From bf198b1ef97e64ff6a2dd30ea2d9714e3b5fec73 Mon Sep 17 00:00:00 2001 From: Stijn Buys Date: Fri, 5 Nov 2010 22:47:13 +0000 Subject: documentation updates --- doc/world.html | 233 ++++++++++++++++++++++++++++++++++++--------------------- 1 file changed, 148 insertions(+), 85 deletions(-) (limited to 'doc/world.html') 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 @@ - - The Osirion Project - Editing the world + + Project::OSiRiON - Editing the world + -

- The Osirion Project - Editing the world -

+ + +

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 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. + 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.

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.

- 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 .osirion in your home directory. On windows, your personal osirion directory is My Documents\My Games\Osirion.

+
+ -

+
File structure -

+ + +

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

-
+
 [planet]
 label=seymour
 name=planet Seymour
@@ -51,27 +60,38 @@ color=1 .9 .5
 texture=planets/seymour
 radius=68
 
+
-

+ + +
Textures -

+ +

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.

+
-

- World -

+ +
+ World +
+

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] section +
+ +
@@ -82,16 +102,21 @@ radius=68

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 with two zones
 [world]
 zone=ghant
 zone=brogha
 
+ + -

+ +
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=ghant, 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 entity.

-

- [zone] -

+
+ +
+ [zone] section +
+ +

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

@@ -115,16 +144,16 @@ zone=brogha
- + - +
zone =
sky = [string]name of the skybox in textures/sky directoryname of the skybox in the textures/sky directory
default = [bool]mark this zone as the default zone for the game, only one zone can have this key set to yes, can be omitted elsewheremark this zone as the default zone for the game, only one zone should have this key set to yes, can be omitted elsewhere
-
+
 ; ghant.ini
 ; zone description file for the Ghant system
 [zone]
@@ -146,14 +175,17 @@ default=yes
 	
  • The _down image has to be rotated, 90 degrees counter-clockwise

    +
  • + +
    + [entity] section +
    -

    - [entity] -

    +

    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. + 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.

    @@ -166,6 +198,11 @@ default=yes + + + + +
    [string] the in-game name of the entity
    info =[string]the in-game description, multiple info key can be used to add long descriptions

    @@ -273,7 +310,7 @@ default=yes An example of an entity with a basic shape:

    -
    +
     [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.
     

    An example of an entity with a model:

    -
    +
     [entity]
     label=ikarus
     name=Ikarus satellite
    @@ -298,23 +338,20 @@ location=64 0 0
     direction=120
     pitch=15
     
    +
    -

    +
    [station] -

    + + +

    - A station section defines an entity that can be visited by a player. This section + 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
    @@ -324,24 +361,28 @@ location=-192 -704 32
     color=222 192 145
     direction=45
     
    +
    -

    +
    [navpoint] -

    + +

    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.

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

    +
    [jumppoint] -

    + +

    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 target = [string]:[string] - zone:entity
    - the label of a the target zone and the target jumppoint. + zone:entity the label of the target zone and jumppoint. - -

    +

    +
    [jumpgate] - +
    +

    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 jumpgate @@ -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.

    -
    +
     [jumpgate]
     label=jumpgate_brogha
     name=Jumpgate Ghant -> Brogha
    @@ -379,12 +420,14 @@ location=716 -1024 24
     direction=90
     color=222 192 145
     
    +
    -

    +
    [planet] -

    + +

    - 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.

    @@ -406,7 +449,7 @@ color=222 192 145 -
    +
     ; 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
     
    +
    -

    +
    [star] -

    + +

    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.

    -
    -; a yellow star
    +
    +; a white dwarf
     [star]
     label=whitedwarf
     name=White Dwarf
    @@ -440,15 +485,18 @@ radius=96
     	Consult the wikipedia article on stellar classification
     	and this image.
     

    +
    -

    +
    [ship] -

    + +

    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.

    -
    +
     ; station definition
     [station]
     label=alexendria
    @@ -469,9 +517,12 @@ label=alexendria
     	but it improves readability. The label key is mandatory and referes to
     	a ship type as defined in ships.ini.
     

    -

    +

    + +
    [cargo] - +
    +

    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 label @@ -492,7 +543,7 @@ label=alexendria -

    +
     ; station definition
     [station]
     label=alexendria
    @@ -510,26 +561,38 @@ label=alexendria
     	price=200
     	amount=0
     
    +
    + -

    - Ships -

    + +
    + Ship definitions +
    +

    The list of a available ship types is read from the file ships.ini.

    +

    + TODO: add more text +

    +
    + -

    - Cargo -

    + +
    + Cargo definitions +
    +

    The list of available cargo types is read from the file cargo.ini.

    +

    + TODO: add more text +

    +
    - -- cgit v1.2.3