/index.php/Mapping"/>
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<item name="GtkRadiant Bugzilla - Report Bug" url="http://zerowing.idsoftware.com/bugzilla/index.cgi"/>
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</links>
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59
install/games/ufoai/synapse.config
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59
install/games/ufoai/synapse.config
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<?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>
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<!-- synapse XML configuration -->
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<synapseconfig>
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<client name="core">
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<api name="image">
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tga jpg
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</api>
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<api name="VFS">
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pk3
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</api>
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<api name="shaders">
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ufoai
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</api>
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<api name="map">
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mapq2
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</api>
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<api name="eclass">
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def
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</api>
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<api name="surfdialog">
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ufoai
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</api>
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<api name="model">
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md2
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</api>
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</client>
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<client name="image">
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<api name="VFS">
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pk3
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</api>
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</client>
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<client name="shaders">
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<!-- NOTE: this is a SYN_PROVIDE -->
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<api name="shaders">
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ufoai
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</api>
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<api name="VFS">
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pk3
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</api>
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</client>
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<client name="map">
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<api name="shaders">
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ufoai
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</api>
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</client>
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<client name="xmap">
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<api name="shaders">
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ufoai
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</api>
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</client>
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<client name="model">
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<api name="shaders">
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ufoai
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</api>
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<api name="VFS">
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pk3
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</api>
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</client>
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</synapseconfig>
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47
install/installs/UFOAIPack/base/scripts/common.shader
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47
install/installs/UFOAIPack/base/scripts/common.shader
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textures/tex_common/actorclip
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{
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qer_trans 0.40
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surfaceparm playerclip
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}
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textures/tex_common/caulk
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{
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qer_trans 0.40
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}
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textures/tex_common/hint
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{
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qer_trans 0.40
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}
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textures/tex_common/nodraw
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{
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qer_trans 0.40
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surfaceparm nodraw
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}
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textures/tex_common/origin
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{
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qer_trans 0.40
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}
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textures/tex_common/slick
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{
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qer_trans 0.40
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}
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textures/tex_common/stepon
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{
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qer_trans 0.40
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}
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textures/tex_common/trigger
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{
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qer_trans 0.50
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}
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textures/tex_common/weaponclip
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{
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qer_trans 0.40
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surfaceparm botclip
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}
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98
install/installs/UFOAIPack/base/scripts/default_project.proj
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98
install/installs/UFOAIPack/base/scripts/default_project.proj
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<?xml version="1.0"?>
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<!DOCTYPE project SYSTEM "dtds/project.dtd">
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<!--
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project template
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the $* strings will be expanded following these rules:
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$TEMPLATEapppath: path to the Radiant .. C:\Program Files\Gtkradiant
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$TEMPLATEenginepath: path to the engine .. C:\Program Files\UFO Alien Invasion\GameData
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$TEMPLATEtoolspath: path to the tools directory (enginepath)radiant
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(NOTE: on win32 tools directory is usually where the editor is .. but it's not true on linux)
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$TEMPLATEuserhomepath: on linux, the directory with write permissions for saving maps etc.
