--- /dev/null
+<?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>
+<!-- generated by Radiant setup, modify at your own risks -->
+<links>
+<item name="UFO:AI Community site" url="http://ufoai.sourceforge.net"/>
+<item name="UFO:AI Project site" url="http://www.sourceforge.net/projects/ufoai"/>
+<item name="UFO:AI Tutorials site with mapping tutorials" url="http://ufoai.ninex.info/wiki/index.php/Mapping"/>
+<item name="GtkRadiant Bugzilla - Report Bug" url="http://zerowing.idsoftware.com/bugzilla/index.cgi"/>
+</links>
\ No newline at end of file
--- /dev/null
+<?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>
+<!-- synapse XML configuration -->
+<synapseconfig>
+ <client name="core">
+ <api name="image">
+ tga jpg
+ </api>
+ <api name="VFS">
+ pk3
+ </api>
+ <api name="shaders">
+ ufoai
+ </api>
+ <api name="map">
+ mapq2
+ </api>
+ <api name="eclass">
+ def
+ </api>
+ <api name="surfdialog">
+ ufoai
+ </api>
+ <api name="model">
+ md2
+ </api>
+ </client>
+ <client name="image">
+ <api name="VFS">
+ pk3
+ </api>
+ </client>
+ <client name="shaders">
+ <!-- NOTE: this is a SYN_PROVIDE -->
+ <api name="shaders">
+ ufoai
+ </api>
+ <api name="VFS">
+ pk3
+ </api>
+ </client>
+ <client name="map">
+ <api name="shaders">
+ ufoai
+ </api>
+ </client>
+ <client name="xmap">
+ <api name="shaders">
+ ufoai
+ </api>
+ </client>
+ <client name="model">
+ <api name="shaders">
+ ufoai
+ </api>
+ <api name="VFS">
+ pk3
+ </api>
+ </client>
+</synapseconfig>
--- /dev/null
+textures/tex_common/actorclip
+{
+ qer_trans 0.40
+ surfaceparm playerclip
+}
+
+textures/tex_common/caulk
+{
+ qer_trans 0.40
+}
+
+textures/tex_common/hint
+{
+ qer_trans 0.40
+}
+
+textures/tex_common/nodraw
+{
+ qer_trans 0.40
+ surfaceparm nodraw
+}
+
+textures/tex_common/origin
+{
+ qer_trans 0.40
+}
+
+textures/tex_common/slick
+{
+ qer_trans 0.40
+}
+
+textures/tex_common/stepon
+{
+ qer_trans 0.40
+}
+
+textures/tex_common/trigger
+{
+ qer_trans 0.50
+}
+
+textures/tex_common/weaponclip
+{
+ qer_trans 0.40
+ surfaceparm botclip
+}
--- /dev/null
+<?xml version="1.0"?>
+<!DOCTYPE project SYSTEM "dtds/project.dtd">
+<!--
+project template
+the $* strings will be expanded following these rules:
+$TEMPLATEapppath: path to the Radiant .. C:\Program Files\Gtkradiant
+$TEMPLATEenginepath: path to the engine .. C:\Program Files\UFO Alien Invasion\GameData
+$TEMPLATEtoolspath: path to the tools directory (enginepath)radiant
+ (NOTE: on win32 tools directory is usually where the editor is .. but it's not true on linux)
+$TEMPLATEuserhomepath: on linux, the directory with write permissions for saving maps etc.
+ on win32, == $TEMPLATEenginepath
+$TEMPLATEbasedir: base game dir
+
+Note : Default project settings are for single player... this can be changed throught the projects select in the File Menu
+
+-->
+<project>
+ <key name="version" value="2"/>
+ <key name="basepath" value="$TEMPLATEenginepath$TEMPLATEbasedir/"/>
+ <key name="rshcmd" value=""/>
+ <key name="remotebasepath" value="$TEMPLATEenginepath$TEMPLATEbasedir/"/>
+ <key name="entitypath" value="$TEMPLATEtoolspath$TEMPLATEbasedir/scripts/entities.def"/>
+ <key name="texturepath" value="$TEMPLATEenginepath$TEMPLATEbasedir/textures/"/>
+ <key name="autosave" value="$TEMPLATEuserhomepath$TEMPLATEbasedir/maps/autosave.map"/>
+ <key name="mapspath" value="$TEMPLATEenginepath$TEMPLATEbasedir/maps/"/>
+ <key name="surf1" value="light" />
+ <key name="surf2" value="slick" />
+ <key name="surf3" value="" />
+ <key name="surf4" value="warp" />
+ <key name="surf5" value="trans33" />
+ <key name="surf6" value="trans66" />
+ <key name="surf7" value="flow" />
+ <key name="surf8" value="nodraw" />
+ <key name="surf9" value="hint" />
+ <key name="surf10" value="skip" />
+ <key name="surf11" value="phong" />
+ <key name="surf12" value="" />
+ <key name="surf13" value="" />
+ <key name="surf14" value="" />
+ <key name="surf15" value="" />
+ <key name="surf16" value="" />
+ <key name="surf17" value="" />
+ <key name="surf18" value="" />
+ <key name="surf19" value="" />
+ <key name="surf20" value="" />
+ <key name="surf21" value="" />
+ <key name="surf22" value="" />
