[SCM] Packaging for sauerbraten-data branch, master, updated. debian/0.0.20100728-2-5-g8418cf8
Bruno Kleinert
fuddl at tauware.de
Fri Jun 24 18:34:07 UTC 2011
The following commit has been merged in the master branch:
commit b7ad260647f5ac5dcab9cc3bc145dbd27f5f2ba8
Author: Bruno Kleinert <fuddl at tauware.de>
Date: Fri Jun 24 16:51:40 2011 +0200
Imported Upstream version 0.0.20100728+repack
diff --git a/README.html b/README.html
index e5b9241..6718a96 100644
--- a/README.html
+++ b/README.html
@@ -108,9 +108,6 @@ You will want to read (roughly this order):
<li>
<a href="docs/history.html">History</a>: For seeing latest changes.
</li>
-<li>
-<a href="docs/rpg.html">Example RPG Game Information</a>: Information on running, building, or scripting the example RPG game.
-</li>
</ul>
<h2 id="the_wiki">The Wiki</h2>
diff --git a/data/game_rpg.cfg b/data/game_rpg.cfg
index af89168..1fe015a 100644
--- a/data/game_rpg.cfg
+++ b/data/game_rpg.cfg
@@ -228,7 +228,6 @@ newgui main [
guibutton "quest log (L)" "showplayergui 3" "info"
guibar
guibutton "map k_rpg1"
- guibutton "map rpg_01"
guibar
guibutton "load fps map.." "showgui maps"
guibutton "editing.." "showgui editing"
diff --git a/data/menus.cfg b/data/menus.cfg
index f04efe9..10247b0 100644
--- a/data/menus.cfg
+++ b/data/menus.cfg
@@ -607,7 +607,9 @@ staffy/staffy
]
genskyitems = [
- looplist cursky $arg1 [
+ n = (listlen $arg1)
+ loop i $n [
+ cursky = (at $arg1 $i)
guibutton $cursky (concat skybox $cursky) //"cube"
]
]
diff --git a/docs/config.html b/docs/config.html
index b1f5dc1..f742d6f 100644
--- a/docs/config.html
+++ b/docs/config.html
@@ -758,7 +758,8 @@ Sets the server port to N. This option is only useful for people running on mach
<pre id="_minus_ms">-mS</pre>
<p>
-Sets the master server to use for either server (registering) and client (updating) to S. (default: sauerbraten.org).
+Sets the master server to use for either server (registering) and client (updating) to S. Be aware, this is the base url
+of the master server and has to end in a "/" and without a "http://" prefix (default: sauerbraten.org/masterserver/).
</p>
<pre id="_minus_ps">-pS</pre>
@@ -1257,7 +1258,7 @@ changes are not committed, if they select another field, changes will be lost.
ure a listen server:</p>
<pre id="startlistenserver">startlistenserver [MASTER]</pre>
-<p>Starts a listen server from within a running game client. If MASTER=1, then the server will report to the master server, otherwise if MASTER=0 or not supplied the server will not report to the master server. The various server configuration commands can be used before this command to setup properties of the listen server.</p>
+<p>Starts a listen server from within a running game client. If MASTER=1, then the server will report to the master server, other if MASTER=0 or not supplied the server will not report to the master server. The various server configuration commands can be used before this command to setup properties of the listen server.</p>
<pre id="stoplistenserver">stoplistenserver</pre>
<p>Stops a listen server running from within a game client.</p>
diff --git a/docs/rpg.html b/docs/rpg.html
deleted file mode 100644
index 60b9d00..0000000
--- a/docs/rpg.html
+++ /dev/null
@@ -1,423 +0,0 @@
-<?xml version="1.0" encoding="UTF-8"?>
-<!DOCTYPE html
- PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
- "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
-
-<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
-
-<head>
-<title>Sauerbraten RPG</title>
-<link rel="stylesheet" type="text/css" href="style.css" />
-</head>
-
-<body>
-
-<h1>Sauerbraten RPG</h1>
-
-<h2 id="running">Running</h2>
-<p>
-To launch the game, run the "rpg.bat" file which is included in the main Sauerbraten install directory.
-</p>
-
-<h2 id="building">Building</h2>
-
-<p>
-A Visual Studio solution and a Code::Blocks project file are included for building in the "src\rpggame\" directory within the Sauerbraten install directory.
