docs: replaced all c4s,c4d,c4g,c4m,c4p,c4i,... with their oc* counterpart in the documentation

Tobias Zwick 2011-06-25 15:31:29 +02:00
parent 6e5332517d
commit cdac6945b6
31 changed files with 451 additions and 451 deletions

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@ -80,8 +80,8 @@
<param name="Name" value="Material">
<param name="Name" value="Materialdefinitionen">
<param name="Local" value="sdk\material\index.html">
<param name="Name" value="Materialdefinitionen (C4M)">
<param name="Local" value="sdk\material\c4m.html">
<param name="Name" value="Materialdefinitionen (OCM)">
<param name="Local" value="sdk\material\ocm.html">
</OBJECT>
<LI> <OBJECT type="text/sitemap">
<param name="Name" value="Landschaftsgenerator">

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@ -80,8 +80,8 @@
<param name="Name" value="Materials">
<param name="Name" value="Material Definitions">
<param name="Local" value="sdk\material\index.html">
<param name="Name" value="Material Definitions (C4M)">
<param name="Local" value="sdk\material\c4m.html">
<param name="Name" value="Material Definitions (OCM)">
<param name="Local" value="sdk\material\ocm.html">
</OBJECT>
<LI> <OBJECT type="text/sitemap">
<param name="Name" value="Map Generator">

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@ -12,7 +12,7 @@
<dl>
<dt id="console">/console</dt>
<dd>
<text>Starts in console mode (also called developer mode or windowed mode). In console mode, scenarios can be edited and saved. The game will also start in console mode if a scenario (*.c4s) and no /fullscreen is specified.</text>
<text>Starts in console mode (also called developer mode or windowed mode). In console mode, scenarios can be edited and saved. The game will also start in console mode if a scenario (*.ocs) and no /fullscreen is specified.</text>
</dd>
<dt id="fullscreen">/fullscreen</dt>
<dd>
@ -66,7 +66,7 @@
</dd>
<dt id="Join">/join:&lt;<em>Address</em>&gt;</dt>
<dd>
<text>Searches for a network game on the specified address and joins it. No local scenario (*.c4s) should be specified. Implies /network.</text>
<text>Searches for a network game on the specified address and joins it. No local scenario (*.ocs) should be specified. Implies /network.</text>
</dd>
<dt id="clonkp">clonk://&lt;<em>Address</em>&gt;/</dt>
<dd>
@ -94,27 +94,27 @@
</dd>
<dt id="recdump">/recdump:&lt;<em>Filename</em>&gt;</dt>
<dd>
<text>Only for replay of recorded games: Before the replay is started, all replay data (player controls) are dumped into a file called &lt;<em>File name</em>&gt; in the Clonk folder. If the file name extension is .txt, the controls will be dumped in text mode, otherwise binary. The replay file must be specified separately as a scenario file (e.g. Clonk.exe Records.c4f\Record001.c4s /recdump:CtrlRec.txt).</text>
<text>Only for replay of recorded games: Before the replay is started, all replay data (player controls) are dumped into a file called &lt;<em>File name</em>&gt; in the Clonk folder. If the file name extension is .txt, the controls will be dumped in text mode, otherwise binary. The replay file must be specified separately as a scenario file (e.g. Clonk.exe Records.ocf\Record001.ocs /recdump:CtrlRec.txt).</text>
</dd>
<dt id="startup">/startup:&lt;<em>Name</em>&gt;</dt>
<dd>
<text>Only for fullscreen startup menu: Instead of the main menu, one of the submenus is shown directly. Possible values for &lt;<em>Name</em>&gt; are <em>main</em> (Main menu), <em>scen</em> (Scenario selection), <em>netscen</em> (Scenario selection for a new network game), <em>net</em> (Network/Internet game list), <em>options</em> (Options menu) und <em>plrsel</em> (Player selection).</text>
</dd>
<dt id="c4s">*.c4s</dt>
<dt id="ocs">*.ocs</dt>
<dd>
<text>If a scenario is specified (File extension .c4s), it will be started directly.</text>
<text>If a scenario is specified (File extension .ocs), it will be started directly.</text>
</dd>
<dt id="c4d">*.c4d</dt>
<dt id="ocd">*.ocd</dt>
<dd>
<text>If the started scenario does not specify any required definitions (File extension .c4d), and no definitions are supplied in the registry, definitions can be specified via command line.</text>
<text>If the started scenario does not specify any required definitions (File extension .ocd), and no definitions are supplied in the registry, definitions can be specified via command line.</text>
</dd>
<dt id="c4p">*.c4p</dt>
<dt id="ocp">*.ocp</dt>
<dd>
<text>Player files (File extension .c4p) can be specified in the command line. If no player files are given, the registry values are used. By specifying a non-existant player (like doesnotexist.c4p), the game can be started without players (e.g. in order to just edit landscapes in developer mode).</text>
<text>Player files (File extension .ocp) can be specified in the command line. If no player files are given, the registry values are used. By specifying a non-existant player (like doesnotexist.ocp), the game can be started without players (e.g. in order to just edit landscapes in developer mode).</text>
</dd>
<dt id="c4u">*.c4u</dt>
<dt id="ocu">*.ocu</dt>
<dd>
<text>If the filename of an update package (extension .c4u) is passed to the engine, then the program will attempt to apply that update package to the local installation.</text>
<text>If the filename of an update package (extension .ocu) is passed to the engine, then the program will attempt to apply that update package to the local installation.</text>
</dd>
</dl>
</part>

