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Cube & Cube 2 FORUM


General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12531312 views, last view: 11/02/2024 13:32

for questions, announcements etc.

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#11480: Re: Unable to play in Vista

by fnerraw on 12/01/2008 14:39, refers to #11479

I thought it might have something to do with my firewall so I clicked the shortcut to see and now everything works. I have no idea what's different today. Perhaps there was an eclipse or some solar flares or some other natural phenomenon.

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#11481: ..

by Acord on 12/01/2008 21:41

digital elves.

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#11482: RE: Weaponless editing

by loutti on 12/03/2008 01:53

Hello,

Is there a way to get rid of the weapons from the game? I am teaching a game design course at the high school level and would like to have no weapons in the program (for now any way). Thanks.

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#11483: Re: Weaponless editing

by mrpiddly on 12/03/2008 02:44, refers to #11482

There is an option in the options menu called "hudguns" that will remove the weapons model from the first person view, however one can still use the weapons.

To actually remove the weapons completely, I believe you would have to edit the source and compile.

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#11484: Re: Weaponless editing

by SheeEttin on 12/03/2008 02:50, refers to #11483

Correct.

The easiest thing to do would probably be to just set all the weapons to a non-damaging zero-range weapon.

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#11485: Re: Weaponless editing

by eihrul on 12/03/2008 04:12, refers to #11482

Try this Sauer mod: http://www.kids.platinumarts.net/

It has been sanitized for teaching very young children, but still retains all the fun editing stuff, at least.

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#11486: Re: Weaponless editing

by Gambit on 12/03/2008 04:20, refers to #11482

Check out P.A. Sandbox, a cube 2 engine mod (the same engine used by sauerbraten) for weaponless editing; it's been used by the founder of Sandbox (mike/calimer) to teach game design (or something related to games) to kids too.

http://www.kids.platinumarts.net/

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#11487: Re: Weaponless editing

by Gambit on 12/03/2008 04:21, refers to #11485

Oops, posted a little late :)

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#11488: Re: Auto send/getmap

by Deehy on 12/03/2008 14:32, refers to #11473

Good idea! I thing it'll be should useful for newbies because mostly they don't known so many commands!

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#11489: Original Cube sauerbraten no monsters

by fnerraw on 12/03/2008 16:36

I guess I still have an Electronic Elf messing with my system. If I load the original Sauerbraten, singleplayer,Sauerbraten epidode (wip!) I get the maps but no monsters. Any suggestions?

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#11490: code mods archive??

by crich70 on 12/05/2008 05:19

Is there such a thing as an archive where things like how to change the color of water, etc. are stored after a time of being on the actual forum board? I'm just curious because it would seem to be an interesting resource if there is such an archive. I mean lets say someone wanted to make a mod that has X as part of its code. You could just go to the archive and get tips that were posted on the board at some point in the past that way.

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#11491: ..

by Botklid on 12/05/2008 11:59

Can anyone tell me how to add my own textures to sauer?

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#11492: Re: code mods archive??

by tentus_ on 12/05/2008 13:50, refers to #11490

You could always use the search feature of the forums. It's pretty handy for exactly what you're asking for.

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#11493: Malformatted header?!?!?!?!?!?!?!?!?! HELP!!!!!

by Deehy on 12/05/2008 16:26

Hello!

I was working alot on my map. I had to reset and rewire my computer. After it i launched Sauerbraten, entered "/map ../../MyMaps/SpaceShift" and after that i see "../MyMaps/SpaceShift.ogz has malformatted header"!!!!!!!!!!! HELP!!!! :((((((((((((((


Thanks

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#11494: new models

by manu somasekhar on 12/07/2008 04:11

hai,
please anyone tell me where i can download
.md3 models for free

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#11495: Quad Seems to be down

by ZGMF-X20A on 12/07/2008 08:00

but Someone made a pack a while ago

http://www.megaupload.com/?d=7KSF3CZA

and a update

http://www.megaupload.com/?d=I86JSB8W

extract both into your sauerbraten install
and run the .bat file

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#11496: textures dont run

by kitutes on 12/09/2008 20:11

I'm trying to make a civil war mod to sauerbraten , I made a old pistol using 3d max studio 9 and made the conversion using milkshape 3d , I use the original cfg , and to teste I use the same texture , but its dont run the texture and say that dont have a power-of-tow texture , and say to use opengl 1.5 assembly shader path ( or something like it) , how I can disolve this problem ?

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#11497: ..

by Acord on 12/11/2008 23:38

power of two texture?

Computers only like to handle things in base 2. So texture width and height must be 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, or 2048 pixels.

So, valid texture sizes:
128x128
256x256
1024x512
etc. etc...
Basically, any texture where both the width and the height are a power of two, measured in pixels.

Invalid sizes: any texture where the width and/or height are not a power of two.
for example:
128x100
259x341
1000x1000
512x1023

Other possible issues:

The model's md2/md3/md5 config is not set up correctly. Check the docs as well as looking at the existing model .cfg files to figure it out.


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#11498: CUBE2 BLACKCELL6 GAME STARTING

by RAPBLAYZ on 12/12/2008 03:47

Go to blackcell6.nud.cc and download boards in the works. I have been using the Cube2 engine through school out here in Chico, Ca. the .ogg files will be added soon too with some screen shots.
looking for more help on the project. Contact me at rapblayz@gmail.com and let me know what you want to do. thanks!--- need more testers this is part of my finals.

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#11499: Crossairs?

by micahthenub on 12/12/2008 21:13

My crossairs disappeared, any idea how to get them back?

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