General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12355103 views, last view: 10/07/2024 07:22 |
|
for questions, announcements etc.
|
|
Board Index
|
|
#10043: Re: how do i get it? |
by MeatROme
on 01/30/2008 08:25, refers to #10041
|
|
If you're talking about Sauerbraten ... maybe this helps you:
http://cube.wikispaces.com/Beginners+Guide#tocBeginners%20Guide4
Else : be more specific
reply to this message
|
|
#10044: Re: how do i get it? |
by duftnich03
on 01/30/2008 10:09, refers to #10043
|
|
I was talking about sauerbraten and thank you I am downloading the Win32 file assasin edition as before, and will follow the unpacking method onto my laptop. If I have any problems I will come back, cheers!
reply to this message
|
|
#10045: uploading a map to server |
by poroc
on 01/31/2008 14:06
|
|
Hi all. Hows things?
I would like to upload a map to server so i can play on it with my pals but i have no idea on how to do this.
The map is a cube 1 map.
I have tried to creat a profile with quadropolis but for some reason after numerous attempts it doesnt work.
Is everything ok over there guys?
I would like to know if there is another way to do this.
Im not sure even if quadropolis is the server.
Opinions.
Thanks in advance.
reply to this message
|
|
#10046: Re: uploading a map to server |
by MeatROme
on 01/31/2008 18:21, refers to #10045
|
|
quadropolis is the right place to share a map with the community.
At times uploads do seem to offer some .. difficulties .. but it usually works out, at the latest if you repeatedly "edit" the node to complete it with the appropriate file and screenshot.
Screenshots often seem to fail because people do not read the limitations applied to them - as stated beneath the appropriate field in the upload form.
If your map only contains a CGZ (no CFG) then you can simply vote into editmode on any server, then "/sendmap" and all others just need to "/getmap".
With a CFG (and indeed any additional files required) your best bet is a ZIP containing everything and passing that to your friends (via webspace or email).
For quadropolis (and even your "private" disseminations) you should read
http://www.quadropolis.us/node/226 (the packaging guide).
HTH
reply to this message
|
|
#10047: Heightmap don't works!!! |
by Q009
on 01/31/2008 19:09
|
|
I can't use height map. I see:
unknown command: hmapctrl
unknown command: hmapaddtex
Pls, help.
reply to this message
|
|
#10048: Savign issues |
by Shaleblade
on 02/01/2008 01:02
|
|
I feel badly for asking such a stupid question, but I can't seem to find an answer to such an easy question.
When I save a map, I am unsure how to get it back. Going to Editing, and going to the option MapOp, and even though I typed /Savemap (name here), It just returns me to the default map D:.
So much for some of the work I did...
reply to this message
|
|
#10049: Re: Savign issues |
by JadeMatrix
on 02/01/2008 01:19, refers to #10048
|
|
/map mapnamehere should load the map you created.
reply to this message
|
|
#10050: Re: Savign issues |
by poroc
on 02/01/2008 03:41, refers to #10048
|
|
I would like to help here.
Just browse through the folders too packages then base and see if your mapname is there - it should end in .cgz
Going to the mapop menu will load temp.cgz only.
If in doubt, move current temp.cgz file to desktop then just rename your map (in cube-packages-base) too temp.cgz then load it with mapop.
:)
reply to this message
|
|
#10051: Heightmap don't works!!! |
by Q009
on 02/01/2008 12:07
|
|
I can't use height map. I see:
unknown command: hmapctrl
unknown command: hmapaddtex
Pls, help.
reply to this message
|
|
#10052: Help I want to edit with a friend |
by Edd722
on 02/01/2008 19:33
|
|
I want to setup a editable map to play with a friend, I read the documentation but I don't understood anything of it, is there a way to set up an editable map via tcp/ip?
reply to this message
|
|
#10053: Re: Help I want to edit with a friend |
by SheeEttin
on 02/01/2008 21:19, refers to #10052
|
|
Coopedit.
Make/join a server, set mode to 1, and load the map.
reply to this message
|
|
#10054: Lost Monsters |
by sbk10b
on 02/02/2008 00:20
|
|
Background: I'm a relative newbie, not really a gamer, but
Sauerbraten has really taken hold of me. I like the DMSP games,
not so much the SP ones. I only play single player. I'm not
that good, usually play at the default level but have gone up to
5 or 6; at 10 it's ridiculous, I get killed instantly. At first
I was using the Saeurbraten 2007-08-29 summer edition but a week
or two ago installed the current 12/24 Assassin edition (on
Windows XP).
