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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@670 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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<div id="header">Rabid Viper Productions</div>
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<div id="main">
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<h1>ActionCube v0.9 (BETA)</h1>
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<h1>ActionCube v0.91 (BETA)</h1>
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<h2>About</h2>
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<ul>
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<li><a href="docs/getstarted.html">get started</a> - <b>before you play</b>, basics, instructions on running the game</li>
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<li><a href="docs/game.html">game</a> - information about gameplay, modes, weapons, etc</li>
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<li><a href="docs/config.html">configuration</a> - commandline-options, settings, scripting</li>
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<li><a href="docs/misc.html">misc</a> - a few configuration tricks</li>
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<li><a href="docs/server.html">server</a> - set up your own server, administration</li>
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<li><a href="docs/history.html">history</a> - changes on this game</li>
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@@ -41,7 +42,8 @@
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<p>
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This document will not provide detailed information on the cube engine itself, check out the
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<a href="http://www.cubeengine.com/readme.html" target="_blank">cube docs</a> and the following files for further information:
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<a href="http://www.cubeengine.com/readme.html" target="_blank">cube docs</a>,
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the <a href="http://sauerbraten.org/README.html" target="_blank">sauerbraten/cube2 docs</a> and the following files for further information:
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</p>
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<ul>
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</ul>
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<p>
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Before you ask for help you should read this readme and check out the <a href="http://action.cubers.net/readme/v0.9/faq.html" target="_blank">FAQ</a> on
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Before you ask for help you should read this readme and check out the <a href="http://action.cubers.net/readme/v0.91/faq.html" target="_blank">FAQ</a> on
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the <a href="http://action.cubers.net" target="_blank">official website</a>. Thank you.
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</p>
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<td>Elliot <i>“Verbal_”</i> Lockwood</td>
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<td>QA, Advisor, Lead Tester, pro-coffee service</td>
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</tr>
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<tr>
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<td>Lee <i>“eihrul”</i> Salzman</td>
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<td>Coder, Enet Library, Cube2 backporting</td>
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</tr>
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</table>
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<h3>Thanks to</h3>
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</table>
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<p>
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Also thanks to kurtis84 and player1 for testing.
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Thanks to kurtis84, player1, quase and some others for testing.
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</p>
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<h3>Texture sources</h3>
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</div>
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<div id="footer">2006/10/06</div>
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<div id="footer">2006/11/14</div>
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</div>
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@charset "utf-8";
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body
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{
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</p>
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</div>
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<div id="footer"><a href="javascript:history.back()">← BACK</a></div>
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<div id="footer"><a href="../README.html">← BACK TO MAIN SITE</a></div>
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</div>
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<p>
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If your Cube installation runs fine, ActionCube does too.<br />
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Minimum specs: P-III 500 Mhz with gf1/radeon or better
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Minimum specs: P-III 500 Mhz with gf1/radeon or better.
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</p>
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<p>
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<li>Anisotropic Filtering:OFF</li>
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</ul>
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<p>
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Linux users: Make sure you have <i>libSDL 1.2</i>, <i>libSDL_image</i> and <i>libSDL_mixer</i> installed.
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</p>
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<h3>Setting Resolution</h3>
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<p>
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The default resolution is 1024x768. If you need to change it, modify <i>actioncube.bat</i> accordingly.
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The default resolution is 1024x768. If you need to change it, modify <i>actioncube.bat</i> accordingly, e.g.:
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</p>
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<p>
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-w sets width<br />
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-h sets height
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-w800 -h600
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</p>
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<p>
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In linux, simply pass those parameters in the command line or add them to the <i>actioncube.sh</i> shell script.