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@ -9,7 +9,7 @@
<text>In developer mode, scenarios may be edited in running or paused game mode and saved to disk afterwards.</text>
<h id="Bearbeitungsmodus">Edit mode:</h>
<text><img src="../images/icon_em_play.gif" width="16" height="16"/> Play: Mouse control works only for the first viewport of a player who has mouse control activated. Keyboard control for all players is accepted in any viewport.</text>
<text><img src="../images/icon_em_edit.gif" width="16" height="16"/>Edit objects: Objects may be edited and moved around by mouse. Additional editing options are available by right-clicking on objects in a viewport.In order to create new objects, object definitions (c4d) may be drag &amp; dropped from the menu system or an Explorer window into a viewport of the engine. Objects may be put into other objects by dragging them onto the target object while holding down the control key.</text>
<text><img src="../images/icon_em_edit.gif" width="16" height="16"/>Edit objects: Objects may be edited and moved around by mouse. Additional editing options are available by right-clicking on objects in a viewport.In order to create new objects, object definitions (ocd) may be drag &amp; dropped from the menu system or an Explorer window into a viewport of the engine. Objects may be put into other objects by dragging them onto the target object while holding down the control key.</text>
<text><img src="../images/icon_em_brush.gif" width="16" height="16"/>Draw: Landscape drawing tools may be configured by right-clicking in a viewport and selecting 'tools'.</text>
<h id="Landschaftsmodus">Landscape mode:</h>
<text><img src="../images/icon_em_dynamic.gif" width="16" height="16"/>Dynamic: Scenarios that have a dynamic landscape generally have a very small file size. But since a new landscape is generated whenever the scenario is started, landscape settings of scenarios edited in developer mode should not contain any random values. Dynamic landscapes cannot be edited. It is not possible to revert static or exact landscapes to dynamic mode.</text>

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<emlink href="material/index.html">Materials</emlink>
<ul id='brn7' class='invisi'>
<li><img src='../images/bullet_sheet.gif' alt='-' />
<emlink href="material/c4m.html">Definitions</emlink></li>
<emlink href="material/ocm.html">Definitions</emlink></li>
</ul>
</li>
<li>

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@ -508,7 +508,7 @@
</table>
</text>
<h>Note:</h>
<text>When a crew member is created, it gets an own physical section in it's Objectinfo (c4i). In there, the individual changes to the physicals (for example because of training) are saved and restored when an object enters a player's crew. The physical section of the defcore is only used for new crew members and normal objects.</text>
<text>When a crew member is created, it gets an own physical section in it's Objectinfo (oci). In there, the individual changes to the physicals (for example because of training) are saved and restored when an object enters a player's crew. The physical section of the defcore is only used for new crew members and normal objects.</text>
</part>
<author>Sven2</author><date>2002-04</date>
</doc>

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<h id="Objektdefinitionen">Object Definitions</h>
<part>
<text>Object definitions are used for all game objects in clonk: fire monsters, the wooden hut, and the clonk himself. An object definition is a group file composed from the following components:</text>
<h id="ObjektdefinitionsKomponentenC4D">Object Definition Components (c4d)</h>
<h id="ObjektdefinitionsKomponentenOCD">Object Definition Components (ocd)</h>
<dl>
<dt><img height="16" src="../../images/icon_text.gif" width="16"/><emlink href="definition/defcore.html">DefCore.txt</emlink></dt>
<dd>
@ -67,15 +67,15 @@
</dd>
<dt id="Rankbmppng"><img height="16" src="../../images/icon_image.gif" width="16"/>Rank.png/Rank.bmp</dt>
<dd>
<text>You can also define custom rank symbols for clonk types which are then displayed in the game instead of the standard symbols from Graphics.c4g. A rank symbol should always be square and there should be enough many symbols for all ranks. For ranks exceeding the last symbol, the list is repeated from the front and a star is added to the symbol.</text>
<text>You can also define custom rank symbols for clonk types which are then displayed in the game instead of the standard symbols from Graphics.ocg. A rank symbol should always be square and there should be enough many symbols for all ranks. For ranks exceeding the last symbol, the list is repeated from the front and a star is added to the symbol.</text>
</dd>
<dt id="wav"><img height="16" src="../../images/icon_sound.gif" width="16"/>*.wav</dt>
<dd>
<text>Object local sounds. As these are always loaded and not dynamically unloaded as are scenario sounds you should use these sparingly and with small sound files only.</text>
</dd>
<dt id="c4d"><img height="16" src="../../images/icon_object_definition.gif" width="16"/>*.c4d</dt>
<dt id="ocd"><img height="16" src="../../images/icon_object_definition.gif" width="16"/>*.ocd</dt>
<dd>
<text>The engine will also search all valid c4d subdirectories for additional object definitions. Object definitions should be grouped by category.</text>
<text>The engine will also search all valid ocd subdirectories for additional object definitions. Object definitions should be grouped by category.</text>
</dd>
<dt id="Infotxt"><img height="16" src="../../images/icon_text.gif" width="16"/>Info.txt</dt>
<dd>

