General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12531245 views, last view: 11/02/2024 13:25 |
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for questions, announcements etc.
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#10487: Re: Mapping scale and ramp forming??? |
by crich70
on 05/09/2008 19:08, refers to #10484
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Yes I have seen the wiki and got some good info from the video files as well. Took me a bit of time to figure out how to get the monsters to appear (didn't click on a square properly at first) but found the vids very useful. Was just wondering if there was a common scale that is used while designing maps like 1:1 or 4:1 for example. The 1st # being the # of squares of graph paper used and the 2nd being the square itself within the game. Thanks for the info though.
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#10488: Re: empty maps?? |
by MeatROme
on 05/09/2008 21:10, refers to #10486
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not all maps are "pure" SP (-2) compatible .. try the DMSP mode (-1) which will spawn a number of monsters according to your selected skill.
For a more classic SP game try selecting the maps from the menu.
HTH
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#10489: Re: empty maps?? |
by crich70
on 05/09/2008 22:26, refers to #10488
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Yep going into the dmsp mode (-1) was what did it. Thanks for the suggestion.
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#10490: Re: Mapping scale and ramp forming??? |
by SheeEttin
on 05/10/2008 04:55, refers to #10487
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Re scale: not really.
If you want to change scale in the process of mapmaking, it's not hard. Just select what you want to scale, copy, adjust the gridpower, and paste. Voilà !
Scaling the whole map up is a little trickier, though. After copying, you probably want to /mapenlarge, fill in the space you were working on before, and THEN paste.
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#10491: Steps to making ladders?? |
by crich70
on 05/10/2008 08:22
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Is there such a thing as a guide that explains step by step how to create a ladder? I've seen the /Map ladder but I can't figure out how to make a working one while within the actual game itself. I've seen other postings about the topic but they mostly just say that it's easy without going into any details of the steps needed to make one. Has anyone made or seen a video that shows how its done like the other basic tutorial vids? Such a vid would probably make it easier to grasp the idea I would think. I know the vids on things like skybox and lighting were a great help in comprehending the steps.
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#10492: Re: Steps to making ladders?? |
by tentus_
on 05/10/2008 16:34, refers to #10491
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A ladder is really just a series of steps at a really steep angle. If you look at the existing ladders, you'll notice that each rung is at least 1/8 of a cube farther forward that the one before it. So just make a tall, thin wall and then go down it insetting every row by a small increment by holding F + Scrollwheel.
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#10493: Grenades |
by tman_elite
on 05/11/2008 03:08
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In my mod, I'm trying to make it so that a key is used to throw a grenade (keeping the grenade launcher as a weapon too.) The only way I know how to do this now is by:
grenade = [
weapon 5
attack
speep 0010 [weapon]
]
bind G [grenade]
There are a few big problems with this. First, it won't switch back to the weapon you were using. Second, if you don't have any grenades, it will fire a rocket or rifle round or something.
So, is there any way to store the current weapon in a variable, switch, then change back to the weapon before. Also, what changes to the code would I have to make to be able to check the number of remaining grenades in cubescript (or at least check if there are grenades at all)?
Any help would be appreciated. Thanks.
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#10494: Re: Grenades |
by demosthenes_
on 05/11/2008 03:32, refers to #10493
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I've done it before, but it only sort of works. Most of the time, it'll switch back to the weapon you had before you used the GL, but not always. And you can't be sure that it will even launch a grenade.
Here it is:
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#10495: Re: Grenades |
by yetanotherdemosthenescomputer
on 05/11/2008 03:32, refers to #10493
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alias rewep 0
bind 1 [weapon 6 2 4; alias rewep1 6; alias rewep2 2; alias rewep3 4]
bind 2 [weapon 1 2 6; alias rewep1 1; alias rewep2 2; alias rewep3 6]
bind 3 [weapon 2 1 4; alias rewep1 2; alias rewep2 1; alias rewep3 4]
bind 4 [weapon 5 3 6; alias rewep1 5; alias rewep2 3; alias rewep3 6]
bind 5 [weapon 3 5 6; alias rewep1 3; alias rewep2 5; alias rewep3 6]
bind 6 [weapon 4 6 2; alias rewep1 4; alias rewep2 6; alias rewep3 2]
bind R [weapon 5; attack; onrelease [weapon $rewep1 $rewep2 $rewep3]]
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#10496: Re: Grenades |
by tman_elite
on 05/11/2008 03:48, refers to #10495
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This still has the problem of firing a different weapon if there are no grenades. Also, it doesn't seem to work if you don't have more than 3 weapons (pistol, gl, and fist).