+ <key name="surf23" value="" />
+ <key name="surf24" value="" />
+ <key name="surf25" value="" />
+ <key name="surf26" value="alphatest" />
+ <key name="surf27" value="" />
+ <key name="surf28" value="" />
+ <key name="surf29" value="" />
+ <key name="surf30" value="" />
+ <key name="surf31" value="" />
+ <key name="surf32" value="" />
+ <key name="cont1" value="solid" />
+ <key name="cont2" value="window" />
+ <key name="cont3" value="" />
+ <key name="cont4" value="fireaffected" />
+ <key name="cont5" value="" />
+ <key name="cont6" value="water" />
+ <key name="cont7" value="" />
+ <key name="cont8" value="" />
+ <key name="cont9" value="level1" />
+ <key name="cont10" value="level2" />
+ <key name="cont11" value="level3" />
+ <key name="cont12" value="level4" />
+ <key name="cont13" value="level5" />
+ <key name="cont14" value="level6" />
+ <key name="cont15" value="level7" />
+ <key name="cont16" value="level8" />
+ <key name="cont17" value="actorclip" />
+ <key name="cont18" value="passable" />
+ <key name="cont19" value="footstep" />
+ <key name="cont20" value="" />
+ <key name="cont21" value="" />
+ <key name="cont22" value="" />
+ <key name="cont23" value="" />
+ <key name="cont24" value="" />
+ <key name="cont25" value="origin" />
+ <key name="cont26" value="weaponclip" />
+ <key name="cont27" value="" />
+ <key name="cont28" value="detail" />
+ <key name="cont29" value="" />
+ <key name="cont30" value="" />
+ <key name="cont31" value="stepon" />
+ <key name="cont32" value="" />
+ <key name="bsp_ufo2map: (no lightmap)" value="! "$TEMPLATEapppathufo2map" -nice 19 -noradiosity all $"/>
+ <key name="bsp_ufo2map: (no day lightmap)" value="! "$TEMPLATEapppathufo2map" -nice 19 -noradiosity day $"/>
+ <key name="bsp_ufo2map: (no night lightmap)" value="! "$TEMPLATEapppathufo2map" -nice 19 -noradiosity night $"/>
+ <key name="bsp_ufo2map: (fast)" value="! "$TEMPLATEapppathufo2map" -nice 19 $"/>
+ <key name="bsp_ufo2map: (full)" value="! "$TEMPLATEapppathufo2map" -nice 19 -extra $"/>
+ <key name="bsp_ufo2map: (only ents)" value="! "$TEMPLATEapppathufo2map" -nice 19 -onlyents $"/>
+ <key name="bsp_ufo2map: (only ents)" value="! "$TEMPLATEapppathufo2map" -nice 19 -onlyents $"/>
+</project>
+
--- /dev/null
+/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
+Starting point for a player.
+"team" the number of the team for this player starting point. 0 is reserved for civilians and critters (use info_civilian_start instead)
+*/
+
+
+/*QUAKED info_human_start (0 1 0) (-16 -16 -24) (16 16 32)
+Starting point for a single player human.
+*/
+
+
+/*QUAKED info_alien_start (0 0 1) (-16 -16 -24) (16 16 32)
+Starting point for a single player alien.
+*/
+
+
+/*QUAKED info_2x2_start (1 1 0) (-32 -32 -24) (32 32 32)
+Starting point for a ugv 2x2 units.
+"team" the number of the team for this player starting point. Only for multiplayer teams.
+*/
+
+
+/*QUAKED info_civilian_start (0 1 1) (-16 -16 -24) (16 16 32)
+Starting point for a civilian.
+*/
+
+
+/*QUAKED misc_model (1 1 0) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8 server_solid glow
+Displays a md2 model.
+Set the level flags correctly!
+Use angles [pitch yaw roll] to rotate the model. pitch (up/down), yaw (left/right) and roll (fall over)
+"model" arbitrary .md2 file to display
+"angles" direction of the model [pitch yaw roll]
+"angle" direction of the model [yaw]
+"skin" skin number (default 0)
+"frame" frame number (default 0) - use frame or anim - but not both
+"anim" is this an animated model (default empty otherwise fill the animname)
+*/
+
+
+/*QUAKED misc_particle (0 0 1) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8 noday
+Creates a particle. Particle properties can be set here with a preceding '-' or '+'.
+'-' property is set before calling the particle init function
+'+' do it afterwards
+noday means that the particle is not shown at the day version of the map. E.g. useful for flare particles around streetlight.
+Wait times are of the format "a b". It spawns particles in random intervals ranging from (a) to (a+b) seconds. If no wait time is specified one particle is created at map start.