-</p>
-
-<h2 id="gameplay_scripting">Gameplay Scripting</h2>
-
-<p>
-The RPG is set up in a very open way such that all gameplay objects and behaviour can be modified in a script file,
-currently in data/game_rpg.cfg (this will change later to be on a per-map basis). The idea is that every map comes with its own "mod",
-and that gameplay can be influenced by level designer, allowing gameplay types spanning
-from a stat/story influenced FPS game, an action RPG, all the way to more complex
-quest/story/stat based RPGs.
-</p>
-
-<p>
-This file simply lists all gameplay objects, which can then be placed in the level editor. For example, by writing:
-</p>
-
-<pre id="spawn_apple">spawn_apple = [ r_worth 20 ]</pre>
-
-<p>
-you define a script that gets executed when an apple is spawned. You place this apple either directly in the world or as part of another objects inventory.
-To place it in the world, you create an entity of type "spawn" with a name attached. This is best done by typing (in the console):
-</p>
-
-<pre id="newrpgspawn">newrpgspawn apple</pre>
-
-<p>
-which will show you your new entity in the editor. Running the map then will create
-a new apple object at that location, with all stats set to your liking (in this
-case just its worth).</p>
-<p>
-What is important to realize is that most r_ commands work with what is called the RPG stack. This makes it possible to apply
-properties and actions to things without having to specify all the time which object you are talking about. For example, when the
-spawn_apple script gets executed, the apple object will be on the top of the RPG stack, so any commands such as r_worth that apply to an
-object, will automatically apply to it. It is a stack, because during the initialization of one object you may spawn another, which means
-all r_ commands will apply to the new object, until it is done, when the RPG stack returns to the previous object.
-</p>
-
-<p>
-Following is a list of all commands... unless otherwise noted, they apply to the current object (top of the RPG stack).
-</p>
-
-<h2 id="rpg_object_commands">RPG object commands</h2>
-
-
-<pre id="r_pop">r_pop</pre>
-<p>
-Removes the top object from the RPG stack
-</p>
-
-<pre id="r_spawn">r_spawn N</pre>
-<p>
-creates a new object, places it on the top of the RPG stack, then executes spawn_N to initialize it.
-</p>
-
-<pre id="r_contain">r_contain T</pre>
-<p>
-Takes the object on the top of the stack, and makes it part of the inventory of the object on the stack below it.
-T is the type of inventory object, see the convenient scripts r_inventory, r_loot, r_fortrade instead.
-</p>
-
-<pre id="r_model">r_model M</pre>
-<p>
-Specify model M to represent this object visually when placed in the world
-</p>
-
-<pre id="r_action">r_action N A</pre>
-<pre id="Pre3">r_quest N A</pre>
-<p>
-defines a custom action the player can take on this object. N is the tag word that describes the action, visible in
-the objects menu in the game world, and A is the script that gets executed when the player selects it.
-</p>
-
-<p>
-When A gets executed, the top of the stack will be object on which the action is
-defined, below that target of the action, and below that the user of the action.
-For example, the player (user) casts a fireball (object) onto a monster (target).
-Or, the player (user/target) interacts with an npc (object).
-</p>
-
-<p>
-A special tag is "use", this is the default action for items to be executed when
-the user clicks on them in the inventory, or, it is the action that gets executed
-when the player casts the currently selected spell (also see usetype below).
-</p>
-
-<p>
-r_quest is the same as r_action, except that it also marks the start of a quest, with the action being the resolution of the quest.
-The quest description is whatever the last r_say command was. Any r_take inside the action with a positive outcome concludes the quest. Quests can be seen
-in the quest log.
-</p>
-
-<pre id="r_say">r_say T</pre>
-<p>
-Make text T the last thing this object said to the player
-</p>
-
-<pre id="r_take">r_take N A NA</pre>
-<p>
-Attempt to take object with name N from the player inventory, and place it in the objects inventory. If the item was succesfully grabbed (it was present),
-action A is executed. If the item was not available, NA is executed. r_take is the preferred way to structure resolution of quests, i.e. everything the player ever
-needs to do should go via token items.
