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help:glossary [2014/02/13 00:54] – [B] Icantthinkofanicknamehelp:glossary [2014/02/13 13:58] (current) – [L] Icantthinkofanickname
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 **AI:** \\ [[http://en.wikipedia.org/wiki/Artificial_intelligence_%28video_games%29|Artificial intelligence]]. In the context of [[http://en.wikipedia.org/wiki/First_person_shooter|first person shooter]] games, it usually refers to the programmed behaviour of the __monster__s. Sometimes AI can also be "friendly", if the game features helpful (or at least neutral) characters in addition to monsters. **AI:** \\ [[http://en.wikipedia.org/wiki/Artificial_intelligence_%28video_games%29|Artificial intelligence]]. In the context of [[http://en.wikipedia.org/wiki/First_person_shooter|first person shooter]] games, it usually refers to the programmed behaviour of the __monster__s. Sometimes AI can also be "friendly", if the game features helpful (or at least neutral) characters in addition to monsters.
  
-**argument:** \\ Text that can be added to a __command__ in a command line interface to affect how the command is executedAnd example would be “+map e1m2”, which can be added to a Quake __engine__'s launch command so that it launches map 2 of episode 1 instead of starting up normallyAlso called a command line parameter. \\ +**argument:** \\  The data or value following a command line __parameter__, e.g. "e1m3" following the parameter "+map"[[http://en.wikipedia.org/wiki/Parameter_%28computer_programming%29#Parameters_and_arguments|Sometimes used interchangeably with "parameter"]]. \\ 
-See also __CLI__.+See __parameter__ for a more thorough explanation. \\ See also __CLI__.
  
 **artifact (computer graphics):** \\ [[http://en.wikipedia.org/wiki/Visual_artifact|Something that looks bad in a way it was not supposed to]]; a visual bug. \\ **artifact (computer graphics):** \\ [[http://en.wikipedia.org/wiki/Visual_artifact|Something that looks bad in a way it was not supposed to]]; a visual bug. \\
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 **bsp:** \\  **bsp:** \\ 
-The file format used by Quake __map__s. Most __custom__ maps you can download use this format and can be run by placing the .bsp file in question in your __id1__/maps directory, and then running the game with the __argument__ "+map [mapname]", or by typing "map [mapname]" in the __console__. The file extension “.bsp” is short for “binary space partitioning”, referring to the manner in which data is stored in these files. \\ See also __pak__.+The [[http://www.gamers.org/dEngine/quake/spec/quake-spec34/qkspec_4.htm|file]] [[http://en.wikipedia.org/wiki/BSP_%28file_format%29|format]] [[http://quakewiki.org/wiki/Quake_file_formats|used]] by Quake __map__s. Most __custom__ maps you can download use this format and can be run by placing the .bsp file in question in your __id1__/maps directory, and then running the game with the __parameter__ and __argument__ "+map [mapname]", or by typing "map [mapname]" in the __console__. The file extension “.bsp” is short for “[[http://en.wikipedia.org/wiki/Binary_space_partitioning|binary space partitioning]]”, referring to the manner in which data is stored in these files. \\ See also __pak__.
  
 **bsp2:** \\ **bsp2:** \\
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 **coop:** \\ **coop:** \\
-Cooperative gameplay. Teaming up and playing through a __map__ with another real person, who controls a separate __avatar__ in the game. Only some single player maps support coop.+[[quake/cooperative|Cooperative]] gameplay. Teaming up and playing through a __map__ with another real person, who controls a separate __avatar__ in the game. Only some single player maps support coop.
  
 **custom:** \\  **custom:** \\ 
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 **dkt:** \\  **dkt:** \\ 
-Abbreviation of [[http://en.wikipedia.org/wiki/Daikatana|Daikatana]], a first person shooter published by Ion Storm in 2000. Some Quake custom maps use __texture__s from this game, packaged in texture __wad__s using the abbreviation “dkt”.+Abbreviation of [[http://en.wikipedia.org/wiki/Daikatana|Daikatana]],[[http://en.wikipedia.org/wiki/First_person_shooter|first person shooter]] published by Ion Storm in 2000. Some Quake custom maps use __texture__s from this game, packaged in texture __wad__s using the abbreviation “dkt”.
  