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<h id="Spieldaten">Game Data</h>
<text>The game data of clonk is stored in compressed group files which each contain one component or further group files.</text>
<dl>
<dt id="Spielerdateienc4p"><img height="16" src="../images/icon_player.gif" width="16"/>Player Files (c4p)</dt>
<dt id="Spielerdateienocp"><img height="16" src="../images/icon_player.gif" width="16"/>Player Files (ocp)</dt>
<dd>
<text>Player files contain personal settings, gained score and information about the crew. It may also contain a portrait file.</text>
</dd>
<dt id="Szenarienc4s"><img height="16" src="../images/icon_scenario.gif" width="16"/><emlink href="scenario/index.html">Scenarios (c4s)</emlink></dt>
<dt id="Szenarienocs"><img height="16" src="../images/icon_scenario.gif" width="16"/><emlink href="scenario/index.html">Scenarios (ocs)</emlink></dt>
<dd>
<text>Scenario files consist of an information core and additional components, such as a landscape, title image, description texts, sky graphics, a script, local object definitions, etc.</text>
</dd>
<dt id="Objektdefinitionenc4d"><img height="16" src="../images/icon_object_definition.gif" width="16"/><emlink href="definition/index.html">Object Definitions (c4d)</emlink></dt>
<dt id="Objektdefinitionenocd"><img height="16" src="../images/icon_object_definition.gif" width="16"/><emlink href="definition/index.html">Object Definitions (ocd)</emlink></dt>
<dd>
<text>Object definitions contain an information core, graphic elements, action tables, script, and descriptive text. Also, <emlink href="particle/index.html">particles</emlink> are stored in object definition folders.</text>
</dd>
<dt id="Rundenordnerc4f"><img height="16" src="../images/icon_scenario_folder.gif" width="16"/><emlink href="folder/index.html">Scenario Folders (c4f)</emlink></dt>
<dt id="Rundenordnerocf"><img height="16" src="../images/icon_scenario_folder.gif" width="16"/><emlink href="folder/index.html">Scenario Folders (ocf)</emlink></dt>
<dd>
<text>Scenarios are grouped in scenario folders.</text>
</dd>
<dt id="Systemdatenc4g"><img height="16" src="../images/icon_system.gif" width="16"/>System Data (c4g)</dt>
<dt id="Systemdatenocg"><img height="16" src="../images/icon_system.gif" width="16"/>System Data (ocg)</dt>
<dd>
<text>Graphics, sound, and music of the original game are grouped in these folders and should not be modified.</text>
<text>Using the menu system, group files can be edited and/or converted to normal directories. Group file components can then be edited using common applications for text or graphics editing. Menu system and game engine can both load packed group files or unpacked directories directly.</text>

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@ -73,7 +73,7 @@
<row>
<literal_col>File</literal_col>
<col>String</col>
<col>Scenario file (including .c4s extension) to be started by this section. You should create a [Scenario] section for each scenario in the scenario folder. Only those scenario sections are displayed for which MissionAccess (see <funclink>GainMissionAccess</funclink>) is displayed.</col>
<col>Scenario file (including .ocs extension) to be started by this section. You should create a [Scenario] section for each scenario in the scenario folder. Only those scenario sections are displayed for which MissionAccess (see <funclink>GainMissionAccess</funclink>) is displayed.</col>
</row>
<row>
<literal_col>BaseImage</literal_col>