-</p>
-
-<pre id="r_give">r_give N</pre>
-<p>
-give the player an item with name N
-</p>
-
-<pre id="Pre1">r_applydamage D</pre>
-<p>
-does D damage to the object on top of the stack. object one below the top of the stack must be the one doing the damage.
-</p>
-
-<pre id="Pre2">r_use</pre>
-<p>
-select or use the object for the player (see usetype below).
-</p>
-
-
-<h2 id="H2_1">RPG stats & attributes</h2>
-<p>
-The following is a list of all stats tracked by each object. A stat is defined as a property of an object that determines its effectiveness when performing a certain action,
-i.e. the "melee" stat affects your melee combat effectiveness. Stats are things that you can build up thruout the game, hence "health" is not a stat, but it is dependent on a stat, maxhp.
-</p>
-<table class="n" border="0" cellpadding="6" cellspacing="0">
- <tr>
- <td style="width: 100px">
- melee</td>
- <td style="width: 802px">
- amount of damage when using a melee weapon (fists, swords, axes...)</td>
- </tr>
- <tr>
- <td style="width: 100px">
- ranged</td>
- <td style="width: 802px">
- amount of damage when using a ranged weapon (crossbow, shotgun, ...)</td>
- </tr>
- <tr>
- <td style="width: 100px">
- magic</td>
- <td style="width: 802px">
- amount of damage when using an attack spell (fireball...), level of utility when
- using healing/creation spells</td>
- </tr>
- <tr>
- <td style="width: 100px; height: 44px;">
- regen</td>
- <td style="width: 802px; height: 44px;">
- amount of hp regenerated per second. regen is the only defense stat, it replaces
- the traditional armour or resistence stats. regen is more flexible in the sense that
- it is time based, so your effectiveness depends on being able to give or take sustained
- damage, and deals better with the effects of running away mid-fight etc.</td>
- </tr>
- <tr>
- <td style="width: 100px">
- focus</td>
- <td style="width: 802px">
- amount of mana regenerated per second</td>
- </tr>
- <tr>
- <td style="width: 100px">
- attackspeed</td>
- <td style="width: 802px">
- reduces time delay between two attacks for any attack (melee/ranged/magic)</td>
- </tr>
- <tr>
- <td style="width: 100px; height: 17px;">
- movespeed</td>
- <td style="width: 802px; height: 17px;">
- </td>
- </tr>
- <tr>
- <td style="width: 100px">
- jumpheight</td>
- <td style="width: 802px">
- </td>
- </tr>
- <tr>
- <td style="width: 100px">
- maxhp</td>
- <td style="width: 802px">
- maximum health you will regenerate to</td>
- </tr>
- <tr>
- <td style="width: 100px; height: 17px;">
- maxmana</td>
- <td style="width: 802px; height: 17px;">
- maximum mana you can store</td>
- </tr>
- <tr>
- <td style="width: 100px">
- tradeskill</td>
- <td style="width: 802px">
- will give your better deals when trading</td>
- </tr>
- <tr>
- <td style="width: 100px">
- feared</td>
- <td style="width: 802px; font-family: verdana,'trebuchet ms','zurich bt',tahoma,arial,helvetica,sans-serif;">
- the higher this stat, the more likely people are likely to comply with your wishes</td>
- </tr>
- <tr style="font-family: verdana,'trebuchet ms','zurich bt',tahoma,arial,helvetica,sans-serif">
- <td style="width: 100px">
- stealth</td>
- <td style="width: 802px">
- reduces npc fov & distance when stealing stuff</td>
- </tr>
- <tr>
- <td style="width: 100px">
- hostility</td>
- <td style="width: 802px">
- </td>
- </tr>
- <tr>
- <td style="width: 100px">
- stata, statb,
- statc</td>
- <td style="width: 802px">
- generic stats, i.e. their meaning is map-specific. they can be set and
- accumulated like any other stat, then scripts can use the results in any way they
- wish.</td>
- </tr>
-</table>
-<p>
-a stat can be set on any rpg object using the r_X command, where X is any of the
-above stat names, e.g. <i>r_melee 50</i>
-gives the current object 50 melee points.
-a script can read the current points using r_get_X, i.e. <i>echo "your melee points are: " (r_get_melee)</i>
-outputs the current objects melee points.
