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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.
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The '''worldspawn''' entity 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==
 
==Attributes==
  
===Keys / Values===
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===Keys===
Note that the first table lists only the keys supported by the original [[Engines|engine]] and [[Map_compiling|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.
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Note that the first table lists only the keys supported by the original [[Engines|engine]] and [[Map_compiling|compile tools]]. Modern compile 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, which causes engines that do not support them to ignore them.
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
| ! bgcolor="#eeeeee" width="80px" | ''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|E1M1]], the first real level of episode 1, has the text "the Slipgate Complex" as the value for this key.
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| ! bgcolor="#eeeeee" width="80px" | ''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.
 
 
|-
 
|-
| ! bgcolor="#eeeeee" | ''worldtype'' || This sets the type of the level:
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| ! bgcolor="#eeeeee" | ''worldtype'' || This sets the ambience of the level. Depending on this value, some entities will play different sound effects, and the key items will display differently.
* 0 : Medieval (also known as Wizard)
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* 0 : Medieval
* 1 : Metal (also known as Runic)
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* 1 : Metal
* 2 : Base (also known as Tech)
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* 2 : Base
 
 
Depending on this value:
 
* keylocked doors will play different sound effects and display different messages
 
* key items will have different appearance, pickup messages and pickup sounds
 
 
 
'''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.
 
 
|-
 
|-
| ! bgcolor="#eeeeee" | ''sounds'' || The number of the CD audio track to play. If using the original [[Quake_Soundtrack|Quake music]], valid tracks are 2 to 11. The original game used:
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| ! bgcolor="#eeeeee" | ''sounds'' || The number of the cd track to play. If using the original [[quake_soundtrack|Quake music]], valid tracks are 2 to 11.
 
 
* 2 - opening theme during playback demo of The Necropolis
 
* 3 - played at the end of the level during intermission screen
 
* 4 to 11 - ambient music for the levels
 
  
'''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.
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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.
 
|-
 
|-
 
| ! bgcolor="#eeeeee" | ''light'' || The ambient light level. The [[Light_(map_compiling)|light]] tool uses the value of this key to determine the minimum value of light in the level.
 
| ! bgcolor="#eeeeee" | ''light'' || The ambient light level. The [[Light_(map_compiling)|light]] tool uses the value of this key to determine the minimum value of light in the level.
 
|-
 
|-
| ! bgcolor="#eeeeee" | ''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.
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| ! bgcolor="#eeeeee" | ''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====
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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| ! bgcolor="#eeeeee" | ''_sun_mangle'' || Sets the angle of the sun using [[mangle|pitch, yaw and roll]].
 
| ! bgcolor="#eeeeee" | ''_sun_mangle'' || Sets the angle of the sun using [[mangle|pitch, yaw and roll]].
 
|}
 
|}
More at: [https://ericwa.github.io/ericw-tools/doc/light.html#MODEL%20ENTITY%20KEYS ericw-tools documentation]
 
 
  
 
===Spawnflags===
 
===Spawnflags===
The worldspawn entity has no spawnflags and should not have any.
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The worldspawn entity has no spawnflags.
 
 
'''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===
 
'''Note''': in the original game the unlocking sound of a key locked door is [[Quake_bugs|not played]]. However, there are some mods that fix this issue.
 
 
 
====Medieval / Wizard (0)====
 
 
 
{| class="wikitable"
 
|-
 
| ! bgcolor="#eeeeee" width="160px" | ''Gold Key item model'' || progs/w_g_key.mdl
 
|-
 
| ! bgcolor="#eeeeee" | ''Silver key item model'' || progs/w_s_key.mdl
 
|-
 
| ! bgcolor="#eeeeee" | ''Key item pickup sound'' || misc/medkey.wav
 
|-
 
| ! bgcolor="#eeeeee" | ''Key locked door sound'' || doors/medtry.wav
 
|-
 
| ! bgcolor="#eeeeee" | ''Key locked door unlock sound'' || doors/meduse.wav
 
|-
 
| ! bgcolor="#eeeeee" | ''Key item pickup messages'' ||
 
* You got the gold key
 
* You got the silver key
 
|-
 
| ! bgcolor="#eeeeee" | ''Key locked door messages'' ||
 
* You need the gold key
 
* You need the silver key
 
|-
 
| ! bgcolor="#eeeeee" | ''List of levels'' ||
 
* e1m2, e1m3, e1m4, e1m5
 
* e2m2, e2m3, e2m4, e2m5, e2m6, e2m7
 
* e4m2, e4m3, e4m4, e4m5, e4m6, e4m7
 
|}
 
  
====Metal / Runic (1)====
+
==Differences depending on 'worldtype' settings==
 
 
{| class="wikitable"
 
|-
 
| ! bgcolor="#eeeeee" width="160px" | ''Gold Key item model'' || progs/m_g_key.mdl
 
|-
 
| ! bgcolor="#eeeeee" | ''Silver key item model'' || progs/m_s_key.mdl
 
|-
 
| ! bgcolor="#eeeeee" | ''Key item pickup sound'' || misc/runekey.wav
 
|-
 
| ! bgcolor="#eeeeee" | ''Key locked door sound'' || doors/runetry.wav
 
|-
 
| ! bgcolor="#eeeeee" | ''Key locked door unlock sound'' || doors/runeuse.wav
 
|-
 
| ! bgcolor="#eeeeee" | ''Key item pickup messages'' ||
 
* You got the gold runekey
 
* You got the silver runekey
 
|-
 
| ! bgcolor="#eeeeee" | ''Key locked door messages'' ||
 
* You need the gold runekey
 
* You need the silver runekey
 
|-
 
| ! bgcolor="#eeeeee" | ''List of levels'' ||
 
* e1m6, e1m7, e1m8
 
* e3m2, e3m3, e3m4, e3m5, e3m6, e3m7
 
|}
 
 
 
====Base / Tech (2)====
 
 
 
{| class="wikitable"
 
|-
 
| ! bgcolor="#eeeeee" width="160px" | ''Gold Key item model'' || progs/b_g_key.mdl
 
|-
 
| ! bgcolor="#eeeeee" | ''Silver key item model'' || progs/b_s_key.mdl
 
|-
 
| ! bgcolor="#eeeeee" | ''Key item pickup sound'' || misc/basekey.wav
 
|-
 
| ! bgcolor="#eeeeee" | ''Key locked door sound'' || doors/basetry.wav
 
|-
 
| ! bgcolor="#eeeeee" | ''Key locked door unlock sound'' || doors/baseuse.wav
 
|-
 
| ! bgcolor="#eeeeee" | ''Key item pickup messages'' ||
 
* You got the gold keycard
 
* You got the silver keycard
 
|-
 
| ! bgcolor="#eeeeee" | ''Key locked door messages'' ||
 
* You need the gold keycard
 
* You need the silver keycard
 
|-
 
| ! bgcolor="#eeeeee" | ''List of levels'' ||
 
*  e1m1, e2m1, e3m1, e4m1
 
|}
 
 
<!--
 
<!--
 
Notes:
 
Notes:
* listed worldtype different values affecting keys and doors
+
list different sound effects used (keys, plats)
* plats, buttons etc are unaffected and have their own controls
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items that have a different appearance (keys)
 
 
 
anything else?
 
anything else?
 
-->
 
-->
  
 
[[Category:Quake entities]]
 
[[Category:Quake entities]]

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