 **DM:** \\  **DM:** \\ 
-[[http://en.wikipedia.org/wiki/Deathmatch|Deathmatch]]. A type of (primarily) multiplayer first person shooter game where the aim is to __frag__ (i.e. kill) your opponents as often as possible and to get killed as little as possible. In a deathmatch game, you and your opponents can die and __respawn__ multiple times, usually until a pre-determined time limit or frag limit is reached, or until the game is otherwise ended. \\ See also __MP__, __botmatch__.+[[http://en.wikipedia.org/wiki/Deathmatch|Deathmatch]]. A type of (primarily) multiplayer [[http://en.wikipedia.org/wiki/First_person_shooter|first person shooter]] game where the aim is to __frag__ (i.e. kill) your opponents as often as possible and to get killed as little as possible. In a deathmatch game, you and your opponents can die and __respawn__ multiple times, usually until a pre-determined time limit or frag limit is reached, or until the game is otherwise ended. \\ See also __MP__, __botmatch__.
  
 **drake:** \\  **drake:** \\ 
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 **easter egg:** \\ **easter egg:** \\
-A hidden area or message in a __map__ that is usually very hard to find and often breaks the forth wall or contains meta-information, such as the mapper's name or objects or images that clearly do not belong in the game world.+[[quake/easter_eggs_secrets|hidden]] area or message in a __map__ that is usually very hard to find and often breaks the fourth wall or contains meta-information, such as the mapper's name or objects or images that clearly do not belong in the game world.
  
 **engine:** \\ **engine:** \\
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 **episode:** \\ **episode:** \\
-A collection of __maps__. Strictly speaking, episodes contain maps that follow one another to present an overarching narrative, although the term “episode” is also sometimes used to refer to a collection of maps released together in a single pack. The original game of Quake consists of [[http://quake.wikia.com/wiki/Episodes_of_Quake|four episodes]]. \\ See also __map pack__.+A collection of __maps__. Strictly speaking, episodes contain maps that follow one another to present an overarching narrative, although the term “episode” is also sometimes used to refer to a collection of maps released together in a single pack. The original game of Quake consists of [[quake/episodes_maps|four]] [[http://quake.wikia.com/wiki/Episodes_of_Quake|episodes]]. \\ See also __map pack__.
  
 **exit trigger:** \\ **exit trigger:** \\
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 **FPS (1):** \\ **FPS (1):** \\
-First person shooter, i.e. a game like Doom or Quake where the player moves around a 3D environment shooting enemies from a first-person perspective.+[[http://en.wikipedia.org/wiki/First_person_shooter|First person shooter]], i.e. a game like [[http://en.wikipedia.org/wiki/Doom_%28video_game%29|Doom]] or Quake where the player moves around a 3D environment shooting enemies from a first-person perspective.
  
 **fps (2):** \\ **fps (2):** \\
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 **fullbright (pixel):** \\ **fullbright (pixel):** \\
-In __engines__ that support fullbright pixels, the brightest 32 colours in the Quake palette are always rendered at 100% brightness, so if textures contain pixels in any of those colours, they will always appear bright even if everything around them is in shadow. [[engines/software_vs_glquake#fullbrights|This can be used deliberately to create the effect of lights glowing in darkness, but can also have undesirable visual consequences]].+In __engines__ that support fullbright pixels, the brightest 32 colours in the __Quake palette__ are always displayed at 100% brightness, so if textures contain pixels in any of those colours, they will always appear bright even if everything around them is in shadow. [[engines/software_vs_glquake#fullbrights|This can be used deliberately to create the effect of lights glowing in darkness, but can also have undesirable visual consequences]].
  
 **func_illusionary:** \\  **func_illusionary:** \\ 
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 **GK:** \\  **GK:** \\ 
-Gold key.+Gold [[http://quake.wikia.com/wiki/Key|key]].
  