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@ -7,13 +7,13 @@
<h id="Folders">Scenario Folder</h>
<part>
<text>Scenario folders are used to group a number of scenarios. Scenario folders are displayed with a book icon in the startup screen which can then be opened to list contained scenarios.</text>
<h id="Components">Scenario Components (c4s)</h>
<h id="Components">Scenario Components (ocs)</h>
<dl>
<dt id="c4s"><img height="16" src="../../images/icon_scenario.gif" width="16"/><emlink href="scenario/index.html">*.c4s</emlink></dt>
<dt id="ocs"><img height="16" src="../../images/icon_scenario.gif" width="16"/><emlink href="scenario/index.html">*.ocs</emlink></dt>
<dd>
<text>Scenario folders can contain any number of scenarios.</text>
</dd>
<dt id="c4f"><img height="16" src="../../images/icon_scenario_folder.gif" width="16"/>*.c4f</dt>
<dt id="ocf"><img height="16" src="../../images/icon_scenario_folder.gif" width="16"/>*.ocf</dt>
<dd>
<text>Scenario folders can also contain other scenario folders.</text>
</dd>
@ -43,23 +43,23 @@ US:My scenario collection</code> <text>Important: No quotation marks and
</dd>
<dt id="Loader"><img height="16" src="../../images/icon_image.gif" width="16"/>Loader*.png/Loader*.bmp</dt>
<dd>
<text>Scenario folders can contain local loader screens. Also see <emlink href="scenario/index.html">scenarios</emlink>. The <emlink href="scenario/index.html#UeberladungenC4S">overloading rules</emlink> apply.</text>
<text>Scenario folders can contain local loader screens. Also see <emlink href="scenario/index.html">scenarios</emlink>. The <emlink href="scenario/index.html#UeberladungenOCS">overloading rules</emlink> apply.</text>
</dd>
<dt id="Materialc4g"><img height="16" src="../../images/icon_system.gif" width="16"/><emlink href="material/index.html">Material.c4g</emlink></dt>
<dt id="Materialocg"><img height="16" src="../../images/icon_system.gif" width="16"/><emlink href="material/index.html">Material.ocg</emlink></dt>
<dd>
<text>Scenario folders can contain local material definitions. Also see <emlink href="scenario/index.html#Materialc4g">scenarios</emlink>. The <emlink href="scenario/index.html#UeberladungenC4S">overloading rules</emlink> apply.</text>
<text>Scenario folders can contain local material definitions. Also see <emlink href="scenario/index.html#Materialocg">scenarios</emlink>. The <emlink href="scenario/index.html#UeberladungenOCS">overloading rules</emlink> apply.</text>
</dd>
<dt id="Graphicsc4g"><img height="16" src="../../images/icon_system.gif" width="16"/>Graphics.c4g</dt>
<dt id="Graphicsocg"><img height="16" src="../../images/icon_system.gif" width="16"/>Graphics.ocg</dt>
<dd>
<text>Scenario folders can overload individual entries of the global Graphics.c4g group. See <emlink href="#UeberladungenC4S">overloading rules</emlink>.</text>
<text>Scenario folders can overload individual entries of the global Graphics.ocg group. See <emlink href="#UeberladungenOCS">overloading rules</emlink>.</text>
</dd>
<dt id="Musicc4g"><img height="16" src="../../images/icon_system.gif" width="16"/>Music.c4g</dt>
<dt id="Musicocg"><img height="16" src="../../images/icon_system.gif" width="16"/>Music.ocg</dt>
<dd>
<text>Scenario folders can contain local music files. Also see <emlink href="scenario/index.html#Musicc4g">scenarios</emlink>. The <emlink href="scenario/index.html#UeberladungenC4S">overloading rules</emlink> apply.</text>
<text>Scenario folders can contain local music files. Also see <emlink href="scenario/index.html#Musicocg">scenarios</emlink>. The <emlink href="scenario/index.html#UeberladungenOCS">overloading rules</emlink> apply.</text>
</dd>
<dt id="c4d"><img height="16" src="../../images/icon_object_definition.gif" width="16"/><emlink href="definition/index.html">*.c4d</emlink></dt>
<dt id="ocd"><img height="16" src="../../images/icon_object_definition.gif" width="16"/><emlink href="definition/index.html">*.ocd</emlink></dt>
<dd>
<text>Scenario folders can contain object definitions, which will then be available in all scenarios contained in the folder.Also see <emlink href="scenario/index.html#c4d">scenarios</emlink>. The <emlink href="scenario/index.html#UeberladungenC4S">overloading rules</emlink> apply.</text>
<text>Scenario folders can contain object definitions, which will then be available in all scenarios contained in the folder.Also see <emlink href="scenario/index.html#ocd">scenarios</emlink>. The <emlink href="scenario/index.html#UeberladungenOCS">overloading rules</emlink> apply.</text>
</dd>
<dt id="Infotxt"><img height="16" src="../../images/icon_text.gif" width="16"/>Info.txt</dt>
<dd>

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@ -7,7 +7,7 @@
<h id="Materialdefinitionen">Material Definitions</h>
<part>
<text>Using material definitions you can specify looks and behaviour of the landscape materials.</text>
<h id="MaterialdefinitionsKomponentenMaterialc4g">Material Definition Components (Material.c4g)</h>
<h id="MaterialdefinitionsKomponentenMaterialocg">Material Definition Components (Material.ocg)</h>
<dl>
<dt id="TexMaptxt"><img height="16" src="../../images/icon_text.gif" width="16"/>TexMap.txt</dt>
<dd>
@ -15,9 +15,9 @@
<text>The engine will draw materials with a higher index above those with a lower index so that, e.g. using the standard table, rough chunks of earth will overlap water which has a smooth border. Mineral resources have an even higher index so that their rough border overlaps the earth and not the other way around. This is also the reason why there might be differing numbers of total pixels of a given material drawn than you might expect just from calculating the square sizes of the unzoomed map materials.</text>
<text>If a custom map fails with the message 'texture n undefined' you should define the specified texture in the TexMap. You should always use a paint program capable of editing indexed color palettes without modifying the palette (MS Paint is not suited for this).</text>
</dd>
<dt id="c4m"><img height="16" src="../../images/icon_material.gif" width="16"/><emlink href="material/c4m.html">*.c4m</emlink></dt>
<dt id="ocm"><img height="16" src="../../images/icon_material.gif" width="16"/><emlink href="material/ocm.html">*.ocm</emlink></dt>
<dd>
<text>The engine will accept up to 125 material definitions at a time. C4M files a simple text files. The materials Vehicle, Tunnel, Water, Snow, Granite, Sand, and Earth must always be available.</text>
<text>The engine will accept up to 125 material definitions at a time. OCM files a simple text files. The materials Vehicle, Tunnel, Water, Snow, Granite, Sand, and Earth must always be available.</text>
</dd>
<dt id="bmp"><img height="16" src="../../images/icon_image.gif" width="16"/>*.png/*.bmp</dt>
<dd>