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#10497: sauer (and other cube 1/2 games) won\'t load in 64-bit lin |
by tuxxin
on 05/11/2008 04:36
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For some reason cube games simply won\'t load. I\'ve installed the 32-bit versions of the libraries needed, but when I run the game I get this:
[john@archlight bin_unix]$ ./linux_client
init: sdl
init: enet
init: video: mode
init: video: misc
init: gl
Renderer: GeForce 7600 GT/AGP/SSE2 (NVIDIA Corporation)
Driver: 2.1.2 NVIDIA 169.12
Rendering using the OpenGL 1.5 GLSL shader path.
could not load texture data/notexture.png
could not find core textures
[john@archlight bin_unix]$
Other 32-bit compiled games run fine. Any ideas?
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#10498: Re: Grenades |
by tman_elite
on 05/11/2008 06:22, refers to #10497
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I'm assuming the getweapon command will be in the next release then. If so, I'll just try to redo my source changes on the source for the next release. There aren't that many changes, and I'll get CTF into my mod too.
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#10499: Using Q3 models in Sauerbraten |
by crich70
on 05/11/2008 22:41
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How do you convert them so that you can use Q3 models in the Sauerbraten engine? I've seen postings where someone said that there are instructions on doing it but I can't quite find the right set of instructions. Do you need any special program to do such a converting job or is it all a text file alteration?
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#10500: changing movement speeed |
by skenagle
on 05/11/2008 23:03
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Does anyone know how to slow down movement speed?
I know the game a physics dynamic that movement speed is adjusted based on duration of movement, jumping and strafing, but where can i set the original value within these variables?
I assume its the physics file, but how do i do that?
(i already know about "gamespeed =x" i am trying to slow movement speed while game speed stays the same.)
Thank you
Skenagle
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#10501: can i turn off strafe? |
by skenagle
on 05/11/2008 23:06
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Sorry for posting 2 posts at once, but i have been looking everywhere and cannot find it.
How do I turn off strafe for the "a" and "d" keys and set those keys to turn instead?
(i would like to strafe only when im holding the left mouse button down while i am moving)
Thank you
Skenagle
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#10502: Fullbright |
by tman_elite
on 05/12/2008 03:12
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Fullbright only works in edit mode (at least for me...) My computer is a piece of crap, so I'm wondering if fullbright could me made an option during normal fighting (it helps framerate a lot on big maps.) I realize this could be viewed as cheating (it's dark for a reason) but if it's available to everyone there's not really a problem.
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#10503: Re: can i turn off strafe? |
by tentus_
on 05/12/2008 04:50, refers to #10501
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skenagle:
Turning with a key is currently only supported in the old joystick mod (which is rather out of date, if I'm remembering correctly). This is to discourage people from trying to use a controller with Sauer, and then complaining when it hurts their score (which it inevitably will).
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#10504: .. |
by ACCESSGRANTED
on 05/12/2008 05:09
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lol
ok I just need to same something here
WAT THE PUCK Are YOU ON
This is to discourage people from trying to use a controller with Sauer, and then complaining when it hurts their score (which it inevitably will). WHAT!!!! <--------
If I wan't 2 use a controller you have no right to say I CAN'T and if I wan't to complain about my scores IT kind of sounds like your trying to tell some one how they should play if I am wrong there please correct me but that reason is UTTER BULL FU^ING shi^ .
/me clams down
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#10505: Re: .. |
by tentus_
on 05/12/2008 05:24, refers to #10504
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Before I say anything else, let me point out that this isn't my decision, it's Aard and eihrul's. But here's the reasoning:
You're right, we have no right to tell you not to use a controller. But we do have the right to say "we're not going to code it, do it yourself." And that is exactly what has happened in the past.
It my personal opinion (along with many, many thousands of other gamers across the globe) that no joystick has a chance against the precision and speed of a mouse. This is why almost every console FPS game has at least some form of auto-aiming built into it. I would go so far to say that the evidence already in existence could be used as factual proof that mouse > joystick, at least for first person shooters. I am convinced that a proper study would confirm this (though who in their right mind would bother doing such a study?)
We are telling you how to play, sort of. We're telling you how to play /better/, because WASD+mouse is simply better than two joysticks and a couple of shoulder buttons. Sorry if that's news to you.
By the way, congratulations on making a fool of yourself. There are countless methods of informing us of your differing opinion, almost all of which are more effective than "yelling" and using pseudo-profanity and terrible grammar.
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#10506: .. |
by ACCESSGRANTED
on 05/12/2008 05:30
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We are telling you how to play, sort of. We're telling you how to play /better/, because WASD+mouse is simply better than two joysticks and a couple of shoulder buttons. Sorry if that's news to you.
thats still your opinion
and it means SHI^
personly i like KB and mouse over a joypad and I don't care if its added or not but if some one else wants to use one far be it from me to say the KB IS BETTER USE IT if I have more fun sitting back in my lazy boy with a dpad a 2 joy sticks then sitting at my desk who are you to say thats wrong or tell me its better
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