Why do monsters get lost, and how do you find them? Near the end
of a game, sometimes the last monster can't be found
(occasionally it might be a couple monsters).
Even though I don't want to edit maps, I found that pressing E
lets me look anywhere. With this, most of the time I can find a
monster hidden in some inaccessible place like inside a wall or
on top or even the sheer external side of an entire complex.
When this happens, I've found no way to complete the game - no
way to kill that last hidden monster. All I can do is die and
play again, which is irritating.
Some games do it more than others. The ones I've noticed it most
with are katrez_d, ksauer1, and DM_BS1. But it has also happened
with paradigm, oasis, stemple, ogrosupply, and others.
It can take me minutes to find a lost monster this way. Is there
some key/command to locate/spotlight the monsters in a map? If
not, is there a plan to add such?
Is this a problem with the gaming engine or the particular game?
How do bugs like this get fixed? Is there some workaround?
reply to this message
|
|
#10055: .. |
by smartalco
on 02/02/2008 01:29
|
|
more then likely its just a map bug, possibly wasn't a problem until the latest release
you should really come online and play, I can't beat the single player maps on default and I still play online, its more fun with /actual/ intelligence
reply to this message
|
|
#10056: Md5 characters |
by Julius
on 02/02/2008 02:43
|
|
http://freegamearts.tuxfamily.org/images/web/jkm_rigwip01.jpg
Working on a blender rig for an md5 playermodel (which hopefully someone else is working on :p )
reply to this message
|
|
#10057: Re: Lost Monsters |
by sbk10b
on 02/02/2008 02:48, refers to #10055
|
|
It's not just the Assassin release that does it, it did it in the 8/29 Summer release as well.
reply to this message
|
|
#10058: Re: Savign issues |
by poroc
on 02/02/2008 02:49, refers to #10050
|
|
A just a sec.
Rename the map to temp only and dont add .cgz
Then load with map op.
My mistake.
reply to this message
|
|
#10059: Re: Md5 characters |
by Captain_Ahab
on 02/02/2008 04:28, refers to #10056
|
|
I've made one..an armature and lopoly guy
The armarture is a simple one with joints constrained so there is no backwards bending knees when doing IK stuff, yet FK is simple too. The three 'antennae' looking bones on the head will control the jaw and simple facial expressions. I haven't tried to use bvh files with it yet....someday I suppose I will.
The model has loose "gijoe kung fu grip" type hands for swords and pistols, but I can put regular hands back on. The guy is under 1100 tris.
If someone finds him to be useful, please feel free to use him.
http://moukotiger.googlepages.com/lopolysoldierx.blend
reply to this message
|
|
#10060: rigs |
by geartrooper2
on 02/02/2008 12:33
|
|
You guys are in the right direction with rigs. But there are a few tricks you have missed. Firstly, ik is ok with legs, but not as advantageous with arms. If possible use an ik/fk setup for them. Also a root bone apart from the hierarchy which enables movement of the entire rig is quite handy. Also it is possible to set up foot rigs that stay put where you place them. There is a good tutorial about this on the web. Here is an example rig with the foot setup. Rpg mappers may recognize this as the guardsman;
http://johnny3d.promail.ca/chars/guard.zip
Please use this as an educational tool. If you want to use the quardsman for another project contact me.
reply to this message
|
|
#10061: Re: Lost Monsters |
by SheeEttin
on 02/02/2008 16:36, refers to #10054
|
|
Probably caused by a monster spawning where there isn't enough space for it.
When that happens, the monster gets popped to the nearest available space, which may or may not be accessible.
reply to this message
|
|
#10062: .. |
by Julius
on 02/02/2008 17:24
|
|
@captain ahab: nice mesh, but there is no armature inside it as far as I can see. Oh and can I put in under a free license (you have to choose) on our page:
freegamearts.tuxfamily.org ?
@geartrooper: thanks for the .bend
Definitly a cool set up, but (and I am far from an expert there) I doubt such a setup can be used for characters with a realtime modifiable scelleton (e.g. md5s etc. Works of couse fine for vextex only animation like md3).
reply to this message
|
|
|
Board Index
|
|