-</p>
-<p>
-A special case are objects that have no stats set directly (typically the player,
-and sometimes NPCs): their stats are computed as cumulative from the stats of all
-their inventory items. So if the player carries a gem that has melee 50, and gloves
-that have melee 20, his own melee points are 70.
-</p>
-<p>
-It's important to realize that stat points do not directly translate to damage and
-such. Points are an indication of efficiency of a particular stat over the base
-100%, along a logarithmic curve. So 0 melee points translates into 100% melee efficiency,
-and what 70 melee points translates into... well, something above 100%, depending
-on the log curve. Every map can define their own log curve for each stat, depending
-on how fast you want points to result in increased melee damage. This is a game
-balancing thing, in the sense that if the game world makes obtain items with melee
-points too easy and the log curve is too gentle, then players will be overpowered.
-The formula for melee is (other stats work similarly):
-</p>
-<p>
-<i>meleedamage = weapondamage * ( log ( points / pointsscale + 1 ) * percentscale + 100 ) / 100</i>
-</p>
-<p>
-(log = natural logarithm). so with a pointscale of 10, and a percentscale of 25,
-our 70 points amount to a 152% melee efficiency, which, when combined with a weapon
-that does 10 damage (at 100%), now does 15 melee damage. For movespeed you'd have
-a similar formula, where instead of weapondamage you'd have the default running
-speed.</p>
- <p>
- You can get the efficiency of any stat using r_eff_X, e.g. r_eff_melee.</p>
-<p>
-That may seem like a really convoluted way of doing things, but the log scale is
-the only way to give a relatively constant challenge level in the game. Without
-it, the game would start hard and become too easy real soon. The UI will show both
-points and efficiency for stats so you can easy see the effect without understanding
-the math.
-</p>
-<p>
-You can define the log scale by doing: <i>r_def_X pointscale percentscale</i>, but this should only
-really ever be done by the game designer, or experienced rpg level designers on their own levels, as tweaking
-these values requires deep insight into how players will collect points thruout
-a game.
-</p>
-<p>
-It is worth repeating what should be obvious from the above: the player and npcs
-don't have "levels" as in other RPGs. Increased ability is purely denoted by means
-of points and efficiency above whatever is the 100% value of the related ability.
-The end result is similar to traditional RPGs, but not quite. The above system is
-more flexible in the sense that you can have completely independent "levels" for
-all your abilities. But best of all, since your points are determined by what you
-have in your inventory, any way you can get items can increase your ability, which
-includes killing, stealing, finding, trading etc. You can change how you assign
-your priorities mid-game, by trading melee items for magic items, for example. You
-won't hit a "item plateau" as in so many RPG games 20% into the game because most
-items you get are useless, here you can put everything to <em>some</em> use, even
-if sometimes minimal.
-</p>
-<p>
-The following are the attributes of any rpg object. Attrs are simpler in the sense
-that they are just variables kept track of per object, and can be set/changed by
-either the rpg system or the script code. They are all default 0 for a newly
-initialized object.