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on win32, == $TEMPLATEenginepath
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$TEMPLATEbasedir: base game dir
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Note : Default project settings are for single player... this can be changed throught the projects select in the File Menu
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-->
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<project>
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<key name="version" value="2"/>
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<key name="basepath" value="$TEMPLATEenginepath$TEMPLATEbasedir/"/>
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<key name="rshcmd" value=""/>
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<key name="remotebasepath" value="$TEMPLATEenginepath$TEMPLATEbasedir/"/>
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<key name="entitypath" value="$TEMPLATEtoolspath$TEMPLATEbasedir/scripts/entities.def"/>
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<key name="texturepath" value="$TEMPLATEenginepath$TEMPLATEbasedir/textures/"/>
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<key name="autosave" value="$TEMPLATEuserhomepath$TEMPLATEbasedir/maps/autosave.map"/>
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<key name="mapspath" value="$TEMPLATEenginepath$TEMPLATEbasedir/maps/"/>
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<key name="surf1" value="light" />
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<key name="surf2" value="slick" />
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<key name="surf3" value="" />
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<key name="surf4" value="warp" />
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<key name="surf5" value="trans33" />
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<key name="surf6" value="trans66" />
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<key name="surf7" value="flow" />
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<key name="surf8" value="nodraw" />
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<key name="surf9" value="hint" />
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<key name="surf10" value="skip" />
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<key name="surf11" value="phong" />
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<key name="surf12" value="" />
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<key name="surf13" value="" />
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<key name="surf14" value="" />
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<key name="surf15" value="" />
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<key name="surf16" value="" />
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<key name="surf17" value="" />
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<key name="surf18" value="" />
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<key name="surf19" value="" />
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<key name="surf20" value="" />
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<key name="surf21" value="" />
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<key name="surf22" value="" />
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<key name="surf23" value="" />
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<key name="surf24" value="" />
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<key name="surf25" value="" />
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<key name="surf26" value="alphatest" />
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<key name="surf27" value="" />
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<key name="surf28" value="" />
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<key name="surf29" value="" />
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<key name="surf30" value="" />
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<key name="surf31" value="" />
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<key name="surf32" value="" />
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<key name="cont1" value="solid" />
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<key name="cont2" value="window" />
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<key name="cont3" value="" />
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<key name="cont4" value="fireaffected" />
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<key name="cont5" value="" />
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<key name="cont6" value="water" />
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<key name="cont7" value="" />
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<key name="cont8" value="" />
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<key name="cont9" value="level1" />
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<key name="cont10" value="level2" />
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<key name="cont11" value="level3" />
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<key name="cont12" value="level4" />
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<key name="cont13" value="level5" />
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<key name="cont14" value="level6" />
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<key name="cont15" value="level7" />
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<key name="cont16" value="level8" />
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<key name="cont17" value="actorclip" />
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<key name="cont18" value="passable" />
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<key name="cont19" value="footstep" />
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<key name="cont20" value="" />
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<key name="cont21" value="" />
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<key name="cont22" value="" />
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<key name="cont23" value="" />
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<key name="cont24" value="" />
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<key name="cont25" value="origin" />
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<key name="cont26" value="weaponclip" />
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<key name="cont27" value="" />
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<key name="cont28" value="detail" />
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<key name="cont29" value="" />
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<key name="cont30" value="" />
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<key name="cont31" value="stepon" />
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<key name="cont32" value="" />
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<key name="bsp_ufo2map: (no lightmap)" value="! "$TEMPLATEapppathufo2map" -nice 19 -noradiosity all $"/>
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<key name="bsp_ufo2map: (no day lightmap)" value="! "$TEMPLATEapppathufo2map" -nice 19 -noradiosity day $"/>
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<key name="bsp_ufo2map: (no night lightmap)" value="! "$TEMPLATEapppathufo2map" -nice 19 -noradiosity night $"/>
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<key name="bsp_ufo2map: (fast)" value="! "$TEMPLATEapppathufo2map" -nice 19 $"/>
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<key name="bsp_ufo2map: (full)" value="! "$TEMPLATEapppathufo2map" -nice 19 -extra $"/>
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<key name="bsp_ufo2map: (only ents)" value="! "$TEMPLATEapppathufo2map" -nice 19 -onlyents $"/>
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<key name="bsp_ufo2map: (only ents)" value="! "$TEMPLATEapppathufo2map" -nice 19 -onlyents $"/>
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</project>
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140
install/installs/UFOAIPack/base/scripts/entities.def
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140
install/installs/UFOAIPack/base/scripts/entities.def
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/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
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Starting point for a player.
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"team" the number of the team for this player starting point. 0 is reserved for civilians and critters (use info_civilian_start instead)
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*/
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/*QUAKED info_human_start (0 1 0) (-16 -16 -24) (16 16 32)
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Starting point for a single player human.
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*/
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/*QUAKED info_alien_start (0 0 1) (-16 -16 -24) (16 16 32)
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Starting point for a single player alien.
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*/
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/*QUAKED info_2x2_start (1 1 0) (-32 -32 -24) (32 32 32)
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Starting point for a ugv 2x2 units.
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"team" the number of the team for this player starting point. Only for multiplayer teams.
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*/
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/*QUAKED info_civilian_start (0 1 1) (-16 -16 -24) (16 16 32)
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Starting point for a civilian.
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*/
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/*QUAKED misc_model (1 1 0) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8 server_solid glow
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Displays a md2 model.
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Set the level flags correctly!
