diff options
Diffstat (limited to 'doc/world.html')
-rw-r--r-- | doc/world.html | 233 |
1 files changed, 148 insertions, 85 deletions
diff --git a/doc/world.html b/doc/world.html index 1b5a51f..f40ab36 100644 --- a/doc/world.html +++ b/doc/world.html @@ -2,13 +2,18 @@ <html lang="en"> <head> <meta HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=UTF-8"> - <link rel="stylesheet" type="text/css" href="style.css"> - <TITLE>The Osirion Project - Editing the world</TITLE> + <link rel="stylesheet" type="text/css" href="main.css"> + <TITLE>Project::OSiRiON - Editing the world</TITLE> </head> + <body> -<H1> - The Osirion Project - Editing the world -</H1> +<div class="banner"> + <img src="images/banner.png" ALT="Project::OSiRiON"> + <br> + Editing the world +</div> + +<div class="text"> <p> One of the goals of the project is to create a game world that is easy to adapt and extend. At the moment of writing, the game reads the @@ -16,33 +21,37 @@ from <i>ini/ships.ini</i>. These ini-files are plain text files that can be edited with any text editor. </p><p> - The world description files are server-side. This means that editing your local - copies will not affect the world when you connect to a remote server. Someone - connecting to your server will also receive your modified world. + The world description files are server-side. If you run your own server + you can modify the world to your and clients will automaticly join your + modified world. </p><p> I recommend you do not edit the original game data, copy the files you want - to edit toyour personal osirion directory. The files found in this directory will + to edit to your personal osirion directory. The files found in this directory will get precedence over the original game data. Your modified files will be used and the original files can still be updated when a new version is available. </p><p> - On Linx and other Unix-systems your personal osirion is a hidden directory called + On Linux and other Unix-systems your personal osirion is a hidden directory called <i>.osirion</i> in your home directory. On windows, your personal osirion directory is <i>My Documents\My Games\Osirion</i>. </p> +</div> + <!-- =============================================================== --> -<h2> +<div class="title"> File structure -</h2> +</div> + +<div class="text"> <p> World description files use the windows ini-file syntax. These files contain one or more sections. Every section starts with a section name enclosed in square brackets and contains a list of <i>value=key</i> pairs to describe the properties for the current section. Lines starting with a semicolon are considered comments and are ignored. </p><p> - For example, a section <i>planet</i> describing a planet called Seymour: + For example, a section describing a planet called Seymour: </p> -<pre> +<pre class="code"> [planet] label=seymour name=planet Seymour @@ -51,27 +60,38 @@ color=1 .9 .5 texture=planets/seymour radius=68 </pre> +</div> -<h2> +<!-- =============================================================== --> + +<div class="title"> Textures -</h2> +</div> +<div class="text"> <p> The engine supports textures in the TGA, PNG and JPG file formats, where required. The filename extension should be lowercase and in 24bit RGB or 32bit RGBA format. </p> +</div> -<h2> - World -</h2> +<!-- =============================================================== --> +<div class="title"> + World +</div> +<div class="text"> <p> The file <i>world.ini</i> contains a list of zone labels. A zone is a seperate compartment in the gameworld, like a solar system or a remote sector in space. It contains a single <i>world</i> section containting multiple <i>zone</i> keys. </p> -<h3> - [world] -</h3> +</div> + +<div class="subtitle"> + [world] section +</div> + +<div class="text"> <table> <tr> <td class="wide"><i>zone =</i></td> @@ -82,16 +102,21 @@ radius=68 <p> <i>Note:</i> a label can only contain letters, numbers and underscores. Any other character is deleted. This applies to any label in any .ini-file. </p> -<pre> +<pre class="code"> ; a world.ini with two zones [world] zone=ghant zone=brogha </pre> +</div> + <!