
Moderators: Nexuiz Moderators, Moderators
divVerent wrote:Basically, the reasons why I want to get rid of mapcfg are the following two:
- it got abused, and people changed game cvars in a mapcfg, like gravity, running speed, etc. - WITHOUT CHANGING THEM BACK AT THE END OF THE MAP USING AN exit_cfg. This is a big annoyance on servers that run more than one map. I want to completely kill the "feature" of changing game parameters by a map. It's not the mapper whose decision it is how "maxplayers" or the jump height is set, but the one of the server admin.
divVerent wrote:
- maps/mapname.bsp - well, as usual. You may add a version number to this. If you do it, follow the convention maps/mapname_v2r3.bsp ("version 2, release 3") or just maps/mapname_v2.bsp. Each incompatible change requires a new bsp name change, or it won't redownload. Note that this convention leads to the correct sorting order: mapname, mapname_v2, mapname_v2r1, mapname_v2r2, mapname_v3, etc. If you follow this rule, vcall and suggestmap will find the map without the version number too (by looking for the pattern specified_v*). The very first release of a map does not need a version number.
- name the pk3 just like the bsp file, possibly with a prepended "map-" (actually, this naming does not matter at all, other than the pk3 name should be different for each new release). If you release a compatible update to a map that does not require a redownload (maybe just repositioned entities), keep the bsp name mapname_v2r3.bsp, but make the pk3 mapname_v2r3a.pk3. This will also behave nicely with the sorting order.
- name the mapcfg files always dm_mapname.mapcfg, ctf_mapname.mapcfg (with the version number left out).
- the map screenshot is to be called maps/mapname.jpg (or mapname_v2r3.jpg, etc.). There won't be a file any more to specify its location! Most mappers already follow this convention anyway.
- you have to specify a key "message" in the worldspawn entity that contains the title of the map (it is where the title already belongs, just stating it again)
- you should specify a new "author" key in the worldspawn entity to enter your own name
- you should also specify a new "license" key in the worldspawn entity, although the game will ignore it
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