General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12556018 views, last view: 11/06/2024 06:54 |
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for questions, announcements etc.
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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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#11627: Re: UI Buttons |
by satkod
on 02/03/2009 06:38, refers to #11626
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SheeEttin, the problem is how to create those UI buttons such that they will be accessible all the time.
If I need to edit the source can you suggest which file to look into and what would be the general approach?
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#11628: Re: UI Buttons |
by SheeEttin
on 02/03/2009 20:59, refers to #11627
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I'm no coder, sorry.
I still think you're creating a complex solution to a simple problem, though.
If you told me exactly what it was you wanted these buttons to do, I could probably tell you "oh, just do this".
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#11629: Leaving... |
by demosthenes_
on 02/04/2009 08:01
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I haven't actually been all that present here recently; mostly just lurking and such. I'd just like to let everyone know that I'm going to be gone for a while (six weeks of Navy boot camp without electronics at all), so the best way to contact me is by e-mail. I won't get any of them until the end, but I will read through all of the e-mails. I won't end up reading through all of the forum posts I missed. So, anything you need me to see (which I can't imagine there'll be much of), you ought to e-mail.
So, goodbye for now. :)
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#11630: .. |
by Acord
on 02/04/2009 08:15
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Best of luck - always use a condom.
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#11631: Making A Single Player With Cube2 |
by Smokes_Quantity
on 02/04/2009 21:00
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Is it possible to make a "non-action" single player game with cube2? Say something like with zombies/army?
I really like cube2, but the thing is I don't like how its "bouncy/fast paced" like quake. Which leads me back to my first question, is it possible?
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