General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12532297 views, last view: 11/02/2024 15:34 |
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for questions, announcements etc.
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Board Index
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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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#11619: Grass |
by tentus_
on 02/02/2009 16:56
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Does anyone else dislike the new grass in SVN? I've been hoping I'd warm to it, but I find myself missing the old grass. The new design just seems a lot more... tacked on and unnecessary.
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#11620: Re: UI Buttons |
by SheeEttin
on 02/02/2009 21:49, refers to #11618
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In SP, you can use triggers.
Another option--not just for SP--is to make a menu that opens on a bind for options for whatever.
Anything moderately complicated will probably require a source mod, though.
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#11621: Nice work with ragdoll deaths, but... |
by djGentoo
on 02/03/2009 00:47
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...Would it be too much to ask to have the monsters have ragdoll deaths too?
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#11622: Re: Nice work with ragdoll deaths, but... |
by a~baby~rabbit
on 02/03/2009 01:23, refers to #11621
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I believe someone would have to redo the monsters as md5 models and also create the required data files specifying joint constraints... volunteers?
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#11623: Re: UI Buttons |
by satkod
on 02/03/2009 02:13, refers to #11620
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Thanks.But when we use bind for a menu, the menu opens up only when the user presses the binded key. That is not I wanted. From the start of the map till the end, at any time, I want the user to have access to two buttons without him pressing any key.
Do I need to change the source to do this?
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#11624: Re: Nice work with ragdoll deaths, but... |
by Captain_Ahab
on 02/03/2009 02:54, refers to #11622
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I've got the ghoul and werewomen from the slow/(dead?). Eisenstern project rigged as .blend files. I also have a version of the ogro too as a .blend file.
Nothing fancy or great, but they might be useful.
do the rigs have to use specific armatures? How do you make the ragdoll joint constraints?
Is there any docs on the ragdoll yet?
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#11625: Re: UI Buttons |
by tentus_
on 02/03/2009 03:01, refers to #11623
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Yes.
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#11626: Re: UI Buttons |
by SheeEttin
on 02/03/2009 04:38, refers to #11623
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Well, you could just bind the two buttons' actions to keys...
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