A bunch of docs spelling cleanups (thx wurfel)
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3480 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -16,7 +16,8 @@
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AssaultCube: README</h1>
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</div>
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<div id="content">
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<!--Thanks to "wurfel" for finding some inconsistencies in the docs -->
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<!--Thanks to "wurfel" for finding many inconsistencies and spelling mistakes
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in the docs for me to correct.. (RandumKiwi) -->
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<h1>
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About</h1>
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<p>
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@@ -38,7 +38,7 @@
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algorithm and frustrum culling. You can see the effect of this when you switch to edit mode (E),
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and then fly out above a map: you'll see parts of the map dropping away as you move. The remaining
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cubes are then rendered in their most efficient size (i.e. cube will render a mixture of 1x1 2x2 4x4
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etc. size cubes, depending on wether they have the same properties: height, texturing etc.).
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etc. size cubes, depending on whether they have the same properties: height, texturing etc.).
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</p>
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<p>
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If you are on a fast system, or you are playing a simple/small map, AssaultCube/Cube will simply render all
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@@ -89,7 +89,7 @@
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<p>
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If ping is high (either yours or someone you play with), some actions may appear lagged.
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The effect of ping is generally that the players in a game are effectively playing more
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and more seperate games, as someone with a high ping is "playing in the past". The local
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and more separate games, as someone with a high ping is "playing in the past". The local
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effects of this are masked out by client side movement & aim, but may become noticable across players:
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</p>
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<ul>
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@@ -124,7 +124,7 @@
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Creating a new map is quite easy, but it takes time to learn the skills needed to create one of fair quality.
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</p>
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<p>
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More information about map editing can be found <a href="mapeditingintro.html" shape="rect">here</a>.
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More information about map editing can be found <a href="mapediting1.html" shape="rect">here</a>.
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</p>
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</div>
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<div id="footer">
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@@ -1,4 +1,4 @@
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f<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN">
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN">
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<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>Get started</title>
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@@ -27,7 +27,7 @@
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<b>The "cube grid"</b><br clear="none"/>
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<p>
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This will be shown as a white grid of squares drawn where ever you point.
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<br clear="none"/>Each of the small squares is a single cube. The cubes in AssaultCube are known as "geometery".
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<br clear="none"/>Each of the small squares is a single cube. The cubes in AssaultCube are known as "geometry".
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The bigger blue squares, indicate a selection of 8x8 cubes to make map editing easier.
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</p>
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</td>
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@@ -48,7 +48,7 @@
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<b>Cube selector</b><br clear="none"/>
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<p>
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This appears as a small white box with a red dot in the corner. It will appear in the middle of the screen and you can use it to select
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geometery, a bit like a crosshair. <br clear="none"/>The red dot indicates which corner of a cube you are manipulating, if you are using
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geometry, a bit like a crosshair. <br clear="none"/>The red dot indicates which corner of a cube you are manipulating, if you are using
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<a href="mapediting2.html#heightfield" shape="rect">heightfields</a>, or where your <a href="mapediting3.html" shape="rect">entity</a>
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will be placed if you are creating an entity.
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</p>
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@@ -69,7 +69,7 @@
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<td rowspan="1" colspan="1">
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<b>"Nearest entity" text</b><br clear="none"/>
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<p>
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This is the white writing along the bottom. It will tell you the locaton of the closest entity and its properties.<br clear="none"/>
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This is the white writing along the bottom. It will tell you the location of the closest entity and its properties.<br clear="none"/>
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<b>Note:</b> The nearest entity sparkly will show up orange (see left).
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</p>
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</td>
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@@ -87,14 +87,14 @@
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</table>
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<p>
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To get a feel for editmode, press E and float around. Try clicking and dragging the small white box at your crosshair over
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some cubes (you will see a red box over what you are selecting). This is how you select geometery.
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some cubes (you will see a red box over what you are selecting). This is how you select geometry.
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</p>
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<h2 id="controls">Map editing controls</h2>
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<p>
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Below are the controls that get used in map-editing, you will use most of these controls
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when creating a map, so it's good to learn them <br clear="none"/>Note: These controls can ONLY be used in map editing mode.
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</p>
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<h3>Changing geometery</h3>
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<h3>Changing geometry</h3>
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<table>
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<tr>
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<td width="150" rowspan="1" colspan="1">
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@@ -188,7 +188,7 @@
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U
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</td>
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<td rowspan="1" colspan="1">
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Undoes the last action (only applies to geometery).
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Undoes the last action (only applies to geometry).
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</td>
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</tr>
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<tr>
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@@ -425,7 +425,7 @@
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F5
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</td>
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<td rowspan="1" colspan="1">
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Toggle ocullsion on/off.
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Toggle occlusion on/off.
