General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12520516 views, last view: 11/01/2024 17:24 |
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for questions, announcements etc.
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#11036: .. |
by scanf
on 08/01/2008 07:20
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Thanks Quin,
I think I over complected what I meant to say.
I you look at a weapon pick up on a map. It spins (via the Z rotate_around_z) which works nicely. I just want to rotate around Y. (lol I think I said X in my post). So the object would spin toward me and not to the side (like the ammo's). I guess a good example would be a wheel.
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#11037: Re: rotating cube object |
by scanf
on 08/02/2008 06:07, refers to #11035
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Quin that works perfectly. I found the issue I had the md3 model rotated in the md3.cfg so roll was pitch.
Thank you
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#11038: adding weapons |
by Cooperlsxl
on 08/02/2008 17:36
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How to add weapons, activate the doors and stuff like that? Please help me and my friends cant seem to get it to work.
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#11039: Re: adding weapons |
by SheeEttin
on 08/02/2008 17:56, refers to #11038
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http://sauerbraten.org/README.html
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#11040: .. |
by Cooperlsxl
on 08/02/2008 18:27
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I already looked there. Unless you can give me a specific section of the guide that it is in Im not going to waste my time again to look through it.
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#11041: Re: .. |
by Cooperlsxl
on 08/02/2008 18:27, refers to #11040
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asdf
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#11042: .. |
by Cooperlsxl
on 08/02/2008 18:28
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Can someone provide me with a direct source of information for providing my map with weapons and how to activate doors and stuff.
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#11043: Re: .. |
by SheeEttin
on 08/02/2008 18:42, refers to #11042
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http://sauerbraten.org/docs/editref.html#newent
http://sauerbraten.org/docs/editref.html#_shells_
http://sauerbraten.org/docs/editref.html#_mapmodel_
Map "doordemo"
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#11044: RPG Specific object placement |
by NerdFencer
on 08/02/2008 21:53
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When editing the RPG maps (-grpg %1 %2 %3 %4 %5) how do i place the rpg specific objects (Wolf Spawn, Grizzly Spawn, Healthpotion)???
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#11045: Re: RPG Specific object placement |
by tman_elite
on 08/02/2008 23:29, refers to #11044
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I'm pretty sure the command is
/newrpgspawn Name
where Name is whatever the thing is that you are making (wolf, npcman, etc.)
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#11046: Setting up a server. |
by R0b0t1
on 08/03/2008 03:30
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(I know this is probably in here, but I really don't want to look. If you've posted the solution before, and would link me to it, thank you.)
I'm on Ubuntu Linux and have a Linksys modem. I've gone to the 'setup modem' page and told it to forward the correct ports, but when running the shell script with the argument '-d' it says it cannot respond to the master server's ping. I really don't know what would be wrong.
Also, how would I add a title to it? And, of course, claim master on it? I haven't found much help in the documentation...
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#11047: Re: Setting up a server. |
by Hirato Kirata
on 08/03/2008 04:04, refers to #11046
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I'm not sure what's wrong with the modem, but did you set it to send the data to your PC?
I don't think ubuntu has a built in firewall, but check the possibility of a firewall too
for the latter half of it
http://sauerbraten.org/docs/config.html#command_line_options
try looking a bit harder next time ;)
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#11048: sorry for spamming again (door opening) |
by Cooperlsxl
on 08/03/2008 04:22
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I was looking through and I do not understand what info to put into the command.
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#11049: Re: Setting up a server. |
by SheeEttin
on 08/03/2008 05:52, refers to #11046
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I use Kubuntu, and I don't think I've ever gotten a server running (not that I've ever really tried).
I think starting with Hardy (maybe Gutsy), there is a firewall (or at least some iptables/ipchains) thing installed by default, though I don't know if it's enabled, or even how you configure it.
To test your server, try these commands (in Sauer) in sequence:
/connect 127.0.0.1
/connect 192.168.1.100 // (or whatever your LAN IP is)
/connect 24.3.87.215 // (or whatever your WAN IP is)
If one fails, it'll tell you where the problem is. 127.0.0.1 should work, because it shouldn't leave your host (computer). 192.168.1.100 will pass through your router and back to you. Connecting to your WAN IP will connect out through your router and the world of the Internet, then back to you.
Aside from that, I can't really help.
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#11050: Weapons, Door |
by Cooperlsxl
on 08/03/2008 05:54
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Help again, I did not see my quesiton answered because I do not really understand this helping community but here it is again.
I am needing help on spawning weapons and making doors move, I need a exact way to do it becasue the Readme doesnt really explain it all that goood. Much appreciated for everyone who trys to help.
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#11051: Re: Weapons, Door |
by SheeEttin
on 08/03/2008 06:14, refers to #11050
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Here's how you make some ammo:
I'm assuming you've just started Sauer.
- Press "E".
- Press "`". A little prompt with a slash should appear above where the HUD should be.
- Type "newmap".
- Look at the ground.
- Press "`".
- Type "newent rockets". Press enter.
- Press "`".
- Type "savemap ammomap".
- Press "`".
- Type "map ammomap".
You should see some rocket launcher ammo appear where you placed the rockets entity.
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#11052: Re: Weapons, Door |
by tman_elite
on 08/03/2008 06:16, refers to #11050
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Two and a half minutes of reading the links that were posted would take less time than waiting for an answer.
To make weapons, press t and type:
/newent ammotype
The ammo types are:
shells -- shotgun
bullets -- chaingun
rockets -- rocket launcher
grenades -- grenade launcher
riflerounds -- rifle
cartridges -- pistol
Moving doors are more complicated. You will want to read the editing reference for this. To make a simple door that opens when you step near it and closes after 5 seconds, type:
/newent mapmodel N 10
where N is the id number of a door model. I don't happen to know these off the top of my head. Look at other door models to find it.
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#11053: Re: Setting up a server. |
by Quin
on 08/03/2008 20:01, refers to #11046
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"I know this is probably in here, but I really don't want to look."
The increase of people saying this sort of stuff is just downright disrespectful. We should not be tolerating this kind of lazy behaviour and poor ettiquette, lest it get worse.
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#11054: New HellPig replacement character.. |
by deathguppie
on 08/03/2008 20:25
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Hey, I was playing single player the other day and was thinking about how outdated the Hellpig character was and so I decided to redo it in a more modern style just for fun.
Screen shot is here...
http://proviction.com/deathguppie/images/Hellpig2-screen1.jpg
So anyway in order to export my character and have it's animations work properly as a Hellpig replacement, does anyone know what the naming conventions are for the actions so that the game can use the character?
Also I didn't notice any character bump maps, but I know md5 supports it. Are character bump maps supported, and or are there any character shaders built in or otherwise that would handle diffuse/normal_map/specular_map??
Just wondering..
Deathguppie
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#11055: Re: New HellPig replacement character.. |
by tentus_
on 08/03/2008 21:38, refers to #11054
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I can't answer your questions with much confidence (geartrooper?), but I can say that as a fellow artist, that's pretty ballin'. It'd probably be a bit more acceptable if there was an orange-ish skin closer to the original, but I personally like what you've got up a lot.
Any stats on that model (polycount, etc)?
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