-</p>
-<table border="0" cellpadding="6" cellspacing="0">
- <tr>
- <td style="width: 100px">
- health</td>
- <td style="width: 800px">
- set to maxhp when an AI object spawns in the world, and regens using regen</td>
- </tr>
- <tr>
- <td style="width: 100px; height: 16px">
- mana</td>
- <td style="width: 800px; height: 16px">
- set to maxmana upon spawn, and regens using focus</td>
- </tr>
- <tr>
- <td style="width: 100px">
- gold</td>
- <td style="width: 800px">
- how much money is owned by the object (mostly for npcs/player only)</td>
- </tr>
- <tr>
- <td style="width: 100px; height: 17px;">
- worth</td>
- <td style="width: 800px; height: 17px;">
- base value when this object is sold by an npc (not necessarily when sold TO an npc)
- </td>
- </tr>
- <tr>
- <td style="width: 100px; height: 17px">
- ai</td>
- <td style="width: 800px; height: 17px">
- 0: no AI (a lifeless object, default), 1: a friendly AI (npc), 2: hostile AI (animals/monsters) </td>
- </tr>
- <tr>
- <td style="width: 100px; height: 17px">
- useamount</td>
- <td style="width: 800px; height: 17px">
- amount of uses this object has. items such as melee weapons have a certain amount
- of uses before they break, and potion bottles may have a certain content.</td>
- </tr>
- <tr>
- <td style="width: 100px; height: 30px;">
- usetype</td>
- <td style="width: 800px; height: 30px;">
- how this object is used: 0: not a weapon, 1: melee weapon, 2: ranged weapon, 3: magic (projectile).<br />
- When you "use" an object, an it is not a weapon, its associated action will be executed
- immediately. When it is a weapon, it is merely selected, and
- it is then available for repeated execution through the fire button (see attackrate).</td>
- </tr>
- <tr>
- <td style="width: 100px">
- damage</td>
- <td style="width: 800px">
- if not 0, this object can be used a weapon</td>
- </tr>
- <tr>
- <td style="width: 100px">
- maxrange</td>
- <td style="width: 800px">
- max range within which objects can be targeted when this object is used</td>
- </tr>
- <tr>
- <td style="width: 100px">
- maxangle</td>
- <td style="width: 800px">
- max angle from "forward" that objects can be targeted</td>
- </tr>
- <tr>
- <td style="width: 100px">
- attackrate</td>
- <td style="width: 800px">
- minimum time between two uses of this object</td>
- </tr>
- <tr>
- <td style="width: 100px">
- manacost</td>
- <td style="width: 800px">
- amount of mana used up for one use of this object</td>
- </tr>
- <tr>
- <td style="width: 100px">
- effect</td>
- <td style="width: 800px">
- the effect associated with this item when it is used... for spells it is the particle
- number</td>
- </tr>
- <tr style="font-family: verdana,'trebuchet ms','zurich bt',tahoma,arial,helvetica,sans-serif">
- <td style="width: 100px">
- attra, attrb, attrc</td>
- <td style="width: 800px">
- generic attributes, can be set by the script code to implement gameplay features
- not foreseen by the system</td>
- </tr>
- <tr style="font-family: verdana,'trebuchet ms','zurich bt',tahoma,arial,helvetica,sans-serif">
- <td style="width: 100px">
- usesound</td>
- <td style="width: 800px">
