a bunch more of that readme crap... A lot of to-do's here..

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3306 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
RandumKiwi
2008-10-29 20:55:59 +00:00
parent a201c4efe4
commit 3f32d116a2
8 changed files with 135 additions and 31 deletions
+5 -1
View File
@@ -85,6 +85,10 @@
to add custom content through the configuration files. </li>
<li><a href="mappers_readme.txt" shape="rect">Mappers readme</a> - Information about
creating maps suitable for the official AssaultCube distribution. </li>
<li><a href="playerskins.html" shape="rect">Player skins</a> - How to add custom playerskins to the game.
</li>
<li><a href="mods.html" shape="rect">Custom mods</a> - How 3rd party developers can extend the game.
</li>
<li><a href="cubescript.html" shape="rect">CubeScript</a> - A CubeScript introduction.
</li>
</ul>
@@ -437,7 +441,7 @@
</tr>
<tr>
<td rowspan="1" colspan="1">
HitmanDaz[MT]
Darren <i>“HitmanDaz[MT]”</i> Pattenden
</td>
<td rowspan="1" colspan="1">
Playermodels
+1 -1
View File
@@ -229,7 +229,7 @@
<p>
You can also assign custom keys to specific weapons by using the keybinding menu
in-game. This can be found by pressing ESCAPE and then navigating to: settings ⇒
keyboard/mouse controls.
Input controls.
</p>
<h2>
Starting a singleplayer game</h2>
+36
View File
@@ -0,0 +1,36 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"><html lang="en" xml:lang="en" xmlns:h="http://www.w3.org/1999/xhtml" xmlns="http://www.w3.org/1999/xhtml">
<head>
<title>Custom mods</title>
<meta http-equiv="content-type" content="application/xhtml+xml;charset=utf-8"/>
<link rel="shortcut icon" href="pics/favicon.ico"/>
<link rel="stylesheet" href="styles/cubedoc.css"/>
</head>
<body>
<div id="main">
<div id="logo">
<img src="pics/head.gif" alt="AssaultCube logo"/>
</div>
<div id="title">
<h1>
AssaultCube: Custom mods</h1>
</div>
<div id="content">
<h1>Custom mods</h1>
<p>
AssaultCube allows 3rd party developers to extend the game. It allows to use the existing assaultcube data for own modifications. When AssaultCube loads a file, it looks into several directories to look for the file to load. This list of directories can be extended using the --mod argument, which lets you add custom directories. Using this feature it is possible to supply a mod directory that contains customized data (textures, etc), so once AssaultCube loads data, it loads it from the mod directory instead of the main directory.
Assume you want to create a mod that provides a customized hud-gun, you would create a mod directory:
AssaultCube\mods\MyMod1\
Where AssaultCube is your main directory (%programfiles%\AssaultCube_v1.0). Inside this mod directory you would then add your customized hudgun:
AssaultCube\mods\MyMod1\packages\models\hudguns\assaultrifle.md3
Now to make AC aware of this mod you need to start it with the argument --mod=mods\MyMod1, now every time AC wants to load packages\models\hudguns\assaultrifle.md3 it will look in your mod directory first, therefore loading your custom version instead of the original version.
</p>
</div>
<div id="footer">
Rabid Viper Productions 2008/03/07
</div>
</div>
</body>
</html>
+50
View File
@@ -0,0 +1,50 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"><html lang="en" xml:lang="en" xmlns:h="http://www.w3.org/1999/xhtml" xmlns="http://www.w3.org/1999/xhtml">
<head>
<title> Custom player skins</title>
<meta http-equiv="content-type" content="application/xhtml+xml;charset=utf-8"/>
<link rel="shortcut icon" href="pics/favicon.ico"/>
<link rel="stylesheet" href="styles/cubedoc.css"/>
</head>
<body>
<div id="main">
<div id="logo">
<img src="pics/head.gif" alt="AssaultCube logo"/>
</div>
<div id="title">
<h1>
AssaultCube: Custom player skins</h1>
</div>
<div id="content">
<h1> Custom player skins</h1>
<p>
The AssaultCube playmodel is originally created by: Darren <i>“HitmanDaz[MT]”</i> Pattenden. Under the
</p>
<!--
Add custom player skins in this folder.