-- =============================================================== --> -<h2> + +<div class="title"> Zones -</h2> +</div> + +<div class="text"> <p> Each zone has its own zone description file. The actual name of the file depends on the zone label. If your <i>world.ini</i> contains the line <i>zone=ghant</i>, the content of the zone with @@ -100,9 +125,13 @@ zone=brogha The .ini-file containts a list of objects populating that zone, and the basic properties of those objects. In the context of the engine, such an object is called an <i>entity</i>. </p> -<h3> - [zone] -</h3> +</div> + +<div class="subtitle"> + [zone] section +</div> + +<div class="text"> <p> Every zone description file has a <i>zone</i> section describing a few of its basic properties: </p> @@ -115,16 +144,16 @@ zone=brogha <tr> <td class="wide"><i>sky =</i></td> <td class="narrow"><strong>[string]</strong></td> - <td>name of the skybox in <i>textures/sky</i> directory</td> + <td>name of the skybox in the <i>textures/sky</i> directory</td> </tr> <tr> <td class="wide"><i>default =</i></td> <td class="narrow"><strong>[bool]</strong></td> - <td>mark this zone as the default zone for the game, only one zone can have this key set to yes, can be omitted elsewhere</td> + <td>mark this zone as the default zone for the game, only one zone should have this key set to yes, can be omitted elsewhere</td> </tr> </table> -<pre> +<pre class="code"> ; ghant.ini ; zone description file for the Ghant system [zone] @@ -146,14 +175,17 @@ default=yes <li>The _down image has to be rotated, 90 degrees counter-clockwise </ul> </p> +</div> + +<div class="subtitle"> + [entity] section +</div> -<h3> - [entity] -</h3> +<div class="text"> <p> You can add several <i>entity</i> sections to define the objects occupying your zones. Entities come in two flavours: basic geometrical shapes and entities with models. Both have a similar definition and set of properties. A simple <i>entity</i> is considered decoration by the engine and won't change direction or location. </p><p> - Every in-game entity should have a <i>label</i> key. If the entity in question is going to be used as a base, or any object the could be referenced in possible scripting, it should have a unique label. The label should be lowercase and not contain spaces. A player-friendly name can be provided through the <i>name</i> key. + Every in-game entity should have a <i>label</i> key. If the entity in question is going to be used as a base, or any object the could be referenced in possible scripting, it should have a unique label. The label should be lowercase and not contain spaces. A player-friendly name can be provided through the <i>name</i> key. </p> <table> <tr> @@ -166,6 +198,11 @@ default=yes <td class="narrow"><strong>[string]</strong></td> <td>the in-game name of the entity</td> </tr> + <tr> + <td class="wide"><i>info =</i></td> + <td class="narrow"><strong>[string]</strong></td> + <td>the in-game description, multiple <i>info</i> key can be used to add long descriptions </td> + </tr> </table> <p> @@ -273,7 +310,7 @@ default=yes An example of an entity with a basic shape: </p> -<pre> +<pre class="code"> [entity] label=origin name=Galactic origin @@ -282,12 +319,15 @@ radius=1 location=0 0 0 ; yellow color=1 1 0 +; description +info=The Galactic origin is a turbulent area filled with hot plasma, ion storms and magnetic radiation. +info=Travelers entering this region do so on their own risk. </pre> <p> An example of an entity with a model: </p> -<pre> +<pre class="code"> [entity] label=ikarus name=Ikarus satellite @@ -298,23 +338,20 @@ location=64 0 0 direction=120 pitch=15 </pre> +</div> -<h3> +<div class="subtitle"> [station] -</h3> +</div> + +<div class="text"> <p> - A <i>station</i> section defines an entity that can be visited by a player. This section + A <i>station</i> section defines an entity that can be visited by a player. This section can contain the same keys as the <i>entity</i> section, but the entity will be marked as dockable and the player will be able to target it for docking. </p> -<p> - The engine will load the stations menu descriptions from the file <i>zones/zonelabel/entitylabel.ini</i>. - For example, if your zone has the label <i>ghant</i> and your entity has the label <i>alexandria</i> then - the engine will try to read <i>zones/ghant/alexandria.ini</i>. Read the section on entity menus for more - information. -</p> -<pre> +<pre class="code"> [station] label=alexandria name=Alexandria outpost @@ -324,24 +361,28 @@ location=-192 -704 32 color=222 192 145 direction=45 </pre> +</div> -<h3> +<div class="subtitle"> [navpoint] -</h3> +</div> +<div class="text"> <p> Space is huge and barren wasteland. Navigation points are an easy way to provide players with landmarks. The default navigation point is a diamond-shaped entity. </p> -<pre> +<pre class="code"> [navpoint] label=navpoint_east name=Navigation point East location=716 -1008 20 </pre> +</div> -<h3> +<div class="subtitle"> [jumppoint] -</h3> +</div> +<div class="text"> <p> Jumppoints are the key to interstellar