Ya3dag is based on the quake 2 modification Quake2maX and the lazarus game dll. Want to create your own levels? Well, you've come to the right place. Ya3dag has a built-in "what you see is what you get" level-editor and has been specifically designed for rapid level creation. Terrain, smart NPC's, weather, physic simulation, ...
Game modification demo 'Lego playground', support for multiple games, configurable main menues, reworked splatter drawing, ...
Summary of changes for the update of Ya3dag V 1.40.
Maps
* Map 'Lego playground'
This is a 'game modification demo'.
This level has it't own game directory. It can be
selected from the main menu by 'Games'.
This level features
* Lego player models and weapons from the
'Lego Carnage Pro' package. This is a Quake3
modification (the creator is not known to me).
* LetGo texture pack from BerneyBoy.
A Lego styled texture pack.
Gameplay
* Added the possibility to select between different games
or modifications.
* A game/modification has it't own subdirectory
* This directory must hold a
* GameConfiguration.txt file
* GameImage.jpg
* The new main menu entry 'Games' allows switching between
the games/modifictions.
This entry is only offert if there are two or more
games/modifications existing.
* There must be one games/modifications existing
for Ya3dag to startup.
* If there is only one games/modifications at startup,
this one will be selected for playing.
* GameConfiguration.txt file
* Specififes text strings for the game to select.
* Customize the main menu of a game/modification.
* Rearranged directories for better support of mulitple
games/modifications.
* Moved the .qtr files (the terrain levels) from the
subdirectory 'maps' to the subdirectory 'levels'.
* Moved many files/subirectories from 'RRGame' to 'BASEQ2' subdirectory.
'BASEQ2' is holds files for all games/modifications.
'RRGame' holds only modifacation specific files.
* Reorganized mapmodels in subdirectories.
PLEASE: keep the syntax to help to manage all the things in the editor
* The mapmodel .bsp filename should begin with PF (like prefab)
to have a difference to real maps.
Some of the mapmodel entities support up to three levels of subdirectories.
Please use this name for subdirectories.
* ModXXX Mapmodels.
XXX is a shortcut for the modification/game.
ModCommon is used for the 'xxx/BASEQ2/maps' maps directory.
The models here are availible for all modifications/games.
* LightsXXX Mapmodels used as light sources.
XXX is a shortcut for the modification/game.
LightsCommon is used for the 'xxx/BASEQ2/maps' maps directory.
The models here are availible for all modifications/games.
* FxXXX Models for 'func_xxx' entities.
No further subdirectores are allowed here.
Example: The models for 'func_button' are inside the
subdirectory 'FxButton'.
Display
* Postprocessing effect sepia filter.
If the menu is activated during gameplay, the game background is
colored with a sepia filter.
* Adjust screen FOV angles for wide screen displays.
* Optimized display of subdivided surfaces. All triangles
are drawn in one mesh (and not as many polygons).
* Reworked splatter drawing
* Splatter textures new support normal and depth textures.
* Splatters are drawn faster
* Splatters can overlap
* Circle shadow of entities depent from sizefactor of
model (before there was the same shadow size for
different sized models).
Editor
* The keys 'Ctrl S' save the current map.
Show a messagebox with text "Saving done" for 2 seconds
as visual feedback.
* Minimap of the editor, the view direction (white arrow)
reflects also the scene view.
* Moving opjects with the numpad cursor keys is now done
in view direction. After move, the objects position are
rounded to multiple of 1 unit.
* quake2RR.ent
Changed 'filedef' to have on line in place of three lines
filedef "FilesItemRecipe"
{
"gamedata/Recipe*.txt" "file selection"
"gamedata/" "part1 to skip, at the begin"
".txt" "part2 to skip, at the end"
}
is changed to
filedef "FilesItemRecipe"
{
"gamedata/Recipe*.txt;gamedata/;.txt" "file selection;skip at begin;skip at end"
}
* Reworked splatter drawing
* Editor cursor for 'splatter set' action
shows the splatter (preview)
* One of the editor drawing flags marks the
splatter center so it's easier to remove/overwrite a splatter
* Seleted, marked or viedwed enities get an extented minmax-box.
This is handy for better alingment of the entities in the world.
Can be switched on/off by a checkbox inside the editor GUI.
Actors
* Reworked operators (precedence was from left to right).
Operator precedence and associativity as known from
the C programming language.
Added unary operators.
Operators Associativity Remark
- + ! ~ Right to left unary operators
* / % .. Left to right
+ - Left to right + also string concatination
<< >> Left to right
< <= > >= Left to right also string compare
== != Left to right also string compare
& Left to right
^ Left to right
| Left to right
&& Left to right
|| Left to right Lowest Precedence
* Move distance of monsters or actors also depents from
sizefactor of model. A model with a sizefactor of 2
moves with doubled speed now.
* Actor weapons
* Added 3 lightsaber, 2 knifes and 5 swords to the NPC weapons.
Give the weapon to the NPC at startup.
* 'Lightning blue' and 'Lightning red'
Quake 3 actors have a weapon model (a light sphere) in
the hand of the NPC now.
* Two weapons can be assigned to an actor.
One for near range combat and one for for range compat.
* New status test's
* 'HaveFollowPlayer' is true if the actor follows a player
* 'HaveFollowAny' is true if the actor follows a player or an other actor
==> Tuned 'follow player' support.
* Waypoint walking optimized.
Keep networks of connected waypoints. Start and targer waypoint
must be on the same network.
Other
* Added three different colored lightsabers as new player weapons.
* In-Game Minimap
Health items are shown as a heart.
* bullet physics, Changed from Version 2.77 to 2.79
* _modelconfig.txt
* New optional entry
NamesFile xxx ; A Names_xxx.txt file for automated name generation
If the actors 'namemake' field is set to 'Automatic' for this actor
the Names_xxx.txt file (from the gamedata directory) is used for
automated name generation.
* New optional entry
weapon_offset o1 2 o2 ; player model offset to tag_weapon (a x/y/z vector)
compensate tag_weapon postions for player models
* GameIntro.cfg files.
* New keyword 'SizeIn'. Images or textstrings can
be flagged to grow in size until final size is reached.
* New keyword 'TurnIn'. Images cn be flagged to rotate
until final position is reached.
* trigger_push entity
Can operate in two modes.
a) target it to an other entity (info_notnull)
b) push in direction given by yaw angle (Ya3dag's editor shows
this with an arrow above the trigger box) or set one
of the spawnflags up/down bits.
* trigger_actor entriy.
A new entity. Triggers actors which walk into the trigger.
The target name the trigger_actor is handed to the [ActorUsed]
script section of the actor.
Only usable for actors with a script.
Robert