The filenames should have the following contents:
[nickname]_ffa.jpg for non-team modes (optional)
[nickname]_cla.jpg for cla players
[nickname]_rvsf.jpg for rvsf players
or
[clan-tag]__ffa.jpg for non-team modes (optional)
[clan-tag]__cla.jpg for cla players
[clan-tag]__rvsf.jpg for rvsf players
The double underscore marks a clan-tag.
-->
</p>
</div>
<div id="footer">
Rabid Viper Productions 2008/03/07
</div>
</div>
</body>
</html>
+19
View File
@@ -0,0 +1,19 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<!--
redirect html file to make sure the documentation gets opened with the default browser
-->
<html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en">
<head>
<title>AssaultCube</title>
<meta http-equiv="content-type" content="application/xhtml+xml;charset=utf-8" />
<meta http-equiv="refresh" content="0; url=../docs/mods.html" />
<style type="text/css">
body
{
background-color: #343434;
}
</style>
</head>
<body>
</body>
</html>
@@ -0,0 +1,22 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<!--
redirect html file to make sure the documentation gets opened with the default browser
-->
<html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en">
<head>
<title>AssaultCube</title>
<meta http-equiv="content-type" content="application/xhtml+xml;charset=utf-8" />
<meta http-equiv="refresh" content="0; url=../../../../docs/playerskins.html" />
<style type="text/css">
body
{
background-color: #343434;
}
</style>
</head>
<body>
</body>
</html>
ac/packages/models/playermodels/custom
@@ -1,25 +0,0 @@
Add custom player skins in this folder.
The filenames should have the following contents:
[nickname]_ffa.jpg for non-team modes (optional)
[nickname]_cla.jpg for cla players
[nickname]_rvsf.jpg for rvsf players
or
[clan-tag]__ffa.jpg for non-team modes (optional)
[clan-tag]__cla.jpg for cla players
[clan-tag]__rvsf.jpg for rvsf players
The double underscore marks a clan-tag.
Examples:
set of skins for player 'hobo' (nickname has to match exactly):
hobo_cla.jpg, hobo_rvsf.jpg, hobo_ffa.jpg
set of skins for players from clan 'FOO' (nickname has to contain substring 'FOO', f.e. 'FOO_bar' or 'bar_FOO'):
FOO__cla.jpg, FOO__rvsf.jpg, FOO__ffa.jpg
+1 -3
View File
@@ -53,8 +53,6 @@ NEW STUFF!
* Stable demo support.
* New sniper scope by Antiklimax.
* Markers on the HUD indicate the direction where damage was inflicted from.
* Crosshairs menu automatically loads all crosshairs in the crosshairs folder.
* More advanced/intuitive interface for changing sound and video options.
* Mapmodel for a singular ladder rung available, to give mappers more flexibility with ladders.
* Pings are coloured. Green is a good ping, red is a bad ping, yellow is an okay ping.
* Bullethole sound effects.
@@ -95,7 +93,6 @@ NEW STUFF!
* Passwords to allow access for blacklisted players.
* IP Blacklisting support.
* Team shuffle command.
* The console is now transparent and has 3 different views.
* New game modes: Hunt the flag, Keep the flag & Team keep the flag.
* Min/max player support for the maprotation - If there are too many/few players, depending on the map rotation settings, that map will be skipped in rotation.
* Auto-forceteam ensures that teams are always even in team-based modes.
@@ -125,6 +122,7 @@ NEW STUFF!
* New "clip" entity allows easy clipping for map editors.
* Better support for mods of this game.
* "editent" command to easily edit entities.
* Better playerskin support. See /docs/playerskins.html for more info.
Bugs (from 0.93) fixes: