it is v1.0, not v0.94

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1965 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
driAn
2008-05-14 18:13:09 +00:00
parent 66f93c9d7d
commit ae6f1981da
14 changed files with 268 additions and 178 deletions
+2 -2
View File
@@ -69,7 +69,7 @@ mapmodel 0 0 0 0 "coffeemug" //53
mapmodel 0 0 0 0 "flyer" //54
mapmodel 0 0 1 0 "poster" //55 (Mind z-buffer issues on 16bit!)
mapmodel 1 1 0 0 "aard" //56
// Start of 0.94 mapmodels.
// Start of 1.0 mapmodels.
mapmodel 4 1 0 0 "bridge" //57
mapmodel 0 1 0 0 "ladder_rung" //58
mapmodel 0 0 0 0 "drainpipe" //59
@@ -452,6 +452,6 @@ texture 0 "./makke/box_4.jpg"
texture 0 "./makke/box_3.jpg" //241
texture 0 "./makke/smallsteelbox.jpg
//------Start of 0.94 textures----------
//------Start of 1.0 textures----------
+1 -1
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@@ -55,7 +55,7 @@ menudirlist "demos/" "dmo" "demo $arg1"
newmenu about
menuitem "AssaultCube v0.94" ""
menuitem "AssaultCube v1.0" ""
menuitem ""
menuitem " ...Help" "showmenu help"
menuitem " ...Credits" "showmenu credits"
+1 -1
View File
@@ -9,7 +9,7 @@
<body>
<h1>History</h1>
<h2>AssaultCube v0.94</h2>
<h2>AssaultCube v1.0</h2>
<p>2007/06/04</p>
+12 -42
View File
@@ -7,7 +7,7 @@
See reference.xsd and types.xsd before editing this file.
-->
<cuberef name="AssaultCube Reference" version="v0.94" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://cubers.net/Schemas/CubeRef schemas/cuberef.xsd" xmlns="http://cubers.net/Schemas/CubeRef">
<cuberef name="AssaultCube Reference" version="v1.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://cubers.net/Schemas/CubeRef schemas/cuberef.xsd" xmlns="http://cubers.net/Schemas/CubeRef">
<description>
This reference describes the commands and variables available in AssaultCube.
</description>
@@ -231,6 +231,14 @@
<argument token="N" description="the index of the word"/>
</arguments>
</command>
<command name="findlist">
<description>Searches a list for a specified value.</description>
<arguments>
<argument token="L" description="the list"/>
<argument token="I" description="the item to find"/>
</arguments>
<return token="I" description="the index of the item in the list"/>
</command>
<command name="sleep">
<description>Executes a command after specified time period.</description>
<examples>
@@ -482,18 +490,6 @@
<identifierReference identifier="sendmap"/>
</references>
</command>
<command name="record">
<description>Starts recording of a demo.</description>
<remarks>
<remark>
This works for any multiplayer mode, including the default "ffa" mode you are in when
you load up a map locally. The file is saved to demos/S.cdgz.
</remark>
</remarks>
<arguments>
<argument token="S" description="the demo name"/>
</arguments>
</command>
<command name="spectate">
<description>
Toggle into spectator mode - only possible when you're dead!
@@ -555,33 +551,6 @@
</remarks>
<value token="P" description="the playback speed" minValue="10" maxValue="1000" defaultValue="100"/>
</variable>
<variable name="demodelaymsec">
<description>Changes the demo playback delay.</description>
<remarks>
<remark>
Only touch if you know what you are doing:
changes the delay in msec with which the demo is played back to allow for interpolation.
Default is 100, if you decrease it you will most likely just get choppier (it will obstruct
the spline interpolation) for an unnoticable bit less lag. Increase it if you notice choppyness
in playback, should not be needed in general, but may help if you insist on playing back
demos at very low demoplaybackspeed.
</remark>
</remarks>
<value token="D" description="delay in milliseconds" minValue="0" maxValue="500" defaultValue="120"/>
</variable>
<variable name="demotracking">
<description>Specifies if particles should be emitted on demo players position.</description>
<remarks>
<remark>
When demotracking is on (B = 1), the camera will create a red particle every frame where it moves,
creating a trail. This can be used to inspect someone's movement in a game.
It will only show the last N particles according to the maxparticles variable,
which you may want to increase to 10000. The particles will remain even after
you stop the demo, so you can use edit mode to look at it from all angles.