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@ -3,8 +3,8 @@
SYSTEM '../../clonk.dtd'>
<?xml-stylesheet type="text/xsl" href="../../clonk.xsl"?>
<doc>
<title>Material Definitions (c4m)</title>
<h id="c4m">Material Definitions (c4m)</h>
<title>Material Definitions (ocm)</title>
<h id="ocm">Material Definitions (ocm)</h>
<part>
<text>Material definitions determine looks and behaviour of landscape materials.</text>
<text>
@ -228,7 +228,7 @@
<text>In addition to default reactions, every material can define custom reactions which are executed when the material passes another material as a free pixel (e.g. precipitation or particles after explosios) or by material movement (e.g. when a lake floods a tunnel).</text>
<text>
<table>
<caption id="SektionReaction">In the .c4m-file: Any number of sections [Reaction]</caption>
<caption id="SektionReaction">In the .ocm-file: Any number of sections [Reaction]</caption>
<rowh>
<col>Value</col>
<col>Data type</col>
@ -237,12 +237,12 @@
<row>
<literal_col>Type</literal_col>
<col>String</col>
<col>Type of reaction that should happen. See <emlink href="material/c4m.html#ReactTypes">Table</emlink>.</col>
<col>Type of reaction that should happen. See <emlink href="material/ocm.html#ReactTypes">Table</emlink>.</col>
</row>
<row>
<literal_col>TargetSpec</literal_col>
<col>String</col>
<col>Target material, with which the loose material reacts. See <emlink href="material/c4m.html#TargetSpecs">material specifications</emlink>.</col>
<col>Target material, with which the loose material reacts. See <emlink href="material/ocm.html#TargetSpecs">material specifications</emlink>.</col>
</row>
<row>
<literal_col>ScriptFunc</literal_col>
@ -252,7 +252,7 @@
<row>
<literal_col>ExecMask</literal_col>
<col>Integer</col>
<col>Bitmask, determining in which situation the reaction is to be executed. Bit indices are the <emlink href="material/c4m.html#ReactEvents">reaction events</emlink>. Default value -1 for all events.</col>
<col>Bitmask, determining in which situation the reaction is to be executed. Bit indices are the <emlink href="material/ocm.html#ReactEvents">reaction events</emlink>. Default value -1 for all events.</col>
</row>
<row>
<literal_col>Reverse</literal_col>
@ -437,7 +437,7 @@
<col>9</col>
<col>event</col>
<col>Integer</col>
<col>See <emlink href="material/c4m.html#ReactEvents">Reaction events</emlink>.</col>
<col>See <emlink href="material/ocm.html#ReactEvents">Reaction events</emlink>.</col>
</row>
</table>
The return value of the function should be either 1 for removal or 0 for keeping the loose material.

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@ -7,9 +7,9 @@
<h id="Partikel">Particle</h>
<part>
<text>Particles are lightweight objects which are not synchronized in a network game. This means that on the one hand you can create huge amounts of particles without slowing down the game too much but on the other hand there are only limited options for control of particle behaviour. If the particles are not sufficient for a given effect you have in mind, you can always use true objects instead.</text>
<text>If a particle is defined in a c4d group, any object definition located in the same group is ignored. This used to be a way to allow loading of placeholder options in the old graphics system which didn't support particles.</text>
<text>If a particle is defined in a ocd group, any object definition located in the same group is ignored. This used to be a way to allow loading of placeholder options in the old graphics system which didn't support particles.</text>
<text>Particles are not stored in savegames and are designed for temporary visual effects only.</text>
<h id="PartikelKomponentenC4D">Particle Components (c4d)</h>
<h id="PartikelKomponentenOCD">Particle Components (ocd)</h>
<dl>
<dt><img height="16" src="../../images/icon_text.gif" width="16"/>Particle.txt</dt>
<dd>

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<part>
<text>Since OC the engine allows to define control commands completely arbitrarily. Own keyboard commands can be added and modified. All supported input devices such as mouse, keyboard and gamepads can be mapped freely and commands can consist of any key combinations or sequences.</text>
<h id="ControlFiles">PlayerControls.txt</h>
<text>All control commands which a player can send to the game are defined in the file PlayerControls.txt. The standard keys as well as their standard mapping for various input devices are contained in the global definition file in the Systems.c4g folder. Object definitions and scenarios can add more keys or overload the parameters of existing commands in their local Systems.c4g folder**.</text>
<text>All control commands which a player can send to the game are defined in the file PlayerControls.txt. The standard keys as well as their standard mapping for various input devices are contained in the global definition file in the Systems.ocg folder. Object definitions and scenarios can add more keys or overload the parameters of existing commands in their local Systems.ocg folder**.</text>
<text>Additional PlayerControls.txt files can be put in language packages to adapt the standard key mappings of different loaded languages to the keyboard of their respective country**.</text>
<part>
<h id="ControlDefs">Section [ControlDefs]</h>

