.fgd For Ns 2.0

OneEyedOneEyed 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.

Comments

  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited July 2003
    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->//
    // 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-->
  • IcecreamIcecream Join Date: 2003-05-02 Member: 16006Members
    and just now plz a link to the download of the 1.1(2.0) .fgd
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    He could have posted the whole FGD, but he didn't. I'm sure he wont give you a link, and if it would be password protected <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    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.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    that might still be in progress/undetermined. Can't give an answer if you don't know if it would be done in time for 2.0. Either way AFAIK all of the 2.0 compatability issues have been discussed, so there's no need for an advance copy of the fgd at this time. What i'd like to know is if anyone is working on some quark support for this one as well? I'm just now learning that program, and hope to continue doing so uninterrupted.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Ah well, Wolv, who made the first qrk files will surely make the next version, too. The hardest job is to sort all those textures <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> no kidding.
    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.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    try this in the meantime <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    <a href='http://merkury.orcon.net.nz/ns_update.fgd' target='_blank'>http://merkury.orcon.net.nz/ns_update.fgd</a>
  • IcecreamIcecream Join Date: 2003-05-02 Member: 16006Members
    i work with this .fgd!
    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Icecream+Jul 15 2003, 01:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Icecream @ Jul 15 2003, 01:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> and just now plz a link to the download of the 1.1(2.0) .fgd <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
Sign In or Register to comment.