mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-12 23:07:55 +03:00
Updated Introduction to Mapbase (markdown)
parent
badf510b0b
commit
39223075af
@ -1,10 +1,10 @@
|
||||
The original idea of Mapbase came from me (Blixibon) bringing a few constant quality-of-life improvements from project to project and finally just wanting to create something that me and anyone else could draw from for any mod going forward. This eventually turned into a huge project in its own right, to the point in which it needed this wiki to document everything.
|
||||
The original idea of Mapbase came from me (Blixibon) starting different personal Source projects and bringing a few constant quality-of-life improvements from mod to mod. These improvements were getting scattered across different projects and were difficult to port each time, so I wanted to create a special kind of "base" mod that me and anyone else could draw from for any project going forward. This idea eventually evolved into Mapbase, which grew far past my original vision. It even needed this wiki to document everything.
|
||||
|
||||
**Mapbase** is a "modding base" for Source 2013 that makes mapping easier and more flexible for Source modders and level designers. Rather than being a mod purely intended to change how the game plays or feels, Mapbase is almost entirely directed towards improving the engine for mod creators themselves, alleviating the craziness of Source and providing new capabilities that help level designers make their maps prettier, more fun, and make previously impossible visions easy.
|
||||
**Mapbase** is a special mod for Source 2013 designed to be used as a "platform" by modders and level designers. Mappers would create their maps based off of this mod and larger mods with their own unique changes would draw from Mapbase's code and assets. Rather than being a mod purely intended to change how the game plays or feels, Mapbase is almost entirely dedicated to improving the engine for mod creators themselves, attempting to alleviate the craziness of Source and provide new capabilities that help level designers make previously impossible visions easy.
|
||||
|
||||
## New entities and I/O/KV
|
||||
|
||||
Mapbase adds **50+** new entities and hundreds of I/O/KV (Inputs/Outputs/Keyvalues) to the engine, and that's not even counting filters or features ported from other branches of Source. Most of these additions are supposed to make it easier to use existing features/concepts (quality-of-life improvements) or are mostly related to the "map logic" pipeline and have nothing to do with the game itself, so most of these changes could go right over players' heads. For example, one of these logic entities is logic_skill, which could read the player's difficulty setting and detect when it's changed. A more direct entity, `point_entity_replace`, lets you instantly "replace" one entity with another, giving the illusion of transformation (kind of like `phys_convert`, but more flexible). There's also `game_convar_mod`, which lets you set the value of a convar and safely saves/resets automatically on map load/unload, not having to rely on point_server/clientcommand at all. Another entity called `logic_measure_direction` is a direct variant of the existing "logic_measure_movement", but it moves entities to the ends of built-in traces instead.
|
||||
Mapbase adds **50+** new entities and hundreds of new I/O/KV (Inputs/Outputs/Keyvalues) to the engine, and that's not even counting filters or things ported from other branches of Source. Most of these additions are supposed to make it easier to use existing features/concepts (quality-of-life improvements) or are mostly related to the "map logic" pipeline and have nothing to do with the game itself, so most of these changes could go right over players' heads. For example, one of these logic entities is logic_skill, which could read the player's difficulty setting and detect when it's changed. A more direct entity, `point_entity_replace`, lets you instantly "replace" one entity with another, giving the illusion of transformation (kind of like `phys_convert`, but more flexible). There's also `game_convar_mod`, which lets you set the value of a convar and safely saves/resets automatically on map load/unload, not having to rely on point_server/clientcommand at all. Another entity called `logic_measure_direction` is a direct variant of the existing "logic_measure_movement", but it moves entities to the ends of built-in traces instead.
|
||||
|
||||
Mapbase also fixes existing entities and I/O/KV that were bugged or otherwise tricky, like `func_clip_vphysics` not being able to start disabled or `OnBeginSequence` not using the target NPC as the activator. It also comes with a heavily revised FGD file that adds eyedropper support to keyvalues and inputs that needed it.
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user