can anybody point me to a webpage that lists all the woldspawn keys and/or values and tells what they do. would like to know what some of the keys do
need info with woldspawn keys
I’ve never seen a list of worldspawn keys. Which ones are you interested in?
How about one to have the sound of rain when you are outside?
i think you would have to use speakers…
or use the music flag but it would play inside too
if you use the speakers it wont play when ur inside if u set it up correctly
http://simland.planetquake.gamespy.com/ldr1_1/speakereditor.htm
Thanks! Not trying to hijack PIGG’s thread.
He’s right, we need a list of what can be used in the world spawn.
Is there such a list?
I know about setting the minimum amout of light, the grid size and fog but that’s about it.
what is grid size and what does that do, um fog got that one and the clip distance thing but there is more just can’t think of them all
gridsize controls the resolution of the lightgrid. Lightgrid is used to light dynamic entities, such as players. A search for lightgrid or gridsize will give you more details.
There isn’t a complete list of worldspawn keys, outside of the game source and compiler/editor sources. Most are described in the .def file (which shows up in the entity description in radiant)
Note that some keys are meaningful only to the editor, the compiler or the game, while others are meaningful to more than one of those. There is a convention that compiler keys start with an _ but a number of compiler keys have aliases which do not.
It is about time that someone updated the .def for ET with all known available settings, uses and descriptions.
…I’ll try to get to it at some point unless someone else gets to it first.
Do you need or want assistance?[/quote]
Sure, any help for this would be greatly appreciated…not to mention that if I get help, this project will jump to the top of my list.
How would you like to communicate ?
TeamSpeak or IM’s, a thread… ??? (I am flexible.)
I think collecting all keys in a thread would be a good idea (something like nUllSkillZ’s ET-Mod-Project-List where the first post will be updated). This thread could be started with the current keys taken from Radiant 1.4/1.5. Everyone would be able to submit missing keys with possible values and check the key description for correctness before a new .def is being released.
I suggest we synchronize a list of missing keys via mail and split the list of keys (the work that has to be done) that need to be researched. New keys/values should be posted in this global thread then so others can check it…
I like to hear what I’m already thinking…but who doesn’t ?
I don’t think that the thread should have the posting of the 1.4/1.5 def file as it is readily available for people per their installation, not to mention it is too long for a thread.
Will you be available for testing, shaderman ?
Agree 
Will you be available for testing, shaderman ?
Yes. I don’t have enough time to work concentrated on my map at the moment but still enough to test something like this.
The big question is:
Where do you find this information in the first place?
In the source code for ET maybe?
I guess you should look in the W:ET game source code (runtime keys) and the code of Q3Map2 (compiletime keys). I thought of making a little script to scan for certain function calls, but I haven’t found the time.
BTW: Is the source code of a recent Q3Map2 avalaible after shaderlab.com went down?
You will not be able to automate this. Some keys are generic (i.e are handled the same for most/all entity types), while others get special treatment at various points in the code. Some keys are also used differently depending on the entity type. For example (completely made up), ‘damage’ for one entity might be how many hit points it takes to be killed, while on another it would be how much damage it inflicts, and on a third, it would be the number of smoke puffs generated per second.
To get a complete and accurate list will require fairly extensive reading of the game and compiler source. Traditionallly, the keys of each entity were documented using comments in the gamecode, in the same format used by the def file, and this was extracted to generate the .def file. However, the game code comments haven’t been kept up to date, and the .def file as been updated by itself.
BTW: Is the source code of a recent Q3Map2 avalaible after shaderlab.com went down?
Yes. You can access the GPL gtkradiant tree from svn on http://zerowing.idsoftware.com/ That includes the latest q3map2 source.
For information on subversion see http://subversion.tigris.org/ and for a nice windows client see http://tortoisesvn.tigris.org/
Just wondering,
Any progress on the updated entities.def ?
No. Other projects kept EB and me busy.
Btw, here’s the thread about it: http://splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=14216