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Use angles [pitch yaw roll] to rotate the model. pitch (up/down), yaw (left/right) and roll (fall over)
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"model" arbitrary .md2 file to display
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"angles" direction of the model [pitch yaw roll]
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"angle" direction of the model [yaw]
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"skin" skin number (default 0)
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"frame" frame number (default 0) - use frame or anim - but not both
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"anim" is this an animated model (default empty otherwise fill the animname)
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*/
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/*QUAKED misc_particle (0 0 1) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8 noday
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Creates a particle. Particle properties can be set here with a preceding '-' or '+'.
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'-' property is set before calling the particle init function
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'+' do it afterwards
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noday means that the particle is not shown at the day version of the map. E.g. useful for flare particles around streetlight.
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Wait times are of the format "a b". It spawns particles in random intervals ranging from (a) to (a+b) seconds. If no wait time is specified one particle is created at map start.
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"particle" name of the particle definition
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"wait" wait time
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*/
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/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) day
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Non-displayed light. All lights are for the night version. If you want them to show up in the day version, too - mark the day flag
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"_color" Color for the light RGB
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"light" intensity 0-255
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"target" entity target name (info_null)
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"_cone"
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"origin"
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"angle" Special values: UP -1; DOWN -2;
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*/
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/*QUAKED light_spot (0 1 0) (-8 -8 -8) (8 8 8) day
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Non-displayed light. All lights are for the night version. If you want them to show up in the day version, too - mark the day flag
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"_color" Color for the light RGB
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"light" intensity 0-255
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"_cone"
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||||||
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"origin"
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||||||
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"angle" Special values: UP -1; DOWN -2;
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||||||
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*/
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/*QUAKED worldspawn (0 0 0) ?
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Only used for the world.
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"maxteams" max. teams for multiplayer
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"maxlevel" highest selectable level
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*/
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/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for spotlights, etc.
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"targetname" target name
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||||||
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*/
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||||||
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/*QUAKED info_civilian_target (0.5 0.8 0.1) (-16 -16 -24) (16 16 32)
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Used as a target where civilians try to get in a mission (TODO: Implement me)
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|
"count" The priority of this waypoint - the lower the number, the nearer the end-target
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*/
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|
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/*QUAKED misc_sound (0.5 1 0.5) (-8 -8 -8) (8 8 8) level1 level2 level3 level4 level5 level6 level7 level8
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Used to play ambient sounds (looped sounds)
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"noise" sound file name relative to sound/ambience
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||||||
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"volume" 0 - 128
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||||||
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*/
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||||||
|
|
||||||
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/*QUAKED misc_mission (0.1 0.6 0.3) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8
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||||||
|
Defines a mission target
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"particle" display a particle
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||||||
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"time" if set the entity has to be occupied x rounds to win the mission
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"radius" if the entity has to be occupied this defines the radius that is needed
|
||||||
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"health" if set the entity has to be destroyed to win the mission - otherwise is has just to be reached (see time)
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||||||
|
*/
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|
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/*QUAKED misc_mission_alien (0.1 0.6 0.3) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8
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Defines the alien mission target
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"particle" display a particle
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"time" if set the entity has to be occupied x rounds to win the mission
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||||||
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"radius" if the entity has to be occupied this defines the radius that is needed
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||||||
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"health" if set the entity has to be destroyed to win the mission - otherwise is has just to be reached (see time)
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||||||
|
*/
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||||||
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/*QUAKED func_door (0 .5 .8) ? level1 level2 level3 level4 level5 level6 level7 level8
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||||||
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"angle" determines the opening direction
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||||||
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"health" if set, door must be shot open
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||||||
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"speed" movement speed (100 default)
|
||||||
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"wait" wait before returning (3 default, -1 = never return)
|
||||||
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"lip" lip remaining at end of move (8 default)
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||||||
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*/
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||||||
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|
||||||
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/*QUAKED func_group (0 0 0) ?
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||||||
|
Only for editor and terrain convenience.
