From 2b8b9b2883627ffd6a932e7be1b241509b49c606 Mon Sep 17 00:00:00 2001 From: Stijn Buys Date: Tue, 11 Nov 2008 14:54:47 +0000 Subject: documentation updates --- doc/world.html | 199 +++++++++++++++++++++++++++++++++++++++------------------ 1 file changed, 137 insertions(+), 62 deletions(-) (limited to 'doc/world.html') diff --git a/doc/world.html b/doc/world.html index 8e91ce5..82908dd 100644 --- a/doc/world.html +++ b/doc/world.html @@ -15,19 +15,20 @@ world description from ini/world.ini and a list of buyable ships from ini/ships.ini. These ini-files are plain text files that can be edited with any text editor. -

+

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. -

- I recommend you do not edit the original game data, but to make a copy - into your personal osirion directory. The files found in this directory will +

+ 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 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. -

- On Linux your personal osirion directory is ~/.osirion. On windows, your - personal osirion directory is the home subdirectory of the main distribution. - +

+ On Linx and other Unix-systems your personal osirion is a hidden directory called + .osirion in your home directory. On windows, your personal osirion directory + is My Documents\My Games\Osirion. +

File structure

@@ -36,29 +37,32 @@ Every section starts with a section name enclosed in square brackets and contains a list of value=key pairs to describe the properties for the current section. Lines starting with a semicolon are considered comments and are ignored. -

- For example, a section planet describing an iceworld: +

+ For example, a section planet describing a planet called Seymour: +

+
-; The iceworld, a very dark and cold place
 [planet]
-label=iceworld
-name=The World of Ice
-radius=32
-texture=planets/iceworld
+label=seymour
+name=planet Seymour
+location=-128 1024 -32
+color=1 .9 .5
+texture=planets/seymour
+radius=68
 

- world.ini + World

- The world.ini file contains a list of zone labels. A zone is a seperate compartment in the gameworld, + The file world.ini 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 world section containting multiple zone keys. +

- [world] + [world]

- @@ -67,31 +71,32 @@ texture=planets/iceworld
zone =

- Note: a label can only contain lowercase letters, numbers and underscores. Any other character is deleted. - This applies to any in-game label in any .ini-file. - + Note: a label can only contain letters, numbers and underscores. Any other character is deleted. This applies to any label in any .ini-file. +

-; a world.ini example with two zones
+; a world.ini with two zones
 [world]
-zone=solarsystem
-zone=remotesector
+zone=ghant
+zone=brogha
 
+

- zones/label.ini + Zones

Each zone has its own zone description file. The actual name of the file depends on the zone label. - If your world.ini contains the line zone=remotesector, the content of the zone with - the label remotesector would be described in the file ini/zones/remotesector.ini. -

+ If your world.ini contains the line zone=ghant, the content of the zone with + the label ghant would be described in the file zones/ghant.ini. +

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 entity. +

- [zone] + [zone]

-

Every zone description file has a zone section describing a few of its basic properties: +

@@ -109,25 +114,24 @@ zone=remotesector
name =mark this zone as the default zone for the game, only one zone can have this key set to yes, can be omitted elsewhere
+
-; remotesector.ini
-; zone description file for the Remote Sector
-[sector]
-name=Remote Sector
-sky=sky_texture
-default=no
+; ghant.ini
+; zone description file for the Ghant system
+[zone]
+name=Ghant system
+sky=sky12
+default=yes
 
+

[entity]

- Entities come in two flavours: basic geometrical shapes and entities with models. Both have a similar - definition and set of properties. A simple entity is considered decoration by the engine and won't change - direction or location. -

- Every in-game entity should have a label 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 name key. + You can add several entity 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 entity is considered decoration by the engine and won't change direction or location. +

+ Every in-game entity should have a label 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 name key. +

@@ -140,8 +144,10 @@ default=no
label =the in-game name of the entity
+

Set the shape key to define a basic geometrical shape: +

@@ -166,6 +172,7 @@ default=no
shape =

The size of the entity can be set with the radius key: +

@@ -179,8 +186,8 @@ default=no

- An entity with a model can be created by setting the model key. The radius of a model is automaticly - calculated: + An entity with a model can be created by setting the model key. The radius of a model is automaticly calculated: +

radius =
@@ -192,8 +199,8 @@ default=no

The color key sets the primary color of the entity. This color will be used to draw the entity in case of a geometrical shape, or to draw model faces that have the common/entity texture. The default entity colour is white. -

The colorsecond key can be used to set the secondary color of entities with a model. +

model =
@@ -207,6 +214,8 @@ default=no
color =

The location sets the in-game position: +

+ @@ -216,8 +225,9 @@ default=no
location =

1 game unit on the x, y, or z-axis translates to 100m in-game. -

+

Orientation can be set thought the direction, pitch, and roll keys: +

@@ -237,9 +247,9 @@ default=no
direction =

An example of an entity with a basic shape: +

-; The Galactic origin
 [entity]
 label=origin
 name=Galactic origin
@@ -252,41 +262,95 @@ color=1 1 0
 
 

An example of an entity with a model: +

-; Alexandria outpost
 [entity]
+label=ikarus
+name=Ikarus satellite
+model=satellites/ikarus
+; blue
+color=100 100 230
+location=64 0 0
+direction=120
+pitch=15
+
+ +

+ [station] +

+

+ A station section defines an entity that can be visited by a player. This section + can contain the same keys as the entity section, but the entity will be marked as + dockable and the player will be able to target it for docking. +

+

+ The engine will load the stations menu descriptions from the file zones/zonelabel/entitylabel.ini. + For example, if your zone has the label ghant and your entity has the label alexandria then + the engine will try to read zones/ghant/alexandria.ini. Read the section on entity menus for more + information. +

+ +
+[station]
 label=alexandria
 name=Alexandria outpost
 model=stations/alexandria
-location=-116 -68 16
-direction=315
-; light brown
+location=-192 -704 32
+; brown
 color=222 192 145
+direction=45
 
+

+ [jumpgate] +

+

+ TODO +

+

+ [jumppoint] +

+

+ TODO +

[navpoint]

- Space is a big place. Navigation points can help players to find their way around. + Space is huge and barren wastland. Navigation points are an easy way to provide players + with landmarks. The default navigation point is a diamond-shaped entity. +

 [navpoint]
-label=navpoint_north
-name=Navigation point North
-location=1024 0 0
+label=navpoint_east
+name=Navigation point East
+location=716 -1008 20
 
+

[planet]

A planet is spherical entity with a texture. and a default radius of 64. The planet globe will - be rendered with lighting enabled. + 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. +

+ + + + + + + + + +
texture = [string] name of the planet texture in textures directory
rotationspeed =[float]rotation speed in degrees per second
dock =[bool]set to true to create a planet the players can visit
@@ -295,6 +359,7 @@ location=1024 0 0
 label=iceworld
 name=The World of Ice
 texture=planets/iceworld
+rotationspeed=1
 ; a grey-blue colour
 color =0.5 0.5 0.8
 
@@ -307,25 +372,35 @@ color =0.5 0.5 0.8 will be rendered fullbright and serve as the main source of light for the current system. 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. +

+
+; a yellow star
 [star]
 label=whitedwarf
 name=White Dwarf
-; light yellow
 color=1.0 1.0 0.9
+radius=96
 

- ships.ini + Ships

- Definition of the shopping list. - + TODO Definition of the shopping list. +

+

+ Entity menus +

+

+ TODO +

Textures

The engine supports textures in the TGA, PNG and JPG file formats. The filename extension should be lowercase and the texture should be in 24bit RGB or 32bit RGBA format. +

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