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@ -36,7 +36,7 @@
<row>
<col>mat</col>
<col>Material</col>
<col>Material. The material must be defined in the active Material.c4g. Default is Sky.</col>
<col>Material. The material must be defined in the active Material.ocg. Default is Sky.</col>
</row>
<row>
<col>tex</col>

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@ -7,7 +7,7 @@
<h id="Szenarien">Scenarios</h>
<part>
<text>Scenarios are the playing worlds which the player can select and start from the menu. With their components the scenario designer can adjust freely everything from the landscape, the goals and rules, the available objects and materials to the look in the menu.</text>
<h id="SzenarioKomponentenC4S">Scenario Components (c4s)</h>
<h id="SzenarioKomponentenOCS">Scenario Components (ocs)</h>
<dl>
<dt id="Szenariotxt"><img height="16" src="../../images/icon_text.gif" width="16"/><emlink href="scenario/scenario.html">Scenario.txt</emlink></dt>
<dd>
@ -64,19 +64,19 @@ US:Attack of the Killer Wipfs</code> <text>Important: No quotation marks
</dd>
<dt id="MatMaptxt"><img height="16" src="../../images/icon_text.gif" width="16"/>MatMap.txt</dt>
<dd>
<text>Stores the material table used in this scenario. The materials listed here are used by the exact landscape and have to be available in the loaded Material.c4g group.</text>
<text>Stores the material table used in this scenario. The materials listed here are used by the exact landscape and have to be available in the loaded Material.ocg group.</text>
</dd>
<dt id="Objectstxt"><img height="16" src="../../images/icon_text.gif" width="16"/>Objects.txt</dt>
<dd>
<text>This component is generated by the engine and stores runtime object data of a savegame.</text>
</dd>
<dt id="Materialc4g"><img height="16" src="../../images/icon_system.gif" width="16"/><emlink href="material/index.html">Material.c4g</emlink></dt>
<dt id="Materialocg"><img height="16" src="../../images/icon_system.gif" width="16"/><emlink href="material/index.html">Material.ocg</emlink></dt>
<dd>
<text>Scenarios can contain local material definition groups. See <a href="#UeberladungenC4S">overloading rules</a>.</text>
<text>Scenarios can contain local material definition groups. See <a href="#UeberladungenOCS">overloading rules</a>.</text>
</dd>
<dt id="Graphicsc4g"><img height="16" src="../../images/icon_system.gif" width="16"/>Graphics.c4g</dt>
<dt id="Graphicsocg"><img height="16" src="../../images/icon_system.gif" width="16"/>Graphics.ocg</dt>
<dd>
<text>Scenarios can overload individual entries of the global Graphics.c4g group. See <a href="#UeberladungenC4S">overloading rules</a>.</text>
<text>Scenarios can overload individual entries of the global Graphics.ocg group. See <a href="#UeberladungenOCS">overloading rules</a>.</text>
</dd>
<dt id="wav"><img height="16" src="../../images/icon_sound.gif" width="16"/>*.wav</dt>
<dd>
@ -86,14 +86,14 @@ US:Attack of the Killer Wipfs</code> <text>Important: No quotation marks
<dd>
<text>If the scenario contains music files, these can be played back during the game in random order. Also see script command <emlink href="script/fn/Music.html">Music</emlink>().</text>
</dd>
<dt id="Musicc4g"><img height="16" src="../../images/icon_system.gif" width="16"/>Music.c4g</dt>
<dt id="Musicocg"><img height="16" src="../../images/icon_system.gif" width="16"/>Music.ocg</dt>
<dd>
<text>Local music files can also be combines in a local music group.</text>
</dd>
<dt id="c4d"><img height="16" src="../../images/icon_object_definition.gif" width="16"/><emlink href="definition/index.html">*.c4d</emlink></dt>
<dt id="ocd"><img height="16" src="../../images/icon_object_definition.gif" width="16"/><emlink href="definition/index.html">*.ocd</emlink></dt>
<dd>
<text>Scenarios can contain local object definitions which are then available in that scenario only.</text>
<text>The engine will also search all parent folders (c4f) of the scenario for additional local object definitions. In this way, a scenario folder can contain object definitions which are then available in all its contents scenarios.</text>
<text>The engine will also search all parent folders (ocf) of the scenario for additional local object definitions. In this way, a scenario folder can contain object definitions which are then available in all its contents scenarios.</text>
</dd>
<dt id="Namestxt"><img height="16" src="../../images/icon_text.gif" width="16"/>Names.txt</dt>
<dd>
@ -108,8 +108,8 @@ US:Attack of the Killer Wipfs</code> <text>Important: No quotation marks
<text>Should contain the name of the author in format "Firstname Lastname (Nick)" and is used to maintain the name of the original author, if the scenario group file is edited by another developer at a later point in time. The name stored here is only displayed, however, if the scenario was edited by RedWolf Design. This feature is mainly used for contest scenarios.</text>
</dd>
</dl>
<h id="UeberladungenC4S">Overloading Rules</h>
<text>Various system components (graphics, loader screens, materials, music, or objects) can be overloaded in scenarios. In doing this, parent scenario folders (c4f) are searched. Also, components located in child groups will always overload the same components located in parent groups.</text>
<h id="UeberladungenOCS">Overloading Rules</h>
<text>Various system components (graphics, loader screens, materials, music, or objects) can be overloaded in scenarios. In doing this, parent scenario folders (ocf) are searched. Also, components located in child groups will always overload the same components located in parent groups.</text>
</part>
<author>Sven2</author><date>2002-04</date>
<author>matthes</author><date>2004-06</date>

