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Difference between revisions of "worldspawn"
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The '''worldspawn''' is a special entity that defines all the static geometry in a Quake level, along with various settings of the level, such as its title, the music played and other things. The worldspawn is always the first entity defined in a .map file, and in game, always the first entity loaded. | The '''worldspawn''' is a special entity that defines all the static geometry in a Quake level, along with various settings of the level, such as its title, the music played and other things. The worldspawn is always the first entity defined in a .map file, and in game, always the first entity loaded. | ||
+ | ==Attributes== | ||
===Keys / Values=== | ===Keys / Values=== |
Latest revision as of 23:41, 28 May 2022
The worldspawn is a special entity that defines all the static geometry in a Quake level, along with various settings of the level, such as its title, the music played and other things. The worldspawn is always the first entity defined in a .map file, and in game, always the first entity loaded.
Contents
Attributes[edit]
Keys / Values[edit]
Note that the first table lists only the keys supported by the original engine and compile tools. Modern map editors, compiling tools and engines very frequently use keys stored in the worldspawn entity to do things the original tools and engines did not allow. Since the supported keys differ between different tools and engines, some of the most common keys are listed in a separate table below. Non-standard keys are usually prefixed with an underscore, causing map editors, compilers and engines that do not support them to ignore them.
message | This is the text that will be printed to the console when the level loads. It is used for the level name, though some level designers also include their name. As an example, E1M1, the first real level of episode 1, has the text "the Slipgate Complex" as the value for this key.
Note: Because this is also displayed in game on player's status bar that has limited space when +showscores command is used ('TAB' key by default), Quake and both Mission Packs limited their level titles to a maximum of 20 characters so they would fit. Modern engines allow longer level titles, scrolling them in the status bar if they don't fit. |
worldtype | This sets the type of the level:
Depending on this value:
Note: Based on some leftover and unused graphic assets, possible intention during the development was to have different status bar looks for each worldtype, but this was not to be. The released game will always show a medieval key icon on the status bar even if player picks up a keycard or runekey. |
sounds | The number of the CD audio track to play. If using the original Quake music, valid tracks are 2 to 11. The original game used:
Note: Many modern engines support external music files. Usually a file named with the same number as the specified CD track will be loaded, if it exists. For example QuakeSpasm will try to load the file music/track02.ogg if sounds:2 is specified. The exact location of the file lookup as well as the audio formats supported depend on the engine. Most commonly supported is Ogg Vorbis. |
light | The ambient light level. The light tool uses the value of this key to determine the minimum value of light in the level. |
wad | A string that tells QBSP where to look for wad files so that it can include the textures in the .bsp file it outputs. |
Keys for modern tools[edit]
_sunlight | Brightness of the light coming from any sky brushes in the level. |
_sun_mangle | Sets the angle of the sun using pitch, yaw and roll. |
More at: ericw-tools documentation
Spawnflags[edit]
The worldspawn entity has no spawnflags and should not have any.
Note: it is possible to add spawnflags manually to worldspawn, which might cause problems depending on editor, compiler or engine. For example, a map that has worldspawn with spawnflags of 2048 ("Not in Deathmatch") can be compiled and will run without problems in single player or cooperative mode, but might crash the engine if deathmatch mode is on. (This was tested on Quakespasm 0.94.3).
Differences depending on 'worldtype' settings[edit]
Note: in the original game the unlocking sound of a key locked door is not played. However, there are some mods that fix this issue.
Medieval / Wizard (0)[edit]
Gold Key item model | progs/w_g_key.mdl |
Silver key item model | progs/w_s_key.mdl |
Key item pickup sound | misc/medkey.wav |
Key locked door sound | doors/medtry.wav |
Key locked door unlock sound | doors/meduse.wav |
Key item pickup messages |
|
Key locked door messages |
|
List of levels |
|
Metal / Runic (1)[edit]
Gold Key item model | progs/m_g_key.mdl |
Silver key item model | progs/m_s_key.mdl |
Key item pickup sound | misc/runekey.wav |
Key locked door sound | doors/runetry.wav |
Key locked door unlock sound | doors/runeuse.wav |
Key item pickup messages |
|
Key locked door messages |
|
List of levels |
|
Base / Tech (2)[edit]
Gold Key item model | progs/b_g_key.mdl |
Silver key item model | progs/b_s_key.mdl |
Key item pickup sound | misc/basekey.wav |
Key locked door sound | doors/basetry.wav |
Key locked door unlock sound | doors/baseuse.wav |
Key item pickup messages |
|
Key locked door messages |
|
List of levels |
|