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</p>
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<h3>Running the game</h3>
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<p>
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Windows: Start the <i>actioncube.bat</i>
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</p>
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<p>
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Linux: cd to the main actioncube directory and execute <i>actioncube.sh</i>
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</p>
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<h2>Basics</h2>
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<h3 style="clear:both">Interface</h3>
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<p>
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The menu covers the most important actions. Further customizations and actions can be done using CubeScript: To get a console
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press T to open up the chat prompt. You can use it as console if you put a “<span class="code">/</span>” (slash) at its beginning followed by a command.
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As example, type this into the console:
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As example, type this command into the console:
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</p>
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<div class="code">
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/crosshairsize 25
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crosshairsize 25
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</div>
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<p>
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</p>
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</div>
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<div id="footer"><a href="javascript:history.back()">← BACK</a></div>
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<div id="footer"><a href="../README.html">← BACK TO MAIN SITE</a></div>
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</div>
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</p>
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</div>
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<div id="footer"><a href="javascript:history.back()">← BACK</a></div>
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<div id="footer"><a href="../README.html">← BACK TO MAIN SITE</a></div>
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</div>
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</p>
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</div>
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<div id="footer"><a href="javascript:history.back()">← BACK</a></div>
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<div id="footer"><a href="../README.html">← BACK TO MAIN SITE</a></div>
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</div>
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<?xml version="1.0" encoding="UTF-8"?>
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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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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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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>ActionCube README</title>
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<p>
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In the file <i>actioncube_server.bat</i> (or the respective .sh file in linux) you can add or
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change command line options. The possible command line options can be obtained from the
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<a href="http://cubeengine.com/docs/config.html" target="_blank">cube config documentation</a>.
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ActionCube behaves mostly like Cube, there are a few differences though:
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</p>
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<ul>
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<li>Unlike cube, ActionCube uses the ports 28763 and 28764 (UDP)</li>
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<li>
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The command line option <span class="code">-x</span> specifies the master password:
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<div class="code">
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-xFOOBAR
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</div>
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</li>
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<li>
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The command line option <span class="code">-r</span> specifies a maprotation file:
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<div class="code">
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-rconfig/maprot.cfg
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</div>
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</li>
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</ul>
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<p>
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See the next chapter for more information about the effect of new command line options.
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<a href="config.html">configuration section</a> of this readme.
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</p>
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<h3>Maprotation</h3>
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</p>
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</div>
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<div id="footer"><a href="javascript:history.back()">← BACK</a></div>
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<div id="footer"><a href="../README.html">← BACK TO MAIN SITE</a></div>
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</div>
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{
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if(player1->state!=CS_ALIVE || player1->weaponchanging || NADE_IN_HAND || player1->reloading) return;
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if(gun != GUN_KNIFE && gun != GUN_GRENADE && gun != GUN_PISTOL && gun != player1->primary) return;
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if(gun == player1->gunselect) return;
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if(m_noguns && gun != GUN_KNIFE && gun != GUN_GRENADE) return;
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if(m_noprimary && gun != GUN_KNIFE && gun != GUN_GRENADE && gun != GUN_PISTOL) return;
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} else return true;
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}
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VARP(autoreload, 0, 1, 1);
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const int grenadepulltime = 650;
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bool akimboside = false;
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d->attacking = true; //make akimbo auto
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d->akimbolastaction[akimboside?1:0] = lastmillis;
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akimboside = !akimboside;
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}
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};
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if(d->gunselect!=GUN_KNIFE) d->mag[d->gunselect]--;
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from.z -= 0.2f; // below eye
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shootv(d->gunselect, from, to, d, 0);
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if(d->type==ENT_PLAYER) addmsg(SV_SHOT, "ri8", d->gunselect, (int)(from.x*DMF), (int)(from.y*DMF), (int)(from.z*DMF), (int)(to.x*DMF), (int)(to.y*DMF), (int)(to.z*DMF), 0 );
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if(autoreload && d == player1 && !d->mag[d->gunselect]) reload(d);
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if(guns[d->gunselect].projspeed || d->gunselect==GUN_GRENADE) return;
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raydamage(from, to, d);
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