SITH 2 ALPHA TESTER'S MANUAL

 Introduction


    Thank you for downloading this early pre-alpha demonstration version of Sith 2. The engine is still in an early phase of development, and as such we ask that you do not make bug reports or feature suggestions at this time. Most of the core engine functionality is still in a state of flux. If you are authorized to have a copy of Sith 2 you will be sent updates that improve the stability and accuracy of the engine regularly.

    We hope this preview will prove to be a positive experience and greatly aid level designers in making the transition to the new engine once it is completed.


 Before You Begin


    Your first step will probably be to edit the 'autoexec.cog' file.

    'Autoexec.cog' contains all of your settings and key bindings. Sith 2 does not yet have a user interface for configuration, so these settings will have to be adjusted manually.

    The default settings in the provided 'autoexec.cog' file will work for any machine capable of running Sith 2, but there are several improvements you can make depending on your hardware configuration. The following is the default 'autoexec.cog' file included with this distribution:

    # This file has been automatically generated by Sith 2

    system::uiconsole = true;
    log::logfile = "debug.log";
    log::profile = "profile.log";
    video::fullscreen = false;
    video::x_res = 1024;
    video::y_res = 768;
    video::bitdepth = 32;
    video::depthbits = 24;
    video::stencilbits = 8;
    video::vsync = true;
    video::clear = true;
    video::fov = 70;
    video::anisotropy = 16;
    video::renderpath = 0;
    vfs::jkresourcedirectory = "Resource";
    vfs::jkepisodedirectory = "Episode";
    ui::hudsize = 1;
    ui::transparency = 255;
    ui::drawhud = true;
    ui::drawfps = false;
    game::difficulty = 1;

    bind("e", "activate");
    bind("up", "keylook");
    bind("down", "keylook", -1);
    bind("left", "keyturn");
    bind("right", "keyturn", -1);
    bind("mousey", "look", 0.15);
    bind("w", "move");
    bind("s", "move", -1);
    bind("a", "strafe");
    bind("d", "strafe", -1);
    bind("mousex", "turn", 0.15);
    bind("lcontrol", "vertical", -1);
    bind("space", "vertical");
    bind("mousez", "vertical", 4);

    If you have a relatively new video card and the latest Catalyst or Forceware drivers you can change the following setting to enable reflective water and other advanced effects:

    video::renderpath = 1;


 After You Start


    When you launch 'sith.exe' you will be presented with three windows:

  • Renderer Window: This will start off blank, but afterwards it will handle all player input and display the level.

  • Chooser Window: This window displays all of the episodes and levels that are visible to Sith 2. Simply select an episode and click on a level in the list. It will load automatically.

  • Cogsole Window: This can be used to input advanced commands and directly interface with the game world. All valid COG scripts are valid console commands in Sith 2.


 Where To Go From Here


    The Cogsole is an immensely powerful tool for both engine development and level testing. It displays error and diagnostic information, allows a direct interface with the COG language, the ability to store large numbers of commands in a reusable script, and alter settings on-the-fly. Several of the more useful commands follow:

  • lscmd(); - Displays a list of available COG verbs and console commands.
  • lsns(); - Displays a list of global namespaces.
  • lsvar("namespace"); - Displays a list of variables that are members of the namespace.
  • lsproc(); - Displays tasks running in the engine.
  • run("script_filename.cog"); - Runs a script on your hard disk.
  • lsepisode(); - Displays all of the episodes visible to Sith 2.
  • mount("episodename"); - Selects an episode.
  • umount(); - Deselects the currently-selected episode.
  • lsmap(); - Displays all of the maps in the selected episode.
  • mapinfo("mapname"); - Displays detailed information about a specific level.
  • map("mapname"); - Starts the game in the selected map.
  • bind("keyname", "function", sensitivity); - Binds a key to a function. The last argument is optional.
  • warp(walkplayer_number); - Teleports the local player thing to a selected walkplayer.
  • lscog(); - Displays the number of COG scripts that are running.
  • quit(); - Exits the game.
  • exit(); - Same as quit();


 Credits


    PROGRAMMING:

  • Jon Clark - Project Leader, COG Language Programming, General Engine Programming
  • Sige - Graphics Programming, Resource Programming
  • Schnarf - Resource Programming, General Engine Programming
  • ZeqMacaw - User Interface Programming
  • The Mega-ZZTer - Tool Programming

    ARTWORK:

  • Zully - Texture Artist
  • Dracard - User Interface Artist
  • Dbug454 - Nifty Icon

    SPECIAL THANKS:

  • CoolMatty - For generously hosting our CVS server.
  • The JKR Team - Making the models look pretty so we don't have to.
  • JK Editing Hub - For providing a much-needed project management service.
  • The Massassi Temple - For keeping the JK community alive.