General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12531833 views, last view: 11/02/2024 14:35 |
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for questions, announcements etc.
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#11591: Re: Collision meshes |
by tentus_
on 01/17/2009 21:10, refers to #11590
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The code that you're proposing would end up being quite complex and resource intensive (comparatively... what we have work very very fast). Have you considered using the clip material in conjunction with a minimal collision box? I found that it worked well for fairly complex shapes, even when working with pretty minor details (I was able to accurately clip the wings and support poles of a biplane model, for instance).
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#11592: Re: Bat file? |
by MeatROme
on 01/17/2009 22:31, refers to #11589
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It's in the main game (sauerbraten) directory .. you might not see file-extensions with your file-explorer (better to switch this on anyway!!) .. it'll have an icon like a window with a cogwheel in it .. right-click it and select "edit". HTH
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#11593: Re: Collision meshes |
by Goober
on 01/18/2009 06:44, refers to #11591
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Your idea is good, but it would only really be worth the time if you could save prefabs and load them into any map at any time. I'm not really liking the idea of modeling a collision mesh out of volumes for a gigantic water tower every time I go to use it :P
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#11594: Re: Collision meshes |
by MeatROme
on 01/18/2009 11:11, refers to #11593
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prefabs .. erhm .. like build it once, save it as "my_excellent_prefab_001" .. do a "/newmap 12" and construct some basic layout .. "/save" .. "/map my_excellent_prefab_001" .. select the geometry, press C to copy .. "/map work_in_progress" .. select destination .. press V to paste .. "/save" ..
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#11595: Re: Collision meshes |
by tentus_
on 01/18/2009 15:44, refers to #11593
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MeatRome's right, it's easy to copy both geometry and ents at once. I've got a map that is nothing but predone geometry/ent setups (torches are something I have a lot of, for example). It'd be nice if Sauer had a way to save "groups" if you would, which you could place ad then break into their components if they need further editing, but I'm not convinced that it's a feature that would be worth the amount of effort it'd take.
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#11596: Message censored by administrator |
by Blazey
on 01/20/2009 05:49, refers to #10250
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#11597: Favicon |
by jbuk2k7s cookie has gone
on 01/20/2009 19:35
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The main page has a favicon now?
That took a while.
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#11598: Re: Favicon |
by tentus_
on 01/20/2009 20:27, refers to #11597
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Yeah, I was laughing to myself about that this morning. Web developer humor is twisted indeed.
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#11599: Re: Favicon |
by Quin
on 01/21/2009 11:34, refers to #11598
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;)
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#11600: main menu |
by Fischkopf
on 01/21/2009 17:54
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Can u add a main menu for sauerbraten? its better and loads faster you dont have to load the start map.
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#11601: Re: main menu |
by MeatROme
on 01/21/2009 23:24, refers to #11600
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well, you can always do
"/edittoggle"
"/newmap"
"/savemap minimal"
and then edit your sauerbraten launcher by adding:
-lminimal
Hope that makes you happy!
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#11602: .. |
by Fischkopf
on 01/22/2009 16:12
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Cool thanks it loads faster now, but a main menu is much sexier!:S :D
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#11603: 64-bit win version |
by Zethus
on 01/25/2009 20:39
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is it possible to make your own 64 bit version or have one already made? i really wanna use my 8 gb ram
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#11604: Re: 64-bit win version |
by jbuk2k7s cookie has gone
on 01/25/2009 22:04, refers to #11603
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Compile it yourself.
I believe Codeblocks with the newest MingW release/snapshot is the officially endorsed system, but I think there's an MSVC++ project in there also.
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#11605: Congrats to the Bloodfrontier team! |
by yoopers
on 01/27/2009 18:06
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Realizing that they have their own site, I'd still like to say congrats to the BF team for being Slashdotted today. :-]
http://games.slashdot.org/article.pl?sid=09/01/26/0726243
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#11606: .. |
by SanHolo
on 01/27/2009 19:38
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Congratulations to the guys over at Blood Frontier for their Slashdot article!!!
http://games.slashdot.org/article.pl?sid=09%2F01%2F26%2F0726243
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#11607: Does anyone have a indie dev team that is not linked...... |
by tokyogamer
on 01/28/2009 00:29
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to the creaters of cube engine? Because i would like to create one but im not good a the coding or placing objects where there need to be, but i can model.
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#11608: Re: Does anyone have a indie dev team that is not linked.... |
by Quin
on 01/28/2009 07:16, refers to #11607
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AssaultCube:
- http://assault.cubers.net/
- #assaultcube on irc.quakenet.org
Eisenstern Revival:
- http://sourceforge.net/projects/eisenstern
- #eisenstern on irc.quakenet.org
Blood Frontier:
- http://bloodfrontier.com/
- #bloodfrontier on irc.freenode.net
PA Kids Sandbox:
- http://www.kids.platinumarts.net/
- #sandbox on irc.oftc.net
Intensity Engine:
- http://www.intensityengine.com/
- #intensityengine on irc.freenode.net
TEAM CTHULHU's Plexus:
- http://blog.plubble.com/
Oh, and thanks guys for the support re: slashdot. We pretty much died with the influx of traffic though :P
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#11609: Re: Does anyone have a indie dev team that is not linked.... |
by Quin
on 01/28/2009 07:17, refers to #11608
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Oh, and I wrote this for more info Re: Cube Engine game conributions.
http://cubedev.blogspot.com/2009/01/howto-contribute.html
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#11610: Modding questions |
by skullmunky
on 01/29/2009 18:26
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Hi, I have a Q3A mod that I'd like to convert to Sauerbraten, and just have a few (hopefully simple) questions.
1. Where do you set up the chat text files for bots?
2. Is there some documentation on exporting MD3's from Maya? I tried to bring some of the included models into maya (import to blender, export to OBJ, then into Maya) and the position and orientation came out very ... strange. Mostly I just want to know how big to make things, and which way is up.
3. Can you have bots running in a multiplayer game too, or are those only for the single player mode?
that should do it for me ... great work, by the way, extremely easy to get set up and easy to work with. I'm using ubuntu, btw.
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