General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12531785 views, last view: 11/02/2024 14:29 |
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for questions, announcements etc.
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Board Index
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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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#11611: Cube, Linux AMD64 |
by Rivon
on 01/29/2009 22:53
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Hi I wanted to play Cube on Linux AMD64, but there was only i386 binary, so I decided to compile it for AMD64, but unfortunately I found out that it wouldn't work because of different netcode (really bad idea).
I don't want to cheat or anything. I just wanny play, so is there a way I can play Cube on Linux AMD64?
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#11612: Re: Cube, Linux AMD64 |
by eihrul
on 01/29/2009 23:53, refers to #11611
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Use Sauerbraten (Cube 2). Cube 1 is basically unsupported at this point.
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#11613: .. |
by Maxime -Max of S2D- Lebled
on 01/30/2009 23:50
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http://www.youtube.com/watch?v=EFhwzEVHako
DUN DUN DUN
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#11614: Re: .. |
by MovingTarget
on 01/31/2009 15:02, refers to #11613
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*pinches himself to make sure he's awake*
Awesome!
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#11615: Scroll, & Selection Side on paste |
by DorkeyDear
on 01/31/2009 16:38
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I used to play Sauer a long time ago and one of the main reasons why I quit was the fact that I was too lazy to figure out a way to change it so when I paste, it doesn't change the side that I paste on, where as before it pasted on the same side that i copied on, making it easy to paste multiple instances of the copied whatever in a direction. Also, I sometimes liked pasting stuff while about to do something else so I travel elsewhere while pasting, but it no longer allows pasting while looking away.
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#11616: UI Buttons |
by satkod
on 01/31/2009 21:55
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My question is as follows:
I need a way to have two guibuttons that respond to click events and always available to the player in the play.
The buttons should be accessible to the player all through out the gameplay ( I mean whereever he is in the map)
So how can i do this?
How can they be added into the map such that they always appear?
or
Is there any way to script so that I would get the feature on any map?
Thanks in advance for the help.
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#11617: Re: UI Buttons |
by SheeEttin
on 01/31/2009 21:59, refers to #11616
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What do you need them to do?
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#11618: Re: UI Buttons |
by satkod
on 02/01/2009 17:48, refers to #11617
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As of now I would be sufficient if they could execute a command
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