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1994-10-24
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LMP Source Description
Public Version 2.1 24 October, 1994
by Uwe Girlich
(girlich@aix520.informatik.uni-leipzig.de)
The LMP Source format (LS) is a (ASCII text based) readable description of
the contents of a (binary) LMP.
LMPC produces (with -s) a well formatted LS file. So you can learn by example.
I hope, that the text parser in LMPC (with -l) can parse most of LS files.
The LS language is a line oriented language.
Empty lines are ignored.
The keywords aren't case sensitive.
The rest of line after the character # would be ignored. (like in UNIX
shell scripts).
In front of all other information in a LS file (produced by LMPC -s) there
are some comment lines with derived informations:
LMP file: filename of the LMP file
Number of players: derived from the number of used colors
Total play time: derived from the number of game tics
Number of game tics: derived from the filelength
I can only hope, that next versions of LMPC will use the same LMP
source language or are at least compatible.
1. Header Area
==============
The Header Area starts with the keyword HeaderStart and ends with the
keyword HeaderEnd.
Between HeaderStart and HeaderEnd there are lines with general information
about the LMP file:
Version: Version Number (old LMP's have here only a <1.4)
Skill: Player Skill (1-5)
Episode: Episode (1-3)
Map: Starting Map (1-9)
in multiplayer LMP's comes now a table with the colors of the players
Player0: Color of player 0 (0: green, 1: indigo, 2: brown, 3: red)
Player1: Color of Player 1
etc.
The following lines are special for new LMP's.
MultiRule: Multiplayer Playing Rule (Cooperative, DeathMatch or Altdeath)
Respawn: number (This line appears only if the LMP was recorded
with -respwan. The number is the number of the
command line parameter -respawn.)
Fast: number (This line appears only if the LMP was recorded
with -fast. The number is the number of the
command line parameter -fast.)
NoMonsters: number (This line appears only if the LMP was recorded
with -nomonsters. The number is the number of the
command line parameter -nomonsters.)
ViewOfPlayer: color (The LMP is recorded from the view of the player
with this color, (0<=color<=3))
2. Data Area
============
The Data Area starts with the keyword DataStart and ends with the keyword
DataEnd.
All actions of one game tic have to be in one text line. In a multiplayer
LMP there is one line for each player per game tic. LMPC appends in the
line of the first player a comment with the game tic number and the time
passed until this game tic.
2.1 Movement Codes
------------------
A movement consists of a 2 letter word and an amount n (1<=n<=127)
GFn Go Forward n
GBn Go Backward n
SLn Strafe Left n
SRn Strafe Right n
TLn Turn Left n
TRn Turn Right n
2.2 Use Codes
-------------
UT Use Thing (press button, open door etc.)
NWn New Weapon (1<=n<=8) (change the weapon manually)
FW Fire Weapon
PS Pause Start
PE Pause End
SGn Save Game in slot n (0<=n<=7)
You can not combine PS, PE and SG with other Use Codes. But you can combine the
other Use Codes (ie UT and FW at the same time).
2.3 Special Codes
-----------------
WT Wait a Tic
*n Repeats the current line n times; useful for long waits.
LMPC -s does not produce such lines but LMPC -l understands.
For further information on LMP's look in the "Unofficial LMP format
description". The current version is 1.10 (LMP110.DOC on infant2).
Uwe Girlich 24 October, 1994
girlich@aix520.informatik.uni-leipzig.de