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
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to add custom content through the configuration files. </li>
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<li><a href="mappers_readme.txt" shape="rect">Mappers readme</a> - Information about
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creating maps suitable for the official AssaultCube distribution. </li>
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<li><a href="playerskins.html" shape="rect">Player skins</a> - How to add custom playerskins to the game.
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</li>
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<li><a href="mods.html" shape="rect">Custom mods</a> - How 3rd party developers can extend the game.
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</li>
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<li><a href="cubescript.html" shape="rect">CubeScript</a> - A CubeScript introduction.
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</li>
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</ul>
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@@ -437,7 +441,7 @@
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</tr>
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<tr>
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<td rowspan="1" colspan="1">
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HitmanDaz[MT]
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Darren <i>“HitmanDaz[MT]”</i> Pattenden
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</td>
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<td rowspan="1" colspan="1">
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Playermodels
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<p>
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You can also assign custom keys to specific weapons by using the keybinding menu
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in-game. This can be found by pressing ESCAPE and then navigating to: settings ⇒
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keyboard/mouse controls.
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Input controls.
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</p>
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<h2>
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Starting a singleplayer game</h2>
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@@ -0,0 +1,36 @@
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<!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">
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<head>
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<title>Custom mods</title>
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<meta http-equiv="content-type" content="application/xhtml+xml;charset=utf-8"/>
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<link rel="shortcut icon" href="pics/favicon.ico"/>
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<link rel="stylesheet" href="styles/cubedoc.css"/>
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</head>
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<body>
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<div id="main">
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<div id="logo">
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<img src="pics/head.gif" alt="AssaultCube logo"/>
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</div>
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<div id="title">
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<h1>
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AssaultCube: Custom mods</h1>
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</div>
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<div id="content">
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<h1>Custom mods</h1>
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<p>
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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.
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Assume you want to create a mod that provides a customized hud-gun, you would create a mod directory:
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AssaultCube\mods\MyMod1\
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Where AssaultCube is your main directory (%programfiles%\AssaultCube_v1.0). Inside this mod directory you would then add your customized hudgun:
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AssaultCube\mods\MyMod1\packages\models\hudguns\assaultrifle.md3
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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.
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</p>
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</div>
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<div id="footer">
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Rabid Viper Productions 2008/03/07
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</div>
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</div>
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</body>
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</html>
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@@ -0,0 +1,50 @@
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<!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">
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<head>
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<title> Custom player skins</title>
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<meta http-equiv="content-type" content="application/xhtml+xml;charset=utf-8"/>
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<link rel="shortcut icon" href="pics/favicon.ico"/>
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<link rel="stylesheet" href="styles/cubedoc.css"/>
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</head>
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<body>
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<div id="main">
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<div id="logo">
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<img src="pics/head.gif" alt="AssaultCube logo"/>
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</div>
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<div id="title">
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<h1>
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AssaultCube: Custom player skins</h1>
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</div>
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<div id="content">
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<h1> Custom player skins</h1>
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<p>
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The AssaultCube playmodel is originally created by: Darren <i>“HitmanDaz[MT]”</i> Pattenden. Under the
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</p>
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<!--
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Add custom player skins in this folder.
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The filenames should have the following contents:
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[nickname]_ffa.jpg for non-team modes (optional)
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[nickname]_cla.jpg for cla players
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[nickname]_rvsf.jpg for rvsf players
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or
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[clan-tag]__ffa.jpg for non-team modes (optional)
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[clan-tag]__cla.jpg for cla players
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[clan-tag]__rvsf.jpg for rvsf players
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The double underscore marks a clan-tag.
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-->
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</p>
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</div>
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<div id="footer">
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Rabid Viper Productions 2008/03/07
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</div>
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</div>
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</body>
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</html>
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@@ -0,0 +1,19 @@
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<!--
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redirect html file to make sure the documentation gets opened with the default browser
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-->
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<html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en">
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<head>
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<title>AssaultCube</title>
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<meta http-equiv="content-type" content="application/xhtml+xml;charset=utf-8" />
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<meta http-equiv="refresh" content="0; url=../docs/mods.html" />
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<style type="text/css">
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body
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{
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background-color: #343434;
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}
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</style>
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</head>
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<body>
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</body>
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</html>
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@@ -0,0 +1,22 @@
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<!--
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redirect html file to make sure the documentation gets opened with the default browser
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-->
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<html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en">
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<head>
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<title>AssaultCube</title>
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<meta http-equiv="content-type" content="application/xhtml+xml;charset=utf-8" />
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<meta http-equiv="refresh" content="0; url=../../../../docs/playerskins.html" />
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<style type="text/css">
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body
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{
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background-color: #343434;
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}
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</style>
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</head>
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<body>
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</body>
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</html>
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ac/packages/models/playermodels/custom
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@@ -1,25 +0,0 @@
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Add custom player skins in this folder.
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The filenames should have the following contents:
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[nickname]_ffa.jpg for non-team modes (optional)
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[nickname]_cla.jpg for cla players
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[nickname]_rvsf.jpg for rvsf players
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or
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[clan-tag]__ffa.jpg for non-team modes (optional)
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[clan-tag]__cla.jpg for cla players
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[clan-tag]__rvsf.jpg for rvsf players
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The double underscore marks a clan-tag.
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Examples:
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set of skins for player 'hobo' (nickname has to match exactly):
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hobo_cla.jpg, hobo_rvsf.jpg, hobo_ffa.jpg
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set of skins for players from clan 'FOO' (nickname has to contain substring 'FOO', f.e. 'FOO_bar' or 'bar_FOO'):
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FOO__cla.jpg, FOO__rvsf.jpg, FOO__ffa.jpg
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@@ -53,8 +53,6 @@ NEW STUFF!
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* Stable demo support.
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* New sniper scope by Antiklimax.
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* Markers on the HUD indicate the direction where damage was inflicted from.
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* Crosshairs menu automatically loads all crosshairs in the crosshairs folder.
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* More advanced/intuitive interface for changing sound and video options.
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* Mapmodel for a singular ladder rung available, to give mappers more flexibility with ladders.
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* Pings are coloured. Green is a good ping, red is a bad ping, yellow is an okay ping.
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* Bullethole sound effects.
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@@ -95,7 +93,6 @@ NEW STUFF!
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* Passwords to allow access for blacklisted players.
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* IP Blacklisting support.
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* Team shuffle command.
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* The console is now transparent and has 3 different views.
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* New game modes: Hunt the flag, Keep the flag & Team keep the flag.
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* 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.
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* Auto-forceteam ensures that teams are always even in team-based modes.
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@@ -106,7 +103,7 @@ NEW STUFF!
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* New game modes: Hunt the flag, Keep the flag & Team keep the flag.
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* Stencil shadow support.
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* Game output prints scores at the end of each match in the console (if used).
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* Searching LAN will show all LAN servers.
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* Searching LAN will show all LAN servers .
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* AC updates servers for you -> No need to update from master manually.
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* Vertex lighting for mapmodels.
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* A compass inside the minimap.
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@@ -125,6 +122,7 @@ NEW STUFF!
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* New "clip" entity allows easy clipping for map editors.
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* Better support for mods of this game.
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* "editent" command to easily edit entities.
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* Better playerskin support. See /docs/playerskins.html for more info.
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Bugs (from 0.93) fixes:
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