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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12527549 views, last view: 11/02/2024 05:38

for questions, announcements etc.

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#10567: Re: Read the Docs, please

by Hirato Kirata on 05/23/2008 14:09, refers to #10566

dude, it's a lower case L, not a 1 (one)

anyways the music... you'll find the playasong alias in default_map_settings.cfg

feel free to modify it, the following is the one I made for sandbox, it's just an example of how you can change it.

setsong = [
if (= $arg1 0) [
music Artificial-World nextsong
] [
if (= $arg1 1) [
music Home nextsong
] [
if (= $arg1 2) [
music Sense-of-Happiness nextsong
] [
if (= $arg1 3) [
music Last-Flight nextsong
] [
if ( = $arg1 4) [
music Transition nextsong
] [
music traveling_minstrels nextsong
]
]
]
]
]
]

playasong = [setsong (rnd 6)]

~Hirato Kirata

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#10568: ..

by Redon on 05/23/2008 21:24

where do i have to put the SDL_image folder for cvs to?

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#10569: Re: ..

by SheeEttin on 05/23/2008 21:45, refers to #10568

Your distro probably has packages for the SDL dev libraries. Just search "lib", "sdl", and "dev" (or a combination thereof).

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#10570: Re: Read the Docs, please

by Titanic12ship on 05/23/2008 23:06, refers to #10567

Thanks for your help.

I have a couple more questions:

1. I made a song in Apple's Garageband and would like to know if there was a way to convert the song file (.band) to a format that Sauerbraten would understand. (.ogg)

2. What is the best program to make hudguns with?

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#10571: Re: Read the Docs, please

by MovingTarget on 05/23/2008 23:30, refers to #10570

1) I have no experience whatever with Mac, but found through quick Google searching (which you should do from now on) that GB can export to AIFF, which you should be able to convert to ogg with some tool or other.
2) There is no "best program" to model hudguns with. Those of us with a large budget go for 3DS Max, Maya, and the like. Those of us who have a very limited budget go with Blender. Pretty much all of the major 3D suites can export to the required formats, so it's really your choice. However, Blender's UI has quite a learning curve, so if you choose it, be prepared to learn a good bit before you can begin modeling.

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#10572: ..

by scasd on 05/26/2008 00:46

I wonder is it possible to have map-related aliases to not bloat up config.cfg ?

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#10573: cannot override persistent variable

by Garth on 05/26/2008 15:28

Hi again!
I would like to put some variables in my map.cfg because i want to charge my map with this different setting but not otherwise.
Like for example :
hidehud 1 added to mymap.cfg.
But when I launch it I have
"cannot override persistent variable hidehud" message.
Is there someone who have a clue for me to make it work?
or it is not possible at all..?
thanks!

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#10574: Re: cannot override persistent variable

by Quin on 05/27/2008 05:58, refers to #10573

Check the portal (like) maps on Quadropolis, last I checked they used a menu to prompt the user to set binds up for playing the level.

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#10575: Re: cannot override persistent variable

by tentus_ on 05/27/2008 08:24, refers to #10574

Yep, I made very certain that the user got an explicate chance to agree before I rewrote the binds. I also made sure to include a trigger at the end that would put them back to the "vanilla" binds.

Generally speaking people get riled when you play with their configurations, we're creatures of habit and like to do things the way we're most used to. See all the recent discussion about joystick support.

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#10576: Re: cannot override persistent variable

by tman_elite on 05/28/2008 05:12, refers to #10575

I played the "portal" map. It was pretty good, but the first time I played it I got bored and decided to play something else (I'm not a very patient person...) and my binds were messed up. I had to go back to the level and go to the end to get them back.

I realize there's not a better way to do it though.

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#10577: Problem with texture

by N!ghtmare on 05/28/2008 12:03

I just replaced the health model with a custom model that i made.I followed the tutorial on this site.Everything goes fine and the model loads and show ingame but problem is that texture is all messed up.I think it has a wrong scale or smth but in maya and milkshape texture is on the right place.
this is my config file:
md3load tris.md3
md3skin Cylinder ./realistic.jpg
mdlscale 1000
mdlspec -1

I wonder if somebody can help me
thanks in advance

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#10578: Re: Problem with texture

by Hirato Kirata on 05/28/2008 13:15, refers to #10577

is the similar to the crosshair in appearance? and what's the name of the model/mesh in whatever you used to model it?

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#10579: Re: Problem with texture

by JadeMatrix on 05/28/2008 14:23, refers to #10577

Are you actually typing

md3skin Cylinder ./realistic.jpg

?

One, never use capitals in Cubescript. Plus, the directory should be

healthboost/realistic.jpg

or summat. Just duplicate the existing file, making the necessary changes.

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#10580: ..

by N!ghtmare on 05/28/2008 15:13

its working now i deleted cfg file and cvs map and suddenly it was like it suppose to be.

and now i have 2 more questions

what does the "mdlspec -1" mean?
and
how do i add new models?(do i just create new map under "packages" and add models,textures and cfg file and then ill be able to select them in editor?)


thank you for your answers

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#10581: ..

by Hirato Kirata on 05/28/2008 16:28

The default name for a cylinder in blender if well, Cylinder, due to the mesh being named Cylinder (WITH a CAPITAL C), it requires that you type it as such into the configuration file, if you decide to do so.

Besides, he never gave an directory outline on where he placed the md3 or whatever, so far all we know he replaced the md3 in the healthboost directory, so I think the prepending ./ in the md3skin command is what's causing the problems


also there's NOTHING preventing the use of capitals, the only problems there are is when people fail to realise that operating systems other than windows, and cubescript are completely case sensitive.

</end rant>

yes, I know he uses Maya/milkscape, not blender

now Nightmare, Can you open up your mesh in maya/milkscape or whatever, and check the name the modeller is using to reference it, and make sure it's referenced correctly in the CFG, and be sure to use paths relative to the configuration file?

mdlspec -1 I think disables specularity, if the range can go that low.

Also to add more models to the list (and other textures) it's recommended you copy (and filter) the content of the defaults, and add yours onto the end, the defaults are subject to change at any time without warning

I think that's about it for now...

~Hirato Kirata

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#10582: need help adding maps

by florensecue on 05/28/2008 19:58

Hi all,
i looked into the forums, faq's, wiki's, they all say the same thing
if you want a map, go to the game you want
and type in /clearsecuremaps /sendmap /getmap ok, i have loads of maps in my
C:\Program Files\AssaultCube\packages\maps
directory but when i load the game and go to load maps. the only thing i see are the basic orignal maps that are there when you first install the maps
HELP

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#10583: Re: need help adding maps

by Pxtl on 05/28/2008 20:07, refers to #10582

The menus are hand-written. There is no automated way to add a map to those menus.

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#10584: cstat, qstat\'ish tool for Cube and Cube engine 2 games

by noisyb on 05/28/2008 23:02

cstat is a tool to gather real-time statistics from Cube and Cube engine 2 game servers

supported games are Cube, Sauerbraten, AssaultCube and Blood Frontier

http://cstat.y7.ath.cx

:)

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#10585: Re: ..

by JadeMatrix on 05/29/2008 03:46, refers to #10581

Meh, I was just over-stressing it as a general rule.

But that makes me think: is Sauer able to recognize full Unicode (8 and/or 16 bit), or just a select set of symbols?

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#10586: Re: need help adding maps

by tentus_ on 05/29/2008 04:27, refers to #10583

It's worth mentioning that Sauer itself knows all of the maps in the /base directory. Type /map and the first letter of your map's name, and then hit tab until the autocomplete brings it up. It's very useful for when you're dealing with a map named in a language other than your first language.

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