- sound played when this item is used. value must be from a call to "registersound"</td>
- </tr>
-</table>
-
-<p>
-These can be used similarly using r_X and r_get_X.
-</p>
-
-
-</body>
-</html>
diff --git a/packages/base/authentic.ogz b/packages/base/authentic.ogz
index 69703b3..23af490 100644
Binary files a/packages/base/authentic.ogz and b/packages/base/authentic.ogz differ
diff --git a/packages/base/k_rpg1.ogz b/packages/base/k_rpg1.ogz
index 4cf7f78..d6ec624 100644
Binary files a/packages/base/k_rpg1.ogz and b/packages/base/k_rpg1.ogz differ
diff --git a/packages/base/park.ogz b/packages/base/park.ogz
index fe200af..f32264a 100644
Binary files a/packages/base/park.ogz and b/packages/base/park.ogz differ
diff --git a/packages/base/rpg_01.cfg b/packages/base/rpg_01.cfg
deleted file mode 100644
index ea0d6a8..0000000
--- a/packages/base/rpg_01.cfg
+++ /dev/null
@@ -1,209 +0,0 @@
-//Config file for, demomap by Nieb
-
-loadsky "skyboxes/morning"
-
-thirdperson 0
-
-fog 2500
-
-fogcolour 16777215
-//fogcolour 0x6d7e86
-
-mapmodelreset
-//Default
-mapmodel 4 32 0 "tree1" // 0
-mapmodel 24 48 0 "dcp/tree2" // 1
-mapmodel 8 32 0 "dcp/tree3" // 2
-mapmodel 4 36 0 "dcp/palmtree" // 3
-mapmodel 4 16 0 "dcp/thorns" // 4
-mapmodel 4 8 0 "dcp/plant1" // 5
-mapmodel 4 0 0 "dcp/grass" // 6
-mapmodel 12 0 0 "dcp/ivy" // 7
-mapmodel 4 32 0 "dcp/pillar" // 8
-mapmodel 8 8 0 "dcp/waterbowl" // 9
-mapmodel 0 0 0 "dcp/leafs" // 10
-mapmodel 4 4 0 "dcp/mushroom" // 11
-//DCP *http://cube.dietmarpier.de/*
-mapmodel 3 11 0 "dcp/cask" // 12
-mapmodel 3 4 0 "dcp/cart" // 13
-mapmodel 1 3 0 "dcp/candle" // 14
-mapmodel 1 3 0 "dcp/vase" // 15
-mapmodel 2 1 0 "dcp/sack" // 16
-mapmodel 2 5 0 "objects/med_chand" // 17
-mapmodel 2 3 0 "dcp/chest" // 18
-mapmodel 1 5 0 "dcp/firebowl" // 19
-mapmodel 1 0 0 "dcp/smplant" // 20
-mapmodel 1 0 0 "dcp/reed" // 21
-//Nieb, makkE & Kurtis
-mapmodel 1 12 0 "objects/window01" // 22
-mapmodel 0 0 0 "objects/sign01" // 23
-mapmodel 0 0 0 "objects/lamp01" // 24
-mapmodel 2 6 0 "objects/chair01" // 25
-mapmodel 0 0 0 "objects/bed01" // 26
-mapmodel 4 80 0 "vegetation/tree00" // 27
-mapmodel 4 80 0 "vegetation/tree01" // 28
-mapmodel 0 0 0 "vegetation/bush01" // 29
-mapmodel 4 80 0 "vegetation/tree02" // 30
-mapmodel 4 80 0 "vegetation/tree03" // 31
-mapmodel 2 80 0 "objects/window02/window02_1" // 32
-mapmodel 2 80 0 "objects/window02/window02_2" // 32
-mapmodel 4 80 0 "vegetation/tree04" // 31
-mapmodel 4 80 0 "vegetation/tree05" // 32
-mapmodel 4 80 0 "vegetation/tree06" // 33
-mapmodel 4 80 0 "vegetation/tree07" // 34
-mapmodel 5 2 0 "objects/bench01" // 35
-mapmodel 1 10 0 "objects/lantern01" // 36
-mapmodel 0 0 0 "objects/lantern02" // 37
-mapmodel 2 3 0 "objects/woodchop" // 38
-mapmodel 10 8 0 "objects/table01" // 39
-mapmodel 0 0 0 "objects/torch" // 40
-mapmodel 0 0 0 "objects/torch_cold" // 42
-mapmodel 4 0 0 "objects/fire" // 43
-mapmodel 0 0 0 "objects/sail01" // 46
-mapmodel 0 0 0 "objects/well_base" // 47
-mapmodel 0 0 0 "objects/well_roof" // 48
-mapmodel 0 0 0 "objects/lamp02" // 49
-// Assorted Mapmodels by Tentus
-mapmodel 0 0 0 "tentus/food-drink/goblet" // 50
-mapmodel 0 0 0 "tentus/food-drink/apple" // 51