</remark>
</remarks>
<value token="B" description="sets the demo tracking state" minValue="0" maxValue="1" defaultValue="0" valueNotes="1 (on), 0 (off)"/>
</variable>
<variable name="gamespeed">
<description>Sets the gamespeed in percent.</description>
<remarks>
@@ -954,8 +923,8 @@
<argument token="N" description="the player to assign to a team" valueNotes="client number"/>
</arguments>
</command>
<command name="givemaster">
<description>Gives the master state to specified player.</description>
<command name="giveadmin">
<description>Gives the admin state to the specified player.</description>
<remarks>
<remark>
Requires admin state. The admin will lose his admin state after successfully issuing this command.
@@ -1521,6 +1490,7 @@
<description>Sets the team display mode.</description>
<remarks>
<remark>
In mode 0 team display is disabled
In mode 1 players will be rendered with a colored vest to make the teams distinguishable.
In mode 2 almost the whole suit of the players will be colored. These display modes are only
applied in team gamemodes.
+1 -1
View File
@@ -22,7 +22,7 @@
<body>
<div id="main">
<div id="version">
v0.94
v1.0
</div>
<div id="title">
<h1>
+2 -2
View File
@@ -1,4 +1,4 @@
// *IMPORTANT NOTE FOR AC-MAPPERS*
// *IMPORTANT NOTE FOR AC-MAPPERS*
// BE SURE TO COPY THIS FILE AND MAKE IT YOUR MAP CONFIG
// BEFORE(!!) YOU EDIT ANYTHING.
// THEN START AC, GO EDIT-MODE,GO /NEWMAP
@@ -400,7 +400,7 @@ texture 0 "./makke/box_4.jpg"
texture 0 "./makke/box_3.jpg" //241
texture 0 "./makke/smallsteelbox.jpg
//------Start of 0.94 textures----------
//------Start of v1.0 textures----------
texture 0 "wotwot/urban/manhole1.jpg"
texture 0 "wotwot/urban/grill2_s.jpg"
+240 -120
View File
@@ -1,121 +1,241 @@
RandumIdiot's AssaultCube Maps
_________________________
| |
| Who Am I | Come to my site, full of guides, maps and
| | other neat stuff for AssaultCube made by me.
| ???? |
| ?? ?? | http://www.ri-ac.co.nr/
| ?? |
| ?? | Enjoy!
| ?? |
| |
| ?? |
| ?? | Contact: [email protected]
| |
| The real question is, |
| Who are you |
_________________________
Don't know how to open this map in AssaultCube?
Friendly explanations @ http://www.ri-ac.co.nr/runmap
Mapname: ac_toxic
Version: 0.9
Released: Tuesday, 25th December, 2007.
Included files with this zip:
1) ac_toxic.cgz
2) ac_toxic.cfg
3) readme_ri_toxic.txt
ac_toxic is RandumIdiot's first good map ever. High quality, nice
layout. It has been released on the 25th of December, as a Christmas
present to the AssaultCube community.
ac_toxic started out as an idea to create a half indoor, half outdoor
map for ac that contained high up mapmodel's that players could walk
around on to spectate the game (this seemed especially useful, so that
clan members could judge a players techniques and skills before
allowing a player to join the clan). This map was planned to be called
ri_spectate.
Some time later, and I discovered that, spectate mode in AssaultCube
0.94 was going to become reality and that version 0.94 was not too far
away from release. This meant that the idea was scrapped. The map lost
all of its spectator geometry and the map continued under the new name
'ri_new' while I decided upon a new name.
So, over the past few months, this map has transformed from a crappy
"spectate" idea, into this high quality, nice layout, ri_toxic map :)
...and then, makkE told me he likes this map and that it can be
included in the offical AssaultCube 0.94 distribution. So, the map has
been given a config file and has been changed slightly to be awesome :P
Expect this map to be improved upon later :D
Enjoy!
Want a story?
_____________
Once upon a time, there were people that wrecked havock and created a
huge mess, destroying buildings, etc etc... they were known as RVSF
... and of course there were the terrorists, known as CLA.
CLA found a nice, recently abandoned storage complex. Most of
the stuff stored there had been removed.. and that's what made it so
perfect... Perfect for what? Why dumping toxic waste of course!
CLA had only just started dumping waste (which they were making
thousands of dollars off) when RVSF got jealous and deployed themselves
into the abandoned complex to gain control of it and carry out CLA's
plans for their own profit.
What followed that? Why, havock of course!