 **GL:** \\ **GL:** \\
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 **leaked/leaking:** \\ **leaked/leaking:** \\
-Used to describe a __map__ that is not sealed by __brushes__. If a map's __source code__ is leaking, it cannot be compiled with __vis__. \\ The opposite of __sealed__. \\ See also __boxed__.+Used to describe a __map__ that is not sealed by __brushes__. If a map is leaking, it cannot be compiled with __vis__. \\ The opposite of __sealed__. \\ See also __boxed__.
  
 **LG:** \\ **LG:** \\
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 **parameter:** \\  **parameter:** \\ 
-See __argument__.+[[http://en.wikipedia.org/wiki/Parameter_%28computer_science%29|Text that can be added]] to a __command__ in a command line interface to affect how the command is executed. An example would be “+map”, which can be added to a Quake __engine__'s launch command so that it launches a specific __map__ instead of starting up normally, or "-__heapsize__", which forces it to use a certain (higher than usual) amount of memory. The data or value following the parameter, e.g. the name of the map or the number of bytes of memory, is called an __argument__. So if you launch Quake with "+map e1m3", "+map" is the parameter and "e1m3" is the argument. [[http://en.wikipedia.org/wiki/Parameter_%28computer_programming%29#Parameters_and_arguments|Sometimes the terms "parameter" and "argument" are used interchangeably.]] \\ See also __argument__, __CLI__
  
 **portal error:** \\ **portal error:** \\
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 **room:** \\  **room:** \\ 
-Similar to the everyday meaning of the word, but used rather loosely when describing first person shooter maps, to refer to different areas the player moves through.+Similar to the everyday meaning of the word, but used rather loosely when describing [[http://en.wikipedia.org/wiki/First_person_shooter|first person shooter]] __map__s, to refer to different areas the player moves through.
  
 **r_speeds:** \\ **r_speeds:** \\
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 **SK:** \\ **SK:** \\
-Silver key.+Silver [[http://quake.wikia.com/wiki/Key|key]].
  
 **skill 0:** \\  **skill 0:** \\ 
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 **sprite:** \\  **sprite:** \\ 
-[[http://en.wikipedia.org/wiki/Sprite_%28computer_graphics%29|A two-dimensional]] __map__ __entity__, such as explosions in Quake and the __monster__s in 2D games and early first person shooters like Doom (in Quake and later games, monsters are 3D __model__s).+[[http://en.wikipedia.org/wiki/Sprite_%28computer_graphics%29|A two-dimensional]] __map__ __entity__, such as explosions in Quake and the __monster__s in 2D games and early [[http://en.wikipedia.org/wiki/First_person_shooter|first person shooters]] like [[http://en.wikipedia.org/wiki/Doom_%28video_game%29|Doom]] (in Quake and later games, monsters are 3D __model__s).
  
 **splash damage:** \\ **splash damage:** \\
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 **wizard (1):** \\ **wizard (1):** \\
-The __texture__ theme of Quake'.+The __texture__ [[http://quake.wikia.com/wiki/Wizard_%28theme%29|theme]] of [[http://quake.wikia.com/wiki/Episode_2:_The_Realm_of_Black_Magic|some]] [[quake/episodes_maps|Quake]] [[help/maps|maps]].
  
 **wizard (2)**: \\ **wizard (2)**: \\
-Another name for the Scrag.+Another name for the [[quake/monsters#scrag|Scrag]].
  
 **wolf3d:** \\  **wolf3d:** \\ 
-[[http://en.wikipedia.org/wiki/Wolfenstein_3d|Wolfenstein 3D]]: 1992 tongue-in-cheek World War 2-themed first person shooter by id software. Often seen as the direct precursor to Doom, which is in turn seen as the direct precursor to Quake. +[[http://en.wikipedia.org/wiki/Wolfenstein_3d|Wolfenstein 3D]]: 1992 tongue-in-cheek World War 2-themed [[http://en.wikipedia.org/wiki/First_person_shooter|first person shooter]] by id software. Often seen as the direct precursor to Doom, which is in turn seen as the direct precursor to Quake. 
  
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