Worldspawn (GoldSrc): Difference between revisions
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Confirm:does this have the same bug as in Source?[Clarify]
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:{{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.}} | :{{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|Map Description / Title|intn=message|string|deprecated=1|Leftover from {{quake|2|nt=0}}. Typically used for author credits. {{!fgd}} in {{tfc}}.}} | {{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| | {{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=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|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|intn=light|Default light level|integer|Same as _minlight.}} | {{KV|intn=light|Default light level|integer|Same as _minlight.}} |
Revision as of 07:29, 24 May 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 fromQuake 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
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.(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.
Leftover fromQuake 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