+"particle" name of the particle definition
+"wait" wait time
+*/
+
+
+/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) day
+Non-displayed light. All lights are for the night version. If you want them to show up in the day version, too - mark the day flag
+"_color" Color for the light RGB
+"light" intensity 0-255
+"target" entity target name (info_null)
+"_cone"
+"origin"
+"angle" Special values: UP -1; DOWN -2;
+*/
+
+/*QUAKED light_spot (0 1 0) (-8 -8 -8) (8 8 8) day
+Non-displayed light. All lights are for the night version. If you want them to show up in the day version, too - mark the day flag
+"_color" Color for the light RGB
+"light" intensity 0-255
+"_cone"
+"origin"
+"angle" Special values: UP -1; DOWN -2;
+*/
+
+/*QUAKED worldspawn (0 0 0) ?
+Only used for the world.
+"maxteams" max. teams for multiplayer
+"maxlevel" highest selectable level
+*/
+
+/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
+Used as a positional target for spotlights, etc.
+"targetname" target name
+*/
+
+/*QUAKED info_civilian_target (0.5 0.8 0.1) (-16 -16 -24) (16 16 32)
+Used as a target where civilians try to get in a mission (TODO: Implement me)
+"count" The priority of this waypoint - the lower the number, the nearer the end-target
+*/
+
+/*QUAKED misc_sound (0.5 1 0.5) (-8 -8 -8) (8 8 8) level1 level2 level3 level4 level5 level6 level7 level8
+Used to play ambient sounds (looped sounds)
+"noise" sound file name relative to sound/ambience
+"volume" 0 - 128
+*/
+
+/*QUAKED misc_mission (0.1 0.6 0.3) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8
+Defines a mission target
+"particle" display a particle
+"time" if set the entity has to be occupied x rounds to win the mission
+"radius" if the entity has to be occupied this defines the radius that is needed
+"health" if set the entity has to be destroyed to win the mission - otherwise is has just to be reached (see time)
+*/
+
+/*QUAKED misc_mission_alien (0.1 0.6 0.3) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8
+Defines the alien mission target
+"particle" display a particle
+"time" if set the entity has to be occupied x rounds to win the mission
+"radius" if the entity has to be occupied this defines the radius that is needed
+"health" if set the entity has to be destroyed to win the mission - otherwise is has just to be reached (see time)
+*/
+
+/*QUAKED func_door (0 .5 .8) ? level1 level2 level3 level4 level5 level6 level7 level8
+"angle" determines the opening direction
+"health" if set, door must be shot open
+"speed" movement speed (100 default)
+"wait" wait before returning (3 default, -1 = never return)
+"lip" lip remaining at end of move (8 default)
+*/
+
+/*QUAKED func_group (0 0 0) ?
+Only for editor and terrain convenience.
+"terrain"
+"gensurf"
+"phongshading"
+*/
+
+/*QUAKED func_breakable (0 0 0) ? level1 level2 level3 level4 level5 level6 level7 level8
+"health" damage until destroyed
+"particle" particle id
+"material" material id MAT_GLASS = 0 (default), MAT_METAL = 1, MAT_ELECTRICAL = 2, MAT_WOOD = 3
+*/
+
+/*QUAKED func_rotating (0 0 0) ? level1 level2 level3 level4 level5 level6 level7 level8
+"health" damage until destroyed
+"particle" particle id
+"speed" rotation speed
+"angle" rotate around this angle - pitch = 0, yaw = 1, roll = 2
+*/
+
+/*QUAKED trigger_hurt (0 0 0) ? KILL STUN DAZE
+Any entity that touches this will be hurt. It does dmg points of damage each server frame
+"dmg" default 5 (whole numbers only)
+*/
--- /dev/null
+common
+textures
--- /dev/null
+textures/tex_mattn/fence
+{
+ qer_alphafunc gequal 0.5
+}
+
+textures/tex_mattn/grate
+{
+ qer_alphafunc gequal 0.5
+}
+
+textures/tex_mattn/grate2
+{
+ qer_alphafunc gequal 0.5
+}
+
+textures/tex_mattn/gully
+{
+ qer_alphafunc gequal 0.5
+}
+
+textures/tex_mattn/tire
+{
+ qer_alphafunc gequal 0.5
+}
+
+textures/tex_mattn/tire2
+{
+ qer_alphafunc gequal 0.5
+}
+
+textures/tex_material/circle_gray
+{
+ qer_alphafunc gequal 0.5
+}
}
fprintf( fg, "<?xml version=\"1.0\" encoding=\"iso-8859-1\" standalone=\"yes\"?>\n<game\n" );
fprintf( fg, " name=\"%s\"\n", m_strName.GetBuffer() );
- fprintf( fg, " gametools=\"%sgames\"\n", g_strAppPath.GetBuffer() );
+ fprintf( fg, " gametools=\"%sgames/%s\"\n", g_strAppPath.GetBuffer(), m_strName.GetBuffer() );
fprintf( fg, " enginepath=\"%s\"\n", m_strEngine.GetBuffer() );
switch ( m_availGames[ m_nComboSelect ] ) {
case GAME_Q3: {