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@ -208,7 +208,7 @@
<row>
<literal_col>Sky</literal_col>
<col>String</col>
<col>Sky texture from Graphics.c4g (without filename extension)</col>
<col>Sky texture from Graphics.ocg (without filename extension)</col>
</row>
<row>
<literal_col>SkyFade</literal_col>
@ -428,7 +428,7 @@
<row>
<col>Definition1 to 9</col>
<col>String(s)</col>
<col>With Definition<em>x</em> entries you can specify which object definition packs (c4d) are to be loaded with this scenario. The specified files must be available in the Clonk directory. If files are specified here, manual pack selection in the menu system is disabled.</col>
<col>With Definition<em>x</em> entries you can specify which object definition packs (ocd) are to be loaded with this scenario. The specified files must be available in the Clonk directory. If files are specified here, manual pack selection in the menu system is disabled.</col>
</row>
<row>
<col>SkipDefs</col>

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@ -34,7 +34,7 @@
</row>
<row>
<col>GetObjectInfoCoreVal</col>
<col>*.c4i (in player files)</col>
<col>*.oci (in player files)</col>
</row>
<row>
<col>GetScenarioVal</col>
@ -52,7 +52,7 @@
</text>
<text>The property to be accessed is referenced through its name and section, if applicable (if no value is given for the section, all sections will be searched for the property). If a matching property was not found or does not correspond to a valid C4Script data type (e.g. ID lists) the result is <code>nil</code>.</text>
<text>If <code>nil</code> is given for obj/definition in a call to GetObjectVal, the object or the definition of the object from which the call was made is used.</text>
<text>There is a number of additional wrapper functions located in System.c4g/GetXVal.c. These functions allow for easy access to various common Get*Val functions (e.g. <code>GetObjWidth()</code> for <code><i>GetObjectVal</i>("Width", 0, -obj-)</code>).</text>
<text>There is a number of additional wrapper functions located in System.ocg/GetXVal.c. These functions allow for easy access to various common Get*Val functions (e.g. <code>GetObjWidth()</code> for <code><i>GetObjectVal</i>("Width", 0, -obj-)</code>).</text>
</part>
<author>Peter</author><date>2001-11</date>
</doc>

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@ -35,7 +35,7 @@
</param>
</params>
</syntax>
<desc>Returns the property value of a material definition by its name in the <emlink href="material/c4m.html">material file</emlink>.</desc>
<desc>Returns the property value of a material definition by its name in the <emlink href="material/ocm.html">material file</emlink>.</desc>
<examples>
<example>
<code>GetMaterialVal(&quot;BlastFree&quot;, &quot;Material&quot;, <funclink>GetMaterial</funclink>(20, 0))</code>

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@ -29,12 +29,12 @@
</param>
</params>
</syntax>
<desc>The InfoCore contains personal information of one crew member. It is stored in the player in a file with the extension c4i. Accordingly, GetObjectInfoCoreVal returns a property of a crew member by its name in the InfoCore.</desc>
<remark>Most useful applications for entry are already implemented in System.c4g/GetXVal.c.</remark>
<desc>The InfoCore contains personal information of one crew member. It is stored in the player in a file with the extension oci. Accordingly, GetObjectInfoCoreVal returns a property of a crew member by its name in the InfoCore.</desc>
<remark>Most useful applications for entry are already implemented in System.ocg/GetXVal.c.</remark>
<examples>
<example>
<code>var exp = obj-&gt;GetObjCoreExperience();</code>
<text>Determines the experience of a crewmember. GetObjCoreExperience is a global function from GetXVal.c in the System.c4g (see remark).<br/> The above code responds to:</text>
<text>Determines the experience of a crewmember. GetObjCoreExperience is a global function from GetXVal.c in the System.ocg (see remark).<br/> The above code responds to:</text>
<code>var exp = obj-&gt;GetObjectInfoCoreVal(&quot;Experience&quot;, &quot;ObjectInfo&quot;);</code>
</example>
</examples>

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@ -30,7 +30,7 @@
</params>
</syntax>
<desc>Returns the property value of an object by its name in the Objects.txt.</desc>
<remark>Most useful applications for entry are already implemented in System.c4g/GetXVal.c.</remark>
<remark>Most useful applications for entry are already implemented in System.ocg/GetXVal.c.</remark>
<examples>
<example>
<text>see <funclink>GetDefCoreVal</funclink></text>

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@ -37,7 +37,7 @@
</syntax>
<desc>Retrieves properties of a player by way of the name under which they are stored in the Game.txt component of a savegame.</desc>
<remark>Warning: the retrieved values may not be synchronization safe, meaning they may differ from computer to computer in a network game. Using these values may cause sync loss in a network game.</remark>
<remark>Most useful applications for entry are already implemented in System.c4g/GetXVal.c.</remark>
<remark>Most useful applications for entry are already implemented in System.ocg/GetXVal.c.</remark>
<examples>
<example>
<code><funclink>Log</funclink>(&quot;Spieler %d hat %d Objekte!&quot;, player, GetPlrObjectsOwned(player));</code>

