enlargearchslopeselections
If the variable is set to 1, after placing an arch or a slope, the
selection is enlarged, so that the arch or slope can be changed by
vdelta increments (for example, to raise an arch in 1/4 cube increments).
This is also the classic behaviour.
If the variable is set to 0 (which is now default), the selection remains
unchanged. This way, for example, the arch can be raised or lowered by
regular cube increments.
The arch menu allows changing the setting and also contains a script to
enlarge the selections once.
pushselections
New script to store the positions of all current selections. Can be used
repeatedly. To restore the selections, type "popselections".
enlargevdeltaselections
Enlarges all selections by one cube in x- and y- direction, to change a
selection from the "cube area" to the "vdelta area".
If an argument is given, it is used as increment value, so, for example
"enlargevdeltaselections -1" undoes a previous enlargement.
DOCREF enlargearchslopeselections pushselections enlargevdeltaselections
The arch menu now allows
* editing all vertices instead of only half of them, for non-symmetrical
arches
* deleting saved custom arches
* using custom arches for other widths than what they were created for
* measuring an arch on a map and creating a prefab of it
Scripts:
av_measure
"echo (av_measure)" prints the list of vdelta values of a selected arch.
Only works as expected, if the selection is only 1 cube wide. To use the
measurements to create a width 8 arch, select 8x1 cubes under the arch
to copy and type "av 8 (av_measure)". Or use the menu.
av width-1 vdelta_list
One of the oldest scripts of the game (and because of that, the first
argument stayed "arch width minus one", for compatibility reasons).
Creates a prefab arch of the desired width. If the list has exactly
as many entries as required, all of them are used to create the prefab -
this is the way the script has always worked.
If there are too few or too many elements in the list, the script will
try to take half the required values from the list and mirror the other
half to create a symmetrical arch. This way, a list can be used for
slightly wider or narrower archs. Or use the menu.
The menu lists all prefab arches and allows to edit them with sliders.
Arches can be saved and restored.
"archvertex" now returns the old value of the vertex, and if the vertex
argument is omitted, doesn't change it.
enumalias prefix
Lists all persistent aliases that start with prefix. Returns a table
with two entries per alias: 1) full name and 2) name without prefix
DOCREF archvertex enumalias
The edit protocol now allows the following commands in multiplayer:
arch, slope, edittag, edittagclip, selectionrotate, selectionflip
also:
mapenlarge has been limited to size 10 in multiplayer
entitiy undelete in multiplayer has been fixed
SV_EDITS, SV_EDITD and SV_EDITE are to be cleaned up with a protocol bump
DOCREF arch slope edittag edittagclip selectionrotate selectionflip
undolevel <level>
Returns the number of undo steps that can be undone. If argument "level"
is given, as many steps are undone, until "level" steps remain.
Example, during editing:
echo (undolevel)
prints number of previous editing steps, for example "55"
... do some editing ...
undolevel 55
undoes all changes to restore the previous state (if that state
is still in memory... keep in mind, undo-space is limited, see
"undomegs" parameter)
Unless memory limits delete states, undolevel commands can be undone
with "redo".
DOCREF undolevel
The mapper has now the choice to disable several graphics features on
the client (for his map only, of course). The overrides are stored in
the map header.
mapoverride_nowaterreflect
If "1", water reflection is disabled. Useful, when odd water colours
are used to emulate other liquids that are not supposed to be that
reflective.
mapoverride_limitwaveheight
If "1", waveheight is capped at 0.1 max. Useful for small water
areas (like puddles), where higher waves would look weird.
mapoverride_nostencilshadows
If "1", stencil shadows are disabled. On clients, where stencil shadows
are otherwise enabled, blob shadows are used instead. If shadows are
disabled anyway, they stay disabled. Useful for dim maps, where hard
shadows make no sense.
The player is free to ignore any of those overrides:
ignoreoverride_nowaterreflect
If "1", mapoverride_nowaterreflect is ignored and regular client
settings are used.
ignoreoverride_limitwaveheight
If "1", mapoverride_limitwaveheight is ignored, and "waveheight" is
used unchanged.
ignoreoverride_nostencilshadows
If "1", mapoverride_nostencilshadows is ignored.
DOCREF mapoverride_nowaterreflect ignoreoverride_nowaterreflect
DOCREF mapoverride_limitwaveheight ignoreoverride_limitwaveheight
DOCREF mapoverride_nostencilshadows ignoreoverride_nostencilshadows
also: more stuff in the map settings menu
getmaptimestamp fmt
Returns the "last written" timestamp of the current map in the requested
format. If fmt starts with "U", the time is given as UTC, otherwise
as local time. If fmt is empty, or not given or just the "U", the format
defaults to "YYYYMMDD_hh.mm.ss". Use "%c" to get something nicer.
DOCREF getmaptimestamp
getwatercolour
Returns a string with the four components of the water colour, red,
green, blue and alpha.
Example: echo (getwatercolor) --> 20 25 20 178
setwatercolour what value
Allows setting the components of the water colour independently. "what"
is either a keyword "red|green|blue|alpha" or the index number 0..3 and
determines, which component is set to "value".
Example:
watercolour 0 0 0
sets all colour components to zero
setwatercolour red 200
sets the red component to 200
DOCREF getwatercolour setwatercolour
same as looplist, but it automatically counts the loops in "i", starting
with 0.
Example:
a = [u v w] ; b = [x y z]
looplisti $a m [echo $m (at $b $i) $i]
u x 0
v y 1
w z 2
DOCREF looplisti
...including the option to sort the most visible textures to the default
slots for special uses (wall, floor, ceiling).
Also: add the information about default texture slots to the menus. Some
mappers may not know, yet.
Also: add a "Pick texture name" option to the edit texture slot menu.
The command sorttextureslots now allows to manually sort the first few
slots by adding the slot number to move to the slots #1, #2, #3...
DOCREF sorttextureslots
The command textureslotusagelist now returns two values per slot: usage
and visibility. If given the argument "onlymostvisible", instead of the
regular list, a list of only the most used wall, floor, ceiling and upper
wall textures (alternating with the keywords) is returned.
Example:
echo (textureslotusagelist onlymostvisible)
--> wall 211 floor 45 ceiling 0 "upper wall" 79
DOCREF textureslotusagelist
When a script file is executed, any additional arguments are passed
as execarg1..execargX to the script. The number of arguments is in
execnumargs and if the script in the file sets the value of execresult,
the exec command returns that value.
Example:
If there is a file testscript.cfg with this content:
execresult = (* $execarg1 $execarg2)
then the command
echo (exec testscript.cfg 6 7)
will output "42".
DOCREF exec
* removed convertcase
use toupper (concat A B C D ....) instead
* moved several COMMAND macros to their function bodies
* cleaned up screenshot extension handling
* prefix screenshot argument with "screenshot/" and add correct extension
Allows to reset notexture, to set a high-contrast color to find and
fix the areas and to set to a useful default texture.
As useful textures, in addition to rock.jpg and concrete.jpg, the menu
lists the default wall, floor and ceiling textures of the current map,
and also the last watched texture from the texture menu.
Also adds a few checks to detect unconverted map config files and misuse
of the new bright highlight textures.
replaced by makke/rock.jpg, which is the base for the "missing content"
texture - so, only the text is missing...
on outpost, notexture was reset (since there's no use for it on official
maps)