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12.0 World

Josiah Jack edited this page Mar 22, 2021 · 18 revisions

The current game level, known as world or map, has many options specific to that level. This could be global effects such skybox and fog or could be player specific such has starting items or item removal.

worldtype

  • Type: integer
  • If Set: This changes the types of keys and the models used for health pickups.
  • Use 0 for Medieval - changes health to jars and keys to spiked metal keys
  • 1 for Runic(metal) - runekeys for silver, gold keys
  • 2 for Present (base/tech) - standard tech health boxes, electronic keycards
  • If Left Blank: Defaults to Medieval

message

  • Type: string
  • If Set: This is the name of the level. Name is displayed on the HUD while holding down the TAB key.
  • If Left Blank: Map will have no name! This is not expected and will appear to be a bug.

sounds

  • Type: integer
  • If Set: Specifies the music track to be played. Must be a simple number 2 through 99 with no fractional decimal portion. The number corresponds to the music file to play located either within ID1/music/ or within keep/music/. The music tracks must be named track##.mp3, the ## will be the number that corresponds to this sounds value. For example, setting sounds to 43 will play and loop track43.mp3 during playtime of the level. track1.mp3 is reserved by the game's CD to store the .iso file that holds all the game data. Any track1.mp3's will be ignored even if you set sounds to 1.
  • If Left Blank: Defaults to track00.mp3 which is reserved empty slot; actual tracks named track00.mp3 will not be played. No music will play.

wad

  • Type: string
  • If Set: EDITOR SET - do not change. This tells the compiler what .wad files to load and use for textures. Textures are embedded into the .bsp file during compile time.
  • If Left Blank: Map will have no textures!

sky

  • Type: string
  • If Set: Specifies the skybox name to load and use as an override to classic texture-based skies. The name must be the full set of characters in the name that occurs before any of the directions. Skyboxes typically are named with directions dn, lf, ft, rt, up, and bk at the end of the filenames to specify all 6 sides of the cube that is the sky. So for instance, a sky named mysky will need 6 files named myskydn.tga, myskylf.tga, etc. If the skybox name has an _ in the name, be sure to include it. For instance, a sky named mysky_dn.tga, mysky_up.tga etc. will need to have sky set to mysky_.
  • If Left Blank: Default fast scrolling sky texture will be used from the .wad.

gravity

  • Type: integer
  • If Set: Specifies an override for the level gravity. Use values less than 800 for low-gravity and values higher than 800 for faster/heavier gravity (not recommended!).
  • If Left Blank: Defaults to 800.

passive_state

  • Type: boolean (0 or 1)
  • If Set: Sets up all monsters into a passive state regardless of their individual passive_state override values.
  • If Left Blank: Monsters will default to normal behavior or use their individual passive_state override values.

no_trackondeath

  • Type: boolean (0 or 1)
  • If Set: Homing projectiles will stop tracking players when monsters die and will continue straight on their current trajectory.
  • If Left Blank: Homing projectiles will continue to track and follow the monster's enemy, which is usually the player.

hazard_dmg

  • Type: vector
  • If Set: Overrides the default damages for liquid environmental damages. Specified as 3 float values like 0 0 0 (x y z).
  • x = water drowning damage per gulp
  • y = slime damage per instance
  • z = lava damage per instance
  • If Left Blank: Defaults to 2 4 10.

no_item_offset

  • Type: boolean (0 or 1)
  • If Set: Changes whether or not health and ammo items will use the bottom-left-corner offset which was default placement for many years.
  • Set to -1 to disable item offset and force to use the origin point as the item's center on all health and ammo items.
  • Set to 0 to default to item's origin point as the item's center on all health and ammo items.
  • Set to 1 to enable item offset and use the old default of the bottom left corner of the brush-based bsp health and ammo item models.
  • If Left Blank: Defaults to 0.

no_item_rotate

  • Type: boolean (0 or 1)
  • If Set: Changes whether or not to randomly rotate items.
  • Set to -1 to disable randomized item rotation and respect the mapper's rotation.
  • Set to 0 to default to respecting the mapper's rotation.
  • Set to 1 to enable forced randomized rotation on all health and ammo items.
  • If Left Blank: Defaults to 0.