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@ -31,7 +31,7 @@
</syntax>
<desc>Returns the property value of the scenario by its name and section in the <emlink href="scenario/scenario.html">Scenario.txt</emlink>.</desc>
<remark>Warning: the retrieved values may differ from computer to computer and thus cause synchronization problems in network games.</remark>
<remark>Most useful applications for entry are already implemented in System.c4g/GetXVal.c.</remark>
<remark>Most useful applications for entry are already implemented in System.ocg/GetXVal.c.</remark>
<examples>
<example>
<code><funclink>Log</funclink>(&quot;You are playing \&quot;%s\&quot;!&quot;, GetScenTitle());</code>

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@ -39,7 +39,7 @@ func FxVariateHueTimer() {
<funclink>SetColorDw</funclink>(rgb);
}
</code>
<text>Creates an effect which will colorize every clonk in the game, running through the colors of the rainbow.<br/>To test this effects, best copy this function into a script contained in a scenario local System.c4g group.<br/>The hue value is deliberately increased by 2 in this sample, else rounding errors might cause nothing to happen.</text>
<text>Creates an effect which will colorize every clonk in the game, running through the colors of the rainbow.<br/>To test this effects, best copy this function into a script contained in a scenario local System.ocg group.<br/>The hue value is deliberately increased by 2 in this sample, else rounding errors might cause nothing to happen.</text>
</example>
</examples>
<related>

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@ -26,7 +26,7 @@
</param>
</params>
</syntax>
<desc>Plays a music track. The corresponding music file must be available in the active music group. If the loaded scenario contains music files, the scenario file will be the music group. Otherwise, the global file Music.c4g will be used.</desc>
<desc>Plays a music track. The corresponding music file must be available in the active music group. If the loaded scenario contains music files, the scenario file will be the music group. Otherwise, the global file Music.ocg will be used.</desc>
<related><funclink>SetPlayList</funclink></related>
</func>
<author>jwk</author><date>2002-08</date>

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@ -39,7 +39,7 @@ func FxVariateHueTimer() {
<funclink>SetColorDw</funclink>(rgb);
}
</code>
<text>Creates an effect which will colorize every clonk in the game, running through the colors of the rainbow.<br/>To test this effects, best copy this function into a script contained in a scenario local System.c4g group.<br/>The hue value is deliberately increased by 2 in this sample, else rounding errors might cause nothing to happen.</text>
<text>Creates an effect which will colorize every clonk in the game, running through the colors of the rainbow.<br/>To test this effects, best copy this function into a script contained in a scenario local System.ocg group.<br/>The hue value is deliberately increased by 2 in this sample, else rounding errors might cause nothing to happen.</text>
</example>
</examples>
<related>

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@ -33,7 +33,7 @@
</params>
</syntax>
<desc>Executes a specified script command after a specified delay.</desc>
<remark>This function is implemented in System.c4g using the <emlink href="script/Effects.html">effect</emlink> "IntSchedule" in function <funclink>eval</funclink>.</remark>
<remark>This function is implemented in System.ocg using the <emlink href="script/Effects.html">effect</emlink> "IntSchedule" in function <funclink>eval</funclink>.</remark>
<remark>Accordingly, the specified script can be a single command only. It may not contain multiple commands separated by ";".</remark>
<examples>
<example>

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@ -37,7 +37,7 @@
</params>
</syntax>
<desc>Calls a function after a specified delay.</desc>
<remark>This function is implemented in System.c4g using the <emlink href="script/Effects.html">effect</emlink> "IntScheduleCall" in function <funclink>Call</funclink>.</remark>
<remark>This function is implemented in System.ocg using the <emlink href="script/Effects.html">effect</emlink> "IntScheduleCall" in function <funclink>Call</funclink>.</remark>
<examples>
<example>
<code>ScheduleCall(<funclink>FindObject</funclink>(Clonk), &quot;Redefine&quot;, 500, 0, MCLK);</code>

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@ -126,7 +126,7 @@
</example>
</examples>
<related>
<emlink href="definition/index.html#Graphicsex">Object definitions (c4d)</emlink>
<emlink href="definition/index.html#Graphicsex">Object definitions (ocd)</emlink>
<funclink>SetPicture</funclink>
<funclink>SetObjDrawTransform</funclink>
<funclink>SetObjectBlitMode</funclink>

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@ -41,7 +41,7 @@
</param>
</params>
</syntax>
<desc>Plays a sound. The specified sound file has to be available in the group Sound.c4g, in the active scenario file, or in any loaded object definition. The audibility of object local sounds will depend on the position of the object relative to the visible viewports.</desc>
<desc>Plays a sound. The specified sound file has to be available in the group Sound.ocg, in the active scenario file, or in any loaded object definition. The audibility of object local sounds will depend on the position of the object relative to the visible viewports.</desc>
<examples>
<example>
<code><funclink>FindObject</funclink>(HUT2)-&gt;Sound(&quot;Applause&quot;, false, 50);</code>