-mapmodel 0 0 0 "tentus/food-drink/pear" // 52
-mapmodel 0 0 0 "tentus/food-drink/appleslice"// 53
-mapmodel 0 0 0 "tentus/food-drink/meat" // 54
-mapmodel 0 0 0 "tentus/food-drink/bowl" // 55
-mapmodel 0 0 0 "tentus/food-drink/pieslice" // 56
-mapmodel 0 0 0 "tentus/food-drink/mug" // 57
-mapmodel 0 0 0 "tentus/food-drink/winebottle"// 58
-mapmodel 0 0 0 "tentus/food-drink/pie" // 59
-mapmodel 0 0 0 "tentus/books/flat" // 60
-mapmodel 1 2 0 "tentus/books/multi" // 61
-mapmodel 0 0 0 "tentus/chains/chain" // 62
-mapmodel 0 0 0 "tentus/chains/curvechain" // 63
-mapmodel 1 2 0 "tentus/barrel" // 64
-mapmodel 2 1 0 "tentus/sidebarrel" // 65
-mapmodel 0 0 0 "tentus/pot1" // 66
-mapmodel 0 0 0 "tentus/rope" // 67
-mapmodel 1 1 0 "tentus/ropelamp" // 68
-mapmodel 0 0 0 "tentus/ladder" // 69
-mapmodel 2 4 0 "tentus/fattree" // 70
-mapmodel 0 0 0 "tentus/moneybag" // 71
-mapmodel 1 1 0 "tentus/woodbench" // 72
-mapmodel 0 0 0 "tentus/hammer" // 73
-mapmodel 1 1 0 "tentus/anvil" // 74
-mapmodel 0 0 0 "tentus/spear" // 75
-mapmodel 0 0 0 "tentus/key" // 76
-mapmodel 0 0 0 "tentus/redshield" // 77
-mapmodel 0 0 0 "tentus/greenshield" // 78
-mapmodel 0 0 0 "tentus/bombs" // 79
-mapmodel 0 0 0 "objects/millblade"
-
-texturereset
-texture 0 "ik2k/ik_sky_day_back.jpg"
-texture 0 "golgotha/water2d.jpg"
-texture 0 "aard/aardograss_1.jpg"
-texture 0 "dg/mad064.jpg"
-texture 0 "dg/mad065.jpg"
-texture 0 "dg/mad065.jpg"
-texture 0 "dg/mad067.jpg"
-texture 0 "dg/mur013.jpg"
-texture 0 "dg/floor_grass1.jpg"
-texture 0 "dg/floor_grass3&soil.jpg"
-autograss "textures/grass_dg.png"
-texture 0 "dg/floor_pavement_stone4_2.jpg"
-texture 0 "dg/floor_pavement_stone4_3.jpg"
-texture 0 "dg/floor_pavement_stone4_4moss.jpg"
-texture 0 "dg/floor_pavement_stone5_2.jpg"
-texture 0 "dg/floor_pavement_stone_four2.jpg"
-texture 0 "dg/floor_pavingStone.jpg"
-texture 0 "dg/floor_pavingStone_ceramic.jpg"
-texture 0 "dg/floor_paving_littleStones3.jpg"
-texture 0 "dg/floor_paving_littleStones3_2.jpg"
-texture 0 "dg/floor_paving_littleStones3.jpg"
-texture 0 "dg/floor_soil&grave3.jpg"
-texture 0 "dg/floor_tile_ceramicBlue.jpg"
-texture 0 "dg/mur049.jpg"
-texture 0 "dg/mad065.jpg"
-texture 0 "dg/mad065.jpg"
-texture 0 "dg/mad063.jpg"
-texture 0 "dg/mur060.jpg"
-texture 0 "dg/mur073.jpg"
-texture 0 "dg/mur078.jpg"
-texture 0 "dg/mur067.jpg"
-texture 0 "dg/mur142.jpg"
-texture 0 "dg/muv158.jpg"
-texture 0 "dg/muv185.jpg"
-texture 0 "dg/muv204.jpg"
-texture 0 "dg/sue011.jpg"
-texture 0 "dg/sup075.jpg"
-texture 0 "dg/sup079.jpg"
-texture 0 "dg/mur013.jpg"
-texture 0 "dg/mur017.jpg"
-texture 0 "dg/mur039.jpg"
-texture 0 "dg/mur043.jpg"
-texture 0 "dg/mur045.jpg"
-texture 0 "dg/mur049.jpg"
-texture 0 "dg/mur051.jpg"
-texture 0 "dg/mur058.jpg"
-texture 0 "dg/mur060.jpg"
-texture 0 "dg/mur067.jpg"
-texture 0 "dg/mur064.jpg"
-texture 0 "dg/mur067.jpg"
-texture 0 "dg/mur067.jpg"
-texture 0 "dg/mur080.jpg"
-texture 0 "dg/mur081.jpg"
-texture 0 "dg/mur081.jpg"
-texture 0 "dg/nie049.jpg"
-texture 0 "dg/mur088.jpg"
-texture 0 "dg/mur109.jpg"
-texture 0 "dg/mur127.jpg"
-texture 0 "dg/mur135.jpg"
-texture 0 "dg/mur139.jpg"
-texture 0 "payne/Box12b.jpg"