no_zaware

  • Type: boolean (0 or 1)
  • If Set: Overrides monsters' individual settings for whether to use Z-aware aiming for arced projectile attacks.
  • Set to -1 to force disable all z-aware and simply lob at the same angle regardless of targeted enemy's height.
  • Set to 0 to default to use z-aware projectile arcing where available on a monster.
  • Set to 1 to enable forced z-aware projectile arcing (lob) for all monsters who have such a projectile type.
  • If Left Blank: Defaults to 0.

no_liquiddmg

  • Type: boolean (0 or 1)
  • If Set: Overrides monsters' individual settings for whether liquid damages the monster, if said monster is normally damaged by liquids (e.g. zombies). Does not affect drowning spawnflag. Only affects slime and lava damaging monsters.
  • Set to -1 to force disable damage from liquids.
  • Set to 0 to default to damaging monsters by liquids on monsters who normally get damaged by liquids (e.g. zombies). Does not affect drowning spawnflag.
  • Set to 1 to enable forced liquid damage to all monsters.
  • If Left Blank: Defaults to 0.

World Lighting Options

These values are used by the compiler during compile time to affect various attributes of the level's light. Please refer to ericw Light for more details and up-to-date compiler documentation.

General Lighting

_minlight

  • Type: float (0 to 255)
  • If Set: Specifies the minimum overall light value to apply to all surfaces in the level. 255 is fully lit same as if you entered r_fullbright 1 in the console. Removes all deep dark shadows and pure black areas. Use with caution.
  • If Left Blank: Defaults to 0, if there is no light entity placed near a surface, the surface will be pure black and provide maximum contrast.

_minlight_color

  • Type: vector (0 to 255)
  • If Set: Specifies the color for the minimum overall light value that is applied to all surfaces in the level. Specified as 3 float values like 0 0 0. Useful for tinting the entire level to a certain color. _minlight must be greater than 0 to take any effect. Removes all deep dark shadows and pure black areas. Dramatically changes the colors of the level. Use with caution. Subtle colors tend towards better results and aesthetic.
  • If Left Blank: Defaults to 255 255 255 for normal white colored light.

_minlight_dirt

  • Type: integer
  • If Set: Affects dirtmapping for _minlight. _minlight must be greater than 0 to take any effect.
  • Set to -1 to disable and override all _minlight_dirt settings on individual brush entities. Disables all dirt from _minlight.
  • Set to 0 to use default of no dirt for the world and specific dirt for brush entities as specified individually by _minlight_dirt on each brush entity, if specified.
  • Set to 1 to enable and use dirt mapping on all world surfaces.
  • If Left Blank: Defaults to 0.

_range

  • Type: float
  • If Set: Multiplies all lights' brightness (light) to scale the brightness for each light entity up or down. Set to less than 0.5 for reduced brightness (darker) and to more than 0.5 for increased brightness (brighter). Does not affect distance so may look odd if set too high. Affects all lights. Use with caution!
  • If Left Blank: Defaults to 0.5 (normal).

_dist

  • Type: float
  • If Set: Multiplies all lights' distance to scale the distance light will travel from each light entity up or down (behaves similar to wait). Set to less than 1 for reduced distance (darker) and to more than 1 for increased distance (brighter). Affects all lights. Use with caution!
  • If Left Blank: Defaults to 1.0 (normal).

_gamma

  • Type: float
  • If Set: Multiplies all the full lightmap's brightness by this value. Greater than 1 will increase the overall map brightness, less than 1 will reduce overall brightness. Use with caution!
  • If Left Blank: Defaults to 1.0 (normal).

_spotlightautofalloff

  • Type: float
  • If Set: Changes default spotlight falloff distance to instead use the distance from the light to a targeted info_null (or other entity)'s center. This only affects lights whose _falloff override is left blank (set to 0). Light must have a target.
  • If Left Blank: Defaults to 0. Light will use default spotlight settings to generate a spotlight when a light has a target.

Sunlight / Environment Lighting

_sunlight

  • Type: float
  • If Set: Set the brightness of the sunlight. Sun's light comes from worldspawn surfaces textured with sky and comes at the level at a particular angle to mimic a sun in the sky. Does not emit from brush entities textured with sky textures. Set to greater than 0 to have any effect. 255 is full brightness, but not overbright. This adds light to the world without needing to place added light entities.
  • If Left Blank: Defaults to 0. No extra light will be added as though from a sun.