travel. A ship equiped with a hyperspace jump drive can use it to travel to other starsystems. A jumppoint looks like a @@ -352,15 +393,15 @@ location=716 -1008 20 <tr> <td class="wide"><i>target =</i></td> <td class="narrow"><strong>[string]:[string]</strong></td> - <td><i>zone</i>:<i>entity</i><br> - the label of a the target zone and the target jumppoint. + <td><i>zone</i>:<i>entity</i> the label of the target zone and jumppoint. <td> </tr> </table> - -<h3> +</div> +<div class="subtitle"> [jumpgate] -</h3> +</div> +<div class="text"> <p> Jumpgates are build on top of jumppoints and can be docked by smaller ships to travel to other starsystems. Just like the jumppoint section, the <i>jumpgate</i> @@ -369,7 +410,7 @@ location=716 -1008 20 Jumppoints and jumpgates can target each other and ships equiped with a hyperspace jumpdrive can still use the jumpgate to jump as usual. </p> -<pre> +<pre class="code"> [jumpgate] label=jumpgate_brogha name=Jumpgate Ghant -> Brogha @@ -379,12 +420,14 @@ location=716 -1024 24 direction=90 color=222 192 145 </pre> +</div> -<h3> +<div class="subtitle"> [planet] -</h3> +</div> +<div class="text"> <p> - A planet is spherical entity with a texture. and a default radius of 64. The planet globe will + A planet is spherical entity with a texture and a default radius of 64. The planet globe will be rendered with lighting enabled. A planet can be marked as dockable. In this case it can be visited by a player and menu descriptions will be loaded. </p> @@ -406,7 +449,7 @@ color=222 192 145 </tr> </table> -<pre> +<pre class="code"> ; The iceworld, a very dark and cold place [planet] label=iceworld @@ -414,21 +457,23 @@ name=The World of Ice texture=planets/iceworld rotationspeed=1 ; a grey-blue colour -color =0.5 0.5 0.8 +color=0.5 0.5 0.8 </pre> +</div> -<h3> +<div class="subtitle"> [star] -</h3> +</div> +<div class="text"> <p> A star is a spherical entity with a default radius of 96. The star globe - will be rendered fullbright and serve as the main source of light for the current system. + will be rendered fullbright and serves as the main source of light for a zone. At the moment only one system light source is supported. If you define multiple stars, - the last one will serve as light source. Stars can have a texture. + the last one will serve as light source. Stars can have a texture like planets. </p> -<pre> -; a yellow star +<pre class="code"> +; a white dwarf [star] label=whitedwarf name=White Dwarf @@ -440,15 +485,18 @@ radius=96 Consult the <a href="http://en.wikipedia.org/wiki/Stellar_classification">wikipedia article on stellar classification</a> and <a href="http://en.wikipedia.org/wiki/File:Morgan-Keenan_spectral_classification.png">this image</a>. </p> +</div> -<h3> +<div class="subtitle"> [ship] -</h3> +</div> +<div class="text"> <p> Some planets and stations have ship dealers where players can buy a new ship. [station] and [planet] - sections can be followed by one or more [ship] sections to add ship models to the ship dealers inventory. + sections can be followed by one or more [ship] sections to add ship models that can be purchased + on that location. </p> -<pre> +<pre class="code"> ; station definition [station] label=alexendria @@ -469,9 +517,12 @@ label=alexendria but it improves readability. The <i>label</i> key is mandatory and referes to a ship type as defined in ships.ini. </p> -<h3> +</div> + +<div class="subtitle"> [cargo] -</h3> +</div> +<div class="text"> <p> Cargo trade is defined similar to ship dealers. [station] and [planet] sections can be followed by one or more [cargo] section to add specific items to the trader's inventory. The <i>label</i> @@ -492,7 +543,7 @@ label=alexendria </tr> </table> -<pre> +<pre class="code"> ; station definition [station] label=alexendria @@ -510,26 +561,38 @@ label=alexendria price=200 amount=0 </pre> +</div> + <!-- =============================================================== --> -<h2> - Ships -</h2> + +<div class="title"> + Ship definitions +</div> +<div class="text"> <p> The list of a available ship types is read from the file <i>ships.ini</i>. </p> +<p> + <i>TODO: add more text</i> +</p> +</div> + <!-- =============================================================== --> -<h2> - Cargo -</h2> + +<div class="title"> + Cargo definitions +</div> +<div class="text"> <p> The list of available cargo types is read from the file <i>cargo.ini</i>. </p> +<p> + <i>TODO: add more text</i> +</p> +</div> <!-- =============================================================== --> -<h2 class="navigate"> - <a href="index.html">back</a> -</h2> </body> </html> |