_______________________________________________________________________
LICENSE
My maps and website contents are FREEWARE; however they remain copyrights
of RandumIdiot (any content or parts derived from other works remain
rights of their respective owners). The authors (RandumIdiot and any
other respective owners) keeps all rights to them.
You may redistribute the maps unmodified on any media; the only changes
you may make to them is recompression in different formats. You may only
use my maps in the original AssaultCube distributions (which can be found
at http://assault.cubers.net) and you may only redistribute them with
the intention of using them in the original AssaultCube distributions.
If you wish to modify or use my maps in any other way, you must gain
explicit permission from me.
This can be done by emailing me at: [email protected]
If you gain permission, you MUST abide by the terms and conditions.
The contents of "http://www.ri-ac.co.nr" can be redistributed under the
following conditions:
a) You post a link back to the original location of the resource
you copied.
b) You state/recognise the original author(s).
c) You do not mislead who the original author(s) were.
My maps and website contents are distributed in the hope that they will
be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. You may use them
so long as you do not blame the authors for any damages incurred.
The only way that the above license does not adhere, is if you gain
explicit permission from the author(s).
If any of this license confuses you, email for clarification at:
RandumIdiot's AssaultCube Maps
_________________________
| |
| Who Am I | Come to my site, full of guides, maps and
| | other neat stuff for AssaultCube made by me.
| ???? |
| ?? ?? | http://www.ri-ac.co.nr/
| ?? |
| ?? | Enjoy!
| ?? |
| |
| ?? |
| ?? | Contact: [email protected]
| |
| The real question is, |
| Who are you |
_________________________
Don't know how to open this map in AssaultCube?
Friendly explanations @ http://www.ri-ac.co.nr/runmap
Mapname: ac_toxic
Version: 0.9
Released: Tuesday, 25th December, 2007.
Included files with this zip:
1) ac_toxic.cgz
2) ac_toxic.cfg
3) readme_ri_toxic.txt
ac_toxic is RandumIdiot's first good map ever. High quality, nice
layout. It has been released on the 25th of December, as a Christmas
present to the AssaultCube community.
ac_toxic started out as an idea to create a half indoor, half outdoor
map for ac that contained high up mapmodel's that players could walk
around on to spectate the game (this seemed especially useful, so that
clan members could judge a players techniques and skills before
allowing a player to join the clan). This map was planned to be called
ri_spectate.
Some time later, and I discovered that, spectate mode in AssaultCube
1.0 was going to become reality and that version 1.0 was not too far
away from release. This meant that the idea was scrapped. The map lost
all of its spectator geometry and the map continued under the new name
'ri_new' while I decided upon a new name.
So, over the past few months, this map has transformed from a crappy
"spectate" idea, into this high quality, nice layout, ri_toxic map :)
...and then, makkE told me he likes this map and that it can be
included in the offical AssaultCube 0.94 distribution. So, the map has
been given a config file and has been changed slightly to be awesome :P
Expect this map to be improved upon later :D
Enjoy!
Want a story?
_____________
Once upon a time, there were people that wrecked havock and created a
huge mess, destroying buildings, etc etc... they were known as RVSF
... and of course there were the terrorists, known as CLA.
CLA found a nice, recently abandoned storage complex. Most of
the stuff stored there had been removed.. and that's what made it so
perfect... Perfect for what? Why dumping toxic waste of course!
CLA had only just started dumping waste (which they were making
thousands of dollars off) when RVSF got jealous and deployed themselves
into the abandoned complex to gain control of it and carry out CLA's
plans for their own profit.
What followed that? Why, havock of course!
_______________________________________________________________________
LICENSE
My maps and website contents are FREEWARE; however they remain copyrights
of RandumIdiot (any content or parts derived from other works remain
rights of their respective owners). The authors (RandumIdiot and any
other respective owners) keeps all rights to them.
You may redistribute the maps unmodified on any media; the only changes
you may make to them is recompression in different formats. You may only
use my maps in the original AssaultCube distributions (which can be found
at http://assault.cubers.net) and you may only redistribute them with
the intention of using them in the original AssaultCube distributions.
If you wish to modify or use my maps in any other way, you must gain
explicit permission from me.
This can be done by emailing me at: [email protected]
If you gain permission, you MUST abide by the terms and conditions.
The contents of "http://www.ri-ac.co.nr" can be redistributed under the
following conditions:
a) You post a link back to the original location of the resource
you copied.
b) You state/recognise the original author(s).
c) You do not mislead who the original author(s) were.
