README_Documentation.txt ------------------------ 25.05.2008 RR: First edition. 19.07.2008 RR: * V1.01 additions. * Translated to english. 28.07.2008 RR: * Some text clean up. 03.08.2008 RR: * Added Ya3dag_The_Manual.pdf. 16.08.2008 RR: * Ya3dag_Scripting_Language.pdf. 24.08.2008 RR: * Ya3dag_OtherTips.pdf. 13.09.2009 RR: * Removed entry for Q2maX_RScript.txt We have Q3 shader scripts! Overview files in the directory RRGameDocs ------------------------------------------ Ya3dag_The_Manual.pdf This manual describes almost everything you need to play Ya3dag. Take a glance at the manual before you start playing. Ya3dag_Editor.pdf An introduction to the level editor of Ya3dag. EditorMenu.txt This file was generated by the editors menu-entry 'Generate editor menu'. This file holds a reflection of the editor menu structure. Ya3dag_Scripting_Language.pdf Ya3dag, Scripting language. The source of intelligence. At startup of a level, scripts are given to misc_actor (or other objects) as an argument. They determine the reaction of such an object to events. Scripts make an object smart. Writing scripts is something for advanced people. You need knowledge of programming languages. In addition, you need experience in dealing with Quake2 objects. Do you know how a targetname is used? OK, read on in this documentation. If not, look at the Lazarus documentation or learn more about this at an other place. Ya3dag_OtherTips.pdf Other tips. What you always wanted to know about Ya3dag. This document describes some of Ya3dag things for which any other documentation is not the right place. About books About rolls Time length of the day Notice of a level in the travel agency TravelOverland Displaying a level-image while loading ..... Levels.txt Brief description of levels and about organisation of level entries and exits. README_Source.txt Something for advanced. Some documentation for the source releases. consolecommands, consoleturorial Something for advanced. Documentation of the quake2 console. Lazarus Something for advanced. Lazarus was the base for the Q2Tgamex86.dll. This documentation is therefore a good introduction to Quake2 objects (entities). Lazarus is an assortment of entity modifications made to Quake2 over the last year or so. Much of this work was done as part of the (currently) defunct Tremor Mod. It includes a seemingly ever-increasing number of useful changes to standard entities, as well as a nifty array of new whizbang entities, including... well... go click on some links over there on the left. The basic philosophy behind Lazarus is to give Quake2 level designers an entity set which will allow them to make better, more challenging, more interactive, and more entertaining single-player maps. However, enhancing the gameplay of single-player is not its only goal. As time goes on features that can be used in multiplayer will be added as well, many of which will be available while running any plain-vanilla Quake2 map - not just maps designed with Lazarus in mind. Since the details of this mod are geared towards the level designer, most of the feature descriptions you will find here discuss the properties of the modifications. What these changes mean to the gameplay is left to your imagination - since the best thing that can happen is that users will come up with totally unforeseen ways to make use of all the new stuff. What Lazarus isn't is another mod which presents the mapper with a game with its own unique rules. The intention is not to make Quake2 a different game, but instead to make it a better one. Virtually every Quake2 map could be adapted to make use of the greater options Lazarus offers, without sacrificing a bit of the design of the original version.