Worldspawn (GoldSrc): Difference between revisions
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Confirm:does this have the same bug as in Source?[Clarify]
Important:These flags are set via KVs; those KV should be used instead, as they will be prioritized.
SirYodaJedi (talk | contribs) (→Key Values: engine bug; don't use worldspawn to dictate which track to play) |
SirYodaJedi (talk | contribs) (why are these parsed as KVs if they're just going to be funneled into spawnflags?) |
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{{ | {{LanguageBar}} | ||
{{ | {{TabsBar|main=Worldspawn}} | ||
{{this is a|entity|name=worldspawn|engine=GoldSrc}} | |||
== Key Values == | == Key Values == | ||
{{KV|Map Description / Title|intn=message|string| | {{KV|WAD list|intn=wad|string|nofgd=1|Semicolon-delineated list of [[WAD]] file paths used by compile tools; generally handled by map editor automatically with no need to edit manually.<br>If a texture is not embedded in the BSP, the engine will search through this list to look for it, ignoring preceding file paths (and assuming it it's in the mod's root directory). Both forward slashes and backslashes are supported without any need to escape the backslashes, but forward slashes are preferred. Paths starting with a slash or drive letter are assumed by compile tools to be absolute paths, with all other paths being relative. [[VHLT]] and forks automatically strip the paths after compiling to preserve user privacy.}} | ||
{{KV|Environment map (<code>cl_skyname</code>)|intn=skyname| | :{{bug|Some compile tools will fail to load from absolute paths on {{windows|2}} if forward slashes are used and the drive letter is missing. For best results, use relative paths or include the drive letter.}} | ||
{{KV|intn=sounds|CD track to play|integer|[[List of Half-Life 1 music|CD track number]] to play upon map load.{{bug|Only works properly if game is using the {{path|valve}} directory{{workaround|Put a {{ent|trigger_cdaudio (GoldSrc)|alt=trigger_cdaudio}} that encompasses {{ent|info_player_start (GoldSrc)|alt=info_player_start}}. | {{KV|Map Description / Title|intn=message|string|deprecated=1|Leftover from {{quake|2|nt=0}}. Typically used for author credits. {{!fgd}} in {{tfc}}.}} | ||
}} }} }} | {{KV|Environment map (<code>cl_skyname</code>)|intn=skyname|sky|The [[skybox (GoldSrc)|skybox]] to use, relative to {{code|gfx/env/}}. See [[Sky List#GoldSrc Engine Games|Sky List]].}} | ||
{{KV|intn=light|Default light level|integer}} | {{KV|intn=sounds|CD track to play|integer|[[List of Half-Life 1 music|CD track number]] to play upon map load. {{bug|tested=Steampipe, HL25|Only works properly if game is using the {{path|valve}} directory. Otherwise, the music will start playing while the map is almost done loading, but will stop as soon as the map finishes loading. {{workaround|Put a {{ent|trigger_cdaudio (GoldSrc)|alt=trigger_cdaudio}} that encompasses {{ent|info_player_start (GoldSrc)|alt=info_player_start}}.}}}}}} | ||
{{KV|Default Wave Height | {{KV|intn=light|Default light level|integer|Same as _minlight.}} | ||
{{KV|intn=MaxRange|Max Viewable Distance| | {{KV|Default Wave Height|intn=WaveHeight|float|Sets the wave height for liquids not part of an entity.}} | ||
{{KV|Level Fade In|intn=startdark| | {{KV|intn=MaxRange|Max Viewable Distance|float|Default is 4096.}} | ||
{{KV|Level Fade In|intn=startdark|boolean|Fades the map in. | |||
{{confirm|does this have the same bug as in Source?{{clarify}}}}}} | {{confirm|does this have the same bug as in Source?{{clarify}}}}}} | ||
{{KV|Display Game Title|intn=gametitle|boolean|Should the game's title appear on-screen when the map starts?}} | {{KV|Display Game Title|intn=gametitle|boolean|Should the game's title appear on-screen when the map starts?}} | ||
{{KV|New Level Unit|intn=newunit|boolean|Used to clear out savegame data of previous levels to keep the savegame size as small as possible. Only set it to Yes if the player cannot return to any previous levels.}} | |||
:* 0 : No, keep current | |||
:* 1 : Yes, clear previous levels | |||
{{KV|Map Team List|intn=mapteams|string}} | {{KV|Map Team List|intn=mapteams|string}} | ||
{{KV|Default Team| | {{KV|Default Team|boolean|intn=defaultteam|{{!fgd}} in {{tfc}}. | ||
:* 0 : Fewest Players | :* 0 : Fewest Players | ||
:* 1 : First Team | :* 1 : First Team | ||
}} | }} | ||
{{KV|Default CTF| | {{KV|Default CTF|intn=defaultctf|boolean|only={{op4}}}} | ||
:* 0 : "Not CTF map" | :* 0 : "Not CTF map" | ||
:* 1 : "CTF map" | :* 1 : "CTF map" | ||