My maps and website contents are distributed in the hope that they will
be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. You may use them
so long as you do not blame the authors for any damages incurred.
The only way that the above license does not adhere, is if you gain
explicit permission from the author(s).
If any of this license confuses you, email for clarification at:
[email protected]
+1 -1
View File
@@ -1,7 +1,7 @@
Add things that have changed since 0.93 in here, so that when release time comes around, it is much easier to
record what has changed since it's already recorded here.
Things not to add: Bugs created in 0.94 (since they should get fixed during the development).
Things not to add: Bugs created in 1.0 (since they should get fixed during the development).
Documentation changes --> Releases are expected to always have new documentation.
______________________________________________________________________________________________________________
+2 -2
View File
@@ -1,4 +1,4 @@
v0.94
v1.0
* new voting system (map, mode, kick, etc.) -- done (driAn)
* _stable_ demo support (sauer backport) -- done (driAn)
@@ -15,7 +15,7 @@ v0.94
* new map sending system -- done (driAn) autogetmap & cfg sending
* wallshot sound fx -- done (driAn)
v0.95
v1.1
* better ranking system
* advanced GUI (key binding, inv mouse)
+1 -1
View File
@@ -165,7 +165,7 @@ entity *CACBot::SearchForEnts(bool bUseWPs, float flRange, float flMaxHeight)
{
// This entity doesn't have/need ammo
// Score on type instead
switch(e.type)
//switch(e.type)
{ // UNDONE
}
}
+2 -2
View File
@@ -570,7 +570,7 @@ void startmap(const char *name) // called just after a map load
showscores(false);
intermission = false;
minutesremaining = -1;
if(*clientmap) conoutf("game mode is \"%s\"", modestr(gamemode, modeacronyms));
if(*clientmap) conoutf("game mode is \"%s\"", modestr(gamemode, modeacronyms > 0));
if(firstrun && name && name[0])
{
execfile("config/firstrun.cfg");
@@ -673,7 +673,7 @@ char *votestring(int type, char *arg1, char *arg2)
s_sprintf(out)(msg, atoi(arg1) == 0 ? "disable" : "enable");
break;
case SA_MAP:
s_sprintf(out)(msg, arg1, modestr(atoi(arg2), modeacronyms));
s_sprintf(out)(msg, arg1, modestr(atoi(arg2), modeacronyms > 0));
break;
default:
s_sprintf(out)(msg, arg1, arg2);
+1 -1
View File
@@ -47,7 +47,7 @@ extern int hwtexsize;
#include "protos.h" // external function decls
#define AC_VERSION 940
#define AC_VERSION 1000
#define AC_MASTER_URI "masterserver094.cubers.net/cgi-bin/actioncube.pl/" // FIXME, change DNS on ac release
#endif
+1 -1
View File
@@ -137,7 +137,7 @@ void renderscores(void *menu, bool init)
if(getclientmap()[0])
{
bool fldrprefix = !strncmp(getclientmap(), "maps/", strlen("maps/"));
s_sprintf(modeline)("\"%s\" on map %s", modestr(gamemode, modeacronyms), fldrprefix ? getclientmap()+strlen("maps/") : getclientmap());
s_sprintf(modeline)("\"%s\" on map %s", modestr(gamemode, modeacronyms > 0), fldrprefix ? getclientmap()+strlen("maps/") : getclientmap());
}
extern int minutesremaining;
+1 -1
View File
@@ -478,7 +478,7 @@ void refreshservers(void *menu, bool init)
if(si.address.host != ENET_HOST_ANY && si.ping != 9999)
{
if(si.protocol!=PROTOCOL_VERSION) s_sprintf(si.full)("%s:%d [%s protocol]", si.name, si.port, si.protocol<PROTOCOL_VERSION ? "older" : "newer");
else if(si.map[0]) s_sprintf(si.full)("%d\t%d/%d\t%s, %s: %s:%d %s", si.ping, si.numplayers, si.maxclients, si.map, modestr(si.mode, modeacronyms), si.name, si.port, si.sdesc);
else if(si.map[0]) s_sprintf(si.full)("%d\t%d/%d\t%s, %s: %s:%d %s", si.ping, si.numplayers, si.maxclients, si.map, modestr(si.mode, modeacronyms > 0), si.name, si.port, si.sdesc);
else s_sprintf(si.full)("%d\t%d/%d\tempty: %s:%d %s", si.ping, si.numplayers, si.maxclients, si.name, si.port, si.sdesc);
}
else