-texture 0 "payne/Brick52a.jpg"
-texture 0 "payne/Brick58_512x512.jpg"
-texture 0 "dg/mad065.jpg" 1
-texture 0 "dg/muv030.jpg"
-texture 0 "dg/muv032.jpg"
-texture 0 "dg/mur000.jpg"
-texture 0 "dg/mur054.jpg"
-texture 0 "dg/mad051.jpg"
-texture 0 "dg/muv025.jpg"
-texture 0 "dg/f_p2_v.jpg"
-texture 0 "dg/mot001.jpg"
-//dg
-texture 0 "dg/trail.jpg"
-texture 0 "dg/trail_lg.jpg"
-texture 0 "dg/trail_lg.jpg" 1
-texture 0 "dg/trail_lg.jpg" 2
-texture 0 "dg/trail_lg.jpg" 3
-texture 0 "dg/trail_sm.jpg"
-texture 0 "dg/trail_sm.jpg" 1
-texture 0 "dg/trail_cl.jpg"
-texture 0 "dg/trail_cl.jpg" 1
-texture 0 "dg/trail_cl.jpg" 2
-texture 0 "dg/trail_cl.jpg" 3
-texture 0 "dg/trail_cs.jpg"
-texture 0 "dg/trail_cs.jpg" 1
-texture 0 "dg/trail_cs.jpg" 2
-texture 0 "dg/trail_cs.jpg" 3
-texture 0 "dg/trail_in.jpg"
-texture 0 "dg/trail_in.jpg" 1
-texture 0 "dg/trail_in.jpg" 2
-texture 0 "dg/trail_in.jpg" 3
-//sign skins: by Makke
-texture 0 "models/objects/sign01/skin_inn.jpg"
-texture 0 "models/objects/sign01/skin_pub.jpg"
-//dg cont.
-texture 0 "dg/mot067.jpg"
-texture 0 "dg/mot088.jpg"
-texture 0 "dg/mot190.jpg"
-texture 0 "dg/mur033.jpg"
-texture 0 "dg/mot067_2.jpg"
-texture 0 "dg/mot067_2.jpg" 1
-texture 0 "dg/mot067_2.jpg" 2
-texture 0 "dg/mot067_2.jpg" 3
-texture 0 "dg/nie048.jpg"
-//Extra Vegitation skins
-texture 0 "models/vegetation/skin02.png"
-texture 0 "models/vegetation/skin03.png"
-texture 0 "models/vegetation/skin04.png"
-texture 0 "models/objects/window02/skin2.png"
diff --git a/packages/base/rpg_01.jpg b/packages/base/rpg_01.jpg
deleted file mode 100644
index 42d7f12..0000000
Binary files a/packages/base/rpg_01.jpg and /dev/null differ
diff --git a/packages/base/rpg_01.ogz b/packages/base/rpg_01.ogz
deleted file mode 100644
index d7af8ea..0000000
Binary files a/packages/base/rpg_01.ogz and /dev/null differ
diff --git a/packages/base/shipwreck.ogz b/packages/base/shipwreck.ogz
index 8046c13..c36a01c 100644
Binary files a/packages/base/shipwreck.ogz and b/packages/base/shipwreck.ogz differ
diff --git a/packages/dg/trail_cl.jpg b/packages/dg/trail_cl.jpg
deleted file mode 100644
index dae2414..0000000
Binary files a/packages/dg/trail_cl.jpg and /dev/null differ
diff --git a/packages/dg/trail_cs.jpg b/packages/dg/trail_cs.jpg
deleted file mode 100644
index 1f26567..0000000
Binary files a/packages/dg/trail_cs.jpg and /dev/null differ
diff --git a/packages/dg/trail_in.jpg b/packages/dg/trail_in.jpg
deleted file mode 100644
index d881da1..0000000
Binary files a/packages/dg/trail_in.jpg and /dev/null differ
diff --git a/packages/dg/trail_lg.jpg b/packages/dg/trail_lg.jpg
deleted file mode 100644
index b10f365..0000000
Binary files a/packages/dg/trail_lg.jpg and /dev/null differ
diff --git a/packages/dg/trail_sm.jpg b/packages/dg/trail_sm.jpg
deleted file mode 100644
index bace57e..0000000
Binary files a/packages/dg/trail_sm.jpg and /dev/null differ
diff --git a/rpg.bat b/rpg.bat
deleted file mode 100644
index 896fb75..0000000
--- a/rpg.bat
+++ /dev/null
@@ -1,2 +0,0 @@
-bin\rpg.exe -r %*
-
--
Packaging for sauerbraten-data
More information about the Pkg-games-commits
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