.fgd For Ns 2.0
OneEyed
Join Date: 2003-03-14 Member: 14493Members
Can we have a change log with everything new that is going to be in NS 2.0 .fgd file, it would be good to know whats knew and whats been removed because there will be alot of confused mappers that'll have to test alot of new things we arent even sure about...
Just wondering if there is a changelog for this. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Peace out.
Just wondering if there is a changelog for this. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Peace out.
Comments
// Natural Selection game definition file (.fgd)
// version 1.1
// for Valve Hammer Editor 3.5 and above, and Half-Life 1.1.1.0 and above
// last update: 4/19/03, Andrew Weldon (aweldon@planethalflife.com)
//
//
// NS11 - NS 1.1 FGD v. 1.0
// - Added Valve Hammer Editor 3.5 model rendering support for
// cycler, cycler_weapon, info_player_start, info_team_start,
// team_hive, team_command, and func_resource
// - Added "Angles" base class to fgd and relevant entities
// - Removed unnecessary Half-Life single player entities.
// - Removed standard Half-Life turret and mortar-related entities.
// - Added support for MHLT Custom Build 1.7 of ZHLT 2.5.3 For further
// information on these features, refer to your MHLT 1.7 documentation.
// - Added support for XP-Cagey's tool modifications. *This should
// also allow for theoretical MHLT 1.8 support* For further
// information on these features, please refer to your zhlt17p8 documentation.
// - Added original ZHLT-specific keyvalues to applicable entities.
// - Removed old Half-Life fgd changelogs (Changes are viewable in
// standard Half-Life .fgd and mostly irrelevant to NS-specific
// work). Can be re-added at a later date if deemed necessary.
// - Removed env_fog for compatibility reasons.
// - Uncommented "Momentary open time" and "Momentary close time" in
// trigger_precence [sic].
//
// NOTE ON ADDITION OF ZHLT LIGHTFLAGS:
// The ZHLT lightflags can be added to any brush entity. In most cases,
// this should not include movable/toggleable geometry, but there
// are some applications where this is necessary. As such, I've gone ahead
// and added them to all visible brush entities despite some that seem
// almost counter-intuitive. This is only for the sake of people who do
// find uses for the flags on these entities. Smart and careful use of
// these flags will give the best results.
//
// NOTE ON ADDITION OF TOGGLEABLE TEXTURE LIGHTING:
// The ability to toggle textured lights has only been added on non-moving
// brushes, with the exception of the func_button. Use of this feature on a
// moving brush is not recommended, but if you find it necessary to do so,
// simply refer to instructions.html in your MHLT directory for information
// on how to set up the functionality yourself. This is a safeguard against
// inexperienced users attempting to implement textured lighting on a moving brush.<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
Let's say you wont find the env_fog any longer and all the 'reset-on-round-start' issues are fixed entity wise. If there *are* new entities they are top secret. But I guess there are none. Most asked for though is a team specific entity. Would be nice to have a definitive YES or NO on that point.
But as Hammer is still the official editor I don't think the developers of NS have any desire to push the entity definitions for QuArK forward. What am I talking here, I don't know a thing. Send Wolv a PM and ask him! And remind him to use the new browser edit field for sprites, sounds and models I added for QuArK 6.4.
<a href='http://merkury.orcon.net.nz/ns_update.fgd' target='_blank'>http://merkury.orcon.net.nz/ns_update.fgd</a>
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Flay made the decision a while back that it was not necessary to distribute the .fgd to mappers prior to 2.0 release - as far as I know the only people with it so far are Flay, XP-Cagey, and me. This may have changed with the latest playtest release, which I am still downloading (yarrrgg...), but there's not really any changes that -require- you to use it.
I'm also reminded that I need to make one more pass through it to make sure everything's good to go for 2.0 (woo! rhyme!) - The idea behind an updated .fgd is a singular, unified .fgd. There shouldn't be 8,000 random variations this time unless there's some major compile tool or editor update between this and the next version.