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</td>
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</tr>
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<tr>
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@@ -20,7 +20,7 @@
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Entities</h1>
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<p>
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<a href="mapediting1.html#sparkles" shape="rect">Entities</a> are shown as blue
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sparkly dots when in edit mode (the nearest one will show as orange). They are used for adding non-geometery/texture items,
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sparkly dots when in edit mode (the nearest one will show as orange). They are used for adding non-geometry/texture items,
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such as:
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</p>
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<ul>
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@@ -61,7 +61,7 @@
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Lighting</h2>
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<p>
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When lighting up a map, make sure to allow for contrast, as contrast is what makes
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a map look atmostpheric. Things that are naturally bright, should become naturally
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a map look atmospheric. Things that are naturally bright, should become naturally
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bright (for example: outside areas, lights, lamps, etc). Places that are naturally
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dark, should be a bit dim (for example: A room with no windows or lights).
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</p>
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@@ -235,8 +235,8 @@
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<h2 id="ladders">
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Ladders</h2>
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<p>
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Ladders are comprised of <b>TWO</b> peices. One part is the ladder mapmodel which
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gives the ladder an apperance. The other part is the "entity" which is an invisible
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Ladders are comprised of <b>TWO</b> pieces. One part is the ladder mapmodel which
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gives the ladder an appearance. The other part is the "entity" which is an invisible
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force that let's you climb the mapmodel like a ladder.
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</p>
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<h3>
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@@ -61,15 +61,15 @@
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<p>
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<b>Warning:</b> <u>PLEASE</u> be aware when adding custom content to your map, to make sure you use
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<u>LOWERCASE</u> through out the config file and make sure file names of your custom content also use lower case.
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If you don't, some operating systems such as linux, will not load the commands or files due to the fact that an
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uppercase letter in linux is counted as a completely different letter to a lower case letter. So it is absolutely
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If you don't, some operating systems such as Linux, will not load the commands or files due to the fact that an
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uppercase letter in Linux is counted as a completely different letter to a lower case letter. So it is absolutely
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vital that the filenames match (even in the file-name extension!)
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</p>
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<p>
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<b>Warning:</b> Don't use single slashes in the config file to issue commands, as the commands won't work if you do.
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</p>
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<p>
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<b>Note:</b> You may see "comments" in the config files. Comments are lines of wiriting in the config file that
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<b>Note:</b> You may see "comments" in the config files. Comments are lines of writing in the config file that
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have had 2 forward-slashes put in front of them. Using comments is a good way to advise the reader of the config
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file about things in the config file. Comments are ignored by the AssaultCube engine. Below is an example of a comment:<br clear="none"/>
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<b>// This is a comment!</b>
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@@ -103,7 +103,7 @@
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<p>
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To add a new texture, use this format: <b>texture 0 "./raboof/foobar.jpg"</b> on a single line.
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Replace "raboof" with the folder name and "foobar" with the name of the image. Be sure to put all your content
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inside a seperate folder so that it does not get mixed in with everyone elses content.
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inside a separate folder so that it does not get mixed in with everyone elses content.
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</p>
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<p>
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<b>Note:</b> All textures <b>MUST</b> be placed inside <a href="../packages/textures" shape="rect">/packages/textures/</a>.
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@@ -119,7 +119,7 @@
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<p>
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To use your own custom mapmodels in AssaultCube, all models must be of either md2 or md3 format and
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be placed inside <a href="../packages/models/mapmodels" shape="rect">/packages/models/mapmodels</a>. You will need
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to create a seperate folder for your mapmodel. Inside it, you will need to place the model with the name "tris"
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to create a separate folder for your mapmodel. Inside it, you will need to place the model with the name "tris"
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(and the .md2 or .md3 extension). You will also need to place the skin in the same folder with the name "skin.jpg".
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</p>
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<p>
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@@ -202,7 +202,7 @@
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</p>
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<h2 id="fog">Custom fog distances and colours</h2>
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<p>
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Fog is used in AssaultCube to help improve performance on some computers. However, it's not completely neccesary
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Fog is used in AssaultCube to help improve performance on some computers. However, it's not completely necessary
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and as long as it doesn't make your map too laggy and will improve your maps look, then you can make the fog appear
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at different distances and colours to add to your maps appearance.
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</p>
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@@ -20,7 +20,7 @@
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<p>
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If you want to create maps with the intention of getting them into the
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offical AssaultCube package, then you're best to read the following...
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official AssaultCube package, then you're best to read the following...
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</p>
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<p>
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AssaultCube only adds high quality maps to their release. No exceptions. So
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@@ -56,7 +56,7 @@ at least give you an idea on what we're looking out for...
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<li>
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There must be more than one way to rush from the one place to the other, like (as example) CS maps.
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Check the official maps that are already included in the distribution, your map should
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have a layout somewhat simillar to this.
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have a layout somewhat similar to this.
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</li>
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<li>
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Use of own textures and mapmodels:<ul><li>
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@@ -72,7 +72,7 @@ at least give you an idea on what we're looking out for...
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The reason for this WQD limit is that, anymore and the maps will lag on older machines).</li></ul>
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</li>
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<li>
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Avoid strange gimmicks, such as walk-through doors, as "strange" gimmicks will defiently not be accepted.
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Avoid strange gimmicks, such as walk-through doors, as "strange" gimmicks will definitely not be accepted.
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Don't expect maps that aren't created for current game modes to be included.
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</li>
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<li>
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