{{KV|Ambience|choices|only={{DMC}}}} | {{KV|Ambience / World Type|intn=worldtype|integer choices|only={{DMC}}|deprecated=1|FGD leftover from {{quake|2|nt=0}}, where it was used to determine what sounds doors and keys used, what models keys use, and what the keys are called. As {{ent|func_door|eng=goldsrc}}'s sound handling is completely revamped, and the source code for {{mono|item_key1}} and {{mono|item_key2}} is commented out with a {{code|<nowiki>#if 0</nowiki>}} (and unedited from its original [[QuakeC]], so it wouldn't work even if uncommented), this KV goes unused by vanilla game code.}} | ||
:* 0 : Medieval | :* 0 : Medieval | ||
:* 1 : Runic (metal) | :* 1 : Runic (metal) | ||
:* 2 : Present (base) | :* 2 : Present (base) | ||
{{KV|Game mode| | : For additional specifics, see {{quakewiki|worldspawn#Differences_depending_on_.27worldtype.27_settings|QuakeWiki's page on worldspawn}}. | ||
{{KV|Game mode|intn=no_arena|boolean|only={{Ricochet}}}} | |||
:* 0 : Arena | :* 0 : Arena | ||
:* 1 : Deathmatch | :* 1 : Deathmatch | ||
{{KV|MAP format|intn=mapversion|int|nofgd=1|Read by map editor and compile tools only. Indicates whether the UV coordinates in the [[MAP]] file are encoded as axial projection or Valve220.}} | |||
:* <code><nowiki>< 220</nowiki></code> - Axial Projection | |||
:* <code><nowiki>≥ 220</nowiki></code> - Valve220 | |||
== Spawnflags == | |||
{{important|These flags are set via KVs; those KV should be used instead, as they will be prioritized.}} | |||
{{fl|1|Start Dark|nofgd=1|Set via {{code|startdark}} KV.}} | |||
{{fl|2|Display Game Title|nofgd=1|Set via {{code|gametitle}} KV.}} | |||
{{fl|4|Default Team|nofgd=1|Set via {{code|defaultteam}} KV.}} | |||
Latest revision as of 06:03, 21 November 2025
worldspawn is an entity available in all
GoldSrc games.
Key Values
- WAD list (wad) <string> !FGD
- Semicolon-delineated list of WAD file paths used by compile tools; generally handled by map editor automatically with no need to edit manually.
If a texture is not embedded in the BSP, the engine will search through this list to look for it, ignoring preceding file paths (and assuming it it's in the mod's root directory). Both forward slashes and backslashes are supported without any need to escape the backslashes, but forward slashes are preferred. Paths starting with a slash or drive letter are assumed by compile tools to be absolute paths, with all other paths being relative. VHLT and forks automatically strip the paths after compiling to preserve user privacy.
Map Description / Title (message) <string>
- Deprecated.
Leftover from
Quake I. Typically used for author credits. !FGD in
.
- Environment map (
cl_skyname) (skyname) <sky name> - The skybox to use, relative to
gfx/env/. See Sky List.
- CD track to play (sounds) <integer>
- CD track number to play upon map load.
Bug:Only works properly if game is using the 
valvedirectory. Otherwise, the music will start playing while the map is almost done loading, but will stop as soon as the map finishes loading.(tested in: Steampipe, HL25)
Workaround:Put a trigger_cdaudio that encompasses info_player_start.
- Default light level (light) <integer>
- Same as _minlight.
- Default Wave Height (WaveHeight) <float>
- Sets the wave height for liquids not part of an entity.
- Max Viewable Distance (MaxRange) <float>
- Default is 4096.
- Level Fade In (startdark) <boolean>
- Fades the map in.
- Display Game Title (gametitle) <boolean>
- Should the game's title appear on-screen when the map starts?
- New Level Unit (newunit) <boolean>
- Used to clear out savegame data of previous levels to keep the savegame size as small as possible. Only set it to Yes if the player cannot return to any previous levels.
- 0 : No, keep current
- 1 : Yes, clear previous levels
- Map Team List (mapteams) <string>
- Default CTF (defaultctf) <boolean> (only in
) -
- 0 : "Not CTF map"
- 1 : "CTF map"
Ambience / World Type (worldtype) <integer choices>(only in
) 
- Deprecated.
FGD leftover from
Quake I, where it was used to determine what sounds doors and keys used, what models keys use, and what the keys are called. As func_door's sound handling is completely revamped, and the source code for item_key1 and item_key2 is commented out with a #if 0(and unedited from its original QuakeC, so it wouldn't work even if uncommented), this KV goes unused by vanilla game code.- 0 : Medieval
- 1 : Runic (metal)
- 2 : Present (base)
- For additional specifics, see
QuakeWiki's page on worldspawn.
- Game mode (no_arena) <boolean> (only in
) -
- 0 : Arena
- 1 : Deathmatch
- MAP format (mapversion) <integer> !FGD
- Read by map editor and compile tools only. Indicates whether the UV coordinates in the MAP file are encoded as axial projection or Valve220.
< 220- Axial Projection≥ 220- Valve220
Spawnflags
- Start Dark : [1] !FGD
- Set via
startdarkKV.
- Display Game Title : [2] !FGD
- Set via
gametitleKV.
- Default Team : [4] !FGD
- Set via
defaultteamKV.