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||||||
|
"terrain"
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||||||
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"gensurf"
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||||||
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"phongshading"
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||||||
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*/
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||||||
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|
||||||
|
/*QUAKED func_breakable (0 0 0) ? level1 level2 level3 level4 level5 level6 level7 level8
|
||||||
|
"health" damage until destroyed
|
||||||
|
"particle" particle id
|
||||||
|
"material" material id MAT_GLASS = 0 (default), MAT_METAL = 1, MAT_ELECTRICAL = 2, MAT_WOOD = 3
|
||||||
|
*/
|
||||||
|
|
||||||
|
/*QUAKED func_rotating (0 0 0) ? level1 level2 level3 level4 level5 level6 level7 level8
|
||||||
|
"health" damage until destroyed
|
||||||
|
"particle" particle id
|
||||||
|
"speed" rotation speed
|
||||||
|
"angle" rotate around this angle - pitch = 0, yaw = 1, roll = 2
|
||||||
|
*/
|
||||||
|
|
||||||
|
/*QUAKED trigger_hurt (0 0 0) ? KILL STUN DAZE
|
||||||
|
Any entity that touches this will be hurt. It does dmg points of damage each server frame
|
||||||
|
"dmg" default 5 (whole numbers only)
|
||||||
|
*/
|
2
install/installs/UFOAIPack/base/scripts/shaderlist.txt
Normal file
2
install/installs/UFOAIPack/base/scripts/shaderlist.txt
Normal file
|
@ -0,0 +1,2 @@
|
||||||
|
common
|
||||||
|
textures
|
34
install/installs/UFOAIPack/base/scripts/textures.shader
Normal file
34
install/installs/UFOAIPack/base/scripts/textures.shader
Normal file
|
@ -0,0 +1,34 @@
|
||||||
|
textures/tex_mattn/fence
|
||||||
|
{
|
||||||
|
qer_alphafunc gequal 0.5
|
||||||
|
}
|
||||||
|
|
||||||
|
textures/tex_mattn/grate
|
||||||
|
{
|
||||||
|
qer_alphafunc gequal 0.5
|
||||||
|
}
|
||||||
|
|
||||||
|
textures/tex_mattn/grate2
|
||||||
|
{
|
||||||
|
qer_alphafunc gequal 0.5
|
||||||
|
}
|
||||||
|
|
||||||
|
textures/tex_mattn/gully
|
||||||
|
{
|
||||||
|
qer_alphafunc gequal 0.5
|
||||||
|
}
|
||||||
|
|
||||||
|
textures/tex_mattn/tire
|
||||||
|
{
|
||||||
|
qer_alphafunc gequal 0.5
|
||||||
|
}
|
||||||
|
|
||||||
|
textures/tex_mattn/tire2
|
||||||
|
{
|
||||||
|
qer_alphafunc gequal 0.5
|
||||||
|
}
|
||||||
|
|
||||||
|
textures/tex_material/circle_gray
|
||||||
|
{
|
||||||
|
qer_alphafunc gequal 0.5
|
||||||
|
}
|
BIN
install/installs/UFOAIPack/base/textures/radiant/notex.tga
Normal file
BIN
install/installs/UFOAIPack/base/textures/radiant/notex.tga
Normal file
Binary file not shown.
|
@ -3235,7 +3235,7 @@ void CGameInstall::Run() {
|
||||||
}
|
}
|
||||||
fprintf( fg, "<?xml version=\"1.0\" encoding=\"iso-8859-1\" standalone=\"yes\"?>\n<game\n" );
|
fprintf( fg, "<?xml version=\"1.0\" encoding=\"iso-8859-1\" standalone=\"yes\"?>\n<game\n" );
|
||||||
fprintf( fg, " name=\"%s\"\n", m_strName.GetBuffer() );
|
fprintf( fg, " name=\"%s\"\n", m_strName.GetBuffer() );
|
||||||
fprintf( fg, " gametools=\"%sgames\"\n", g_strAppPath.GetBuffer() );
|
fprintf( fg, " gametools=\"%sgames/%s\"\n", g_strAppPath.GetBuffer(), m_strName.GetBuffer() );
|
||||||
fprintf( fg, " enginepath=\"%s\"\n", m_strEngine.GetBuffer() );
|
fprintf( fg, " enginepath=\"%s\"\n", m_strEngine.GetBuffer() );
|
||||||
switch ( m_availGames[ m_nComboSelect ] ) {
|
switch ( m_availGames[ m_nComboSelect ] ) {
|
||||||
case GAME_Q3: {
|
case GAME_Q3: {
|
||||||
|
|
Loading…
Reference in a new issue