User manual CONITEC 3D GAMESTUDIO-SOURCE DEVELOPMENT
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Manual abstract: user guide CONITEC 3D GAMESTUDIO-SOURCE DEVELOPMENT
Detailed instructions for use are in the User's Guide.
[. . . ] 3D Gamestudio Programmer's Manual
© Conitec July 2002
1
3D GameStudio Source Development Kit Programmer's Manual
for A5 Engine 5. 230 Johann C. Lotter / Conitec July 2002
3D Gamestudio Programmer's Manual
© Conitec July 2002
2
This manual is protected under the copyright laws of Germany and the U. S. Acknex, A4, A5, and 3D GameStudio are trademarks of Conitec Corporation. Windows, DirectX and Direct3D are trademarks of Microsoft, Inc. [. . . ] Short = a signed integer, on two bytes, Big Endian order (Intel order). Long = a signed integer, on four bytes, Big Endian order (Intel order). Float = a floating point number, on four bytes, Big Endian order (Intel order). Fixed = a fixed point number in 22. 10 format, on four bytes, Big Endian order (Intel order). String = a sequence of characters, terminated by 0 ('\0') Angle = a short, to be multiplied by 360. 0/65535. 0 to convert it to degrees. Position = a coordinate packed in three bytes by dividing it by 8 CPosition = either Position or Fixed, depending on the pos_resolution variable Scale(x) = a value packed into one byte to be multiplied by x/255. 0.
Client Messages The following commands are used for transferring information from a client to the server. Command
cls_fill cls_join cls_create
Bytecode
0x01 0x02 0x03
Arguments
Description Filler byte for inflating UDP messages to a minimum length.
Long Player_DPID String Player_Name Long Player_DPID String File_Name Position Start[3] Short Action_Index Short Identifier Long Entity_DPID Long Player_DPID
Request for joining the session (TCP). Request creating an entity with given model name, and link the client to it (TCP). Request removing entity on the server (TCP). If a client does not send anything for more than 5 seconds, it is automatically disconnected by the server. Inform server that client has loaded a level (TCP). Send a string (TCP).
cls_remove cls_ping
0x04 0x07
cls_level cls_var
0x09 0x0a
Long Player_DPID String Level_Name Short Var_Index Short Var_Length Fixed Var[Var_Length] Short String_Index String Text
cls_string
0x0b
3D Gamestudio Programmer's Manual
© Conitec July 2002
13
Command
cls_skill
Bytecode
0x0e
Arguments
Long Entity_DPID Short Struct_Offset Fixed Skill Long Entity_DPID Short Struct_Offset Fixed Skill[3]
Description Send an entity skill (TCP).
Struct_Offset gives the byte offset of the skill in the A4_ENTITY struct.
cls_skill3
0x0f
Send an entity vector skill (TCP).
Server Messages The following commands are used for transferring information from the server to either a specific client, or to all clients connected. Server-client communication uses the reliable TCP protocol for important messages, and the unreliable UDP protocol for unimportant messages. Command
svc_fill svc_create svc_remove svc_entsound
Bytecode
0x01 0x03 0x04 0x05
Arguments
Description Filler byte for inflating TCP and UDP messages to at least 8 bytes.
Short Entity_Index Short Identifier Short Entity_Index Short Entity_Index Short Sound_Index Scale(2000) Volume Long Sound_Handle Short Action_Index Short Number Position Start[3] Fixed Vel[3]
Created entity with given index (TCP). Play an entity sound on the clients (UDP). Generate a particle or beam effect on the clients (UDP).
svc_effect
0x06
svc_info
0x07
Long 0x11191218 Send a sync value and the server Byte Protocol_Version time to the clients (TCP). This is sent Float Server_Time once a frame. Float Frame_Time Short Var_Index Send a variable to all clients (TCP). Short Var_Length Fixed Var[Var_Length] Short String_Index String Text Short Entity_Index Short Struct_Offset Fixed Skill Short Entity_Index Short Struct_Offset Fixed Skill[3]
svc_var
0x0a
svc_string svc_skill
0x0b 0x0e
Send a string to all clients (TCP). Send an entity skill particularly to the entity's client (TCP). Struct_Offset gives the byte offset of the skill in the A4_ENTITY struct. Send an entity vector skill particularly to the entity's client (TCP). [. . . ] Each bone vertex has an influence on one or more mesh vertices. The mesh vertices influenced by a bone vertex move the same way as it's childs. If a mesh vertex is influenced by several bone vertices, it is moved by the average of the bone's movement.
3D Gamestudio Programmer's Manual
© Conitec July 2002
20
The HMP5 terrain format
A terrain is basically a rectangular mesh of height values with one or several surface textures. It is a simplified version of the GameStudio Model format, without all the data structures that are unnecessary for terrain. [. . . ]
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