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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, 12549118 views, last view: 11/05/2024 09:09

for questions, announcements etc.

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#11742: Re: Adding a decal...

by SheeEttin on 02/28/2009 20:36, refers to #11740

Cube 2 DOES have a little decal when you shoot something...
http://s5.tinypic.com/25a3zmt.jpg

Not sure what you're trying to accomplish.

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#11743: Re: Adding a decal...

by crank on 02/28/2009 21:10, refers to #11742

That is a marker on the wall, I still have this. I am trying to REPLACE the particle shower with a decal like most FPS's.

I guess i'm trying to achieve something of this sort, except not to this extent. This is of course a particle emission but I have no idea how to do it lol. So I am trying it with a decal, perhaps an animated one.

http://images.totalgamingnetwork.com/images/hurricane_9-29_3.jpg

So when the bullet strikes the surface, two decals should appear. One momentarily, one will stay on the surface.

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#11744: Materials

by BionicCryonic on 03/01/2009 01:17

What do the noclip and aiclip do? Thanks in advance.

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#11745: Re: Materials

by mrpiddly on 03/01/2009 01:28, refers to #11744

Noclip basically removes player collision detection, one pass through geometry which is surrounded by noclip.

Aiclip is clip for the Ai. It acts sort of like an invisible wall which the "monsters" can not pass through.

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#11746: Re: Materials

by mrpiddly on 03/01/2009 01:33, refers to #11745

*Previous post should read

Noclip removes player collision detection, players and monsters can pass through the geometry which is surrounded by noclip.

Aiclip is clip for the Ai. It acts like an invisible wall which the "monsters" can not pass through. (it will not affect the player)

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#11747: Re: Adding a decal...

by SheeEttin on 03/01/2009 04:46, refers to #11743

So just change the "spark shower" effect to one that has more "energy".
You'd probably be better off using a particle effect for the sparks than a decal...

Just make a particle effect happen where the shot hits a wall. There already is an effect, just change it.

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#11748: Linux noob question alert!

by SuperGeek on 03/02/2009 05:18

Ok, ok, this is my first time using a Linux O/S. I'm running Ubuntu, and....
How the hell do I set it up? I've extracted the files and all, but there's no specific 'setup' file to click on. Yea, I'm a noob. Now help me!

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#11749: Re: Linux noob question alert!

by c0rdawg on 03/02/2009 05:39, refers to #11748

You're done. Once you extract it just run the script, sauerbraten_unix and go frag.

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#11750: Message censored by administrator

by SuperGeek on 03/02/2009 06:08

#11751: Er....

by SuperGeek on 03/02/2009 06:08

Sorry, it ain't working. Doesn't run. Do I need to use the terminal?

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#11752: Re: Er....

by Hirato Kirata on 03/02/2009 06:43, refers to #11751

the terminal would allow you to see what's up, but there's three posilibities

1. the script doesn't have execution permissions, or the files in bin_unix/ don't
2. you're missing sdl files, namely sdl, sdl_image and sdl_mixer
3.you don't have proper GLX drivers installed for your chipset.. ubuntu has a few wrapper scripts to set that up for you, searching ati envy or nvidia envy should result in those scripts

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#11753: ..

by K1P57A on 03/02/2009 12:18

@ Commodore-Freak

Open your system preferences, go to Displays, Then when you see the two screens next to each other grab the top navigation bar on the top of the screen and move it to the screen you whish to be your main screen.

Tadaa now it should work

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#11754: Mesh Collision

by Goober on 03/03/2009 21:53

Does anyone have any idea where I'd start coding mesh collision into Sauerbraten? I've been told that it won't be in the official release, but I am in need of mesh collision (via low poly collision mesh versions of map models) for a custom project.

Anyone know where I'd start?

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#11755: Re: Mesh Collision

by a~baby~rabbit on 03/03/2009 23:23, refers to #11754

If you search on this forum for "mdltricollide" you'll find that at one stage (2007) this sort of code did exist in sauerbraten cvs... Though I couldn't say whether it's a good starting point for your needs.

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#11756: wth are these

by Idon'tneednousername on 03/05/2009 02:03

well I just checked out the svn expecing to find so half way good hudguns only to find THIS

http://i40.tinypic.com/2urqvxw.jpg

I mean come on you talk of polish and makeing it look less like a tech demo


Square shot gun ??? it don't even look like a shot gun.. wth

the rest of the NEW hudguns are not any better

(user404 wonders why the models get worse and worse with every release)

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#11757: This is terrible

by Eggbert on 03/05/2009 04:57

How is it that I'm always the sucker who gets banned when some other dick screws up a map in edit mode?

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#11758: Re: wth are these

by Maxime -Max of S2D- Lebled on 03/05/2009 07:05, refers to #11756

What the heck

They don't even look textured.

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#11759: Question

by Q6464646464 on 03/05/2009 08:02

Is there a possibility to switch to another application or even minimize it during pause mode in game?

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#11760: Re: wth are these

by tentus_ on 03/05/2009 13:59, refers to #11756

At first I thought this guy was just being whiny, but now that I've messed around with them, I find myself agreeing: I liked the old ones more. Like, a *lot* more. The new models are good models on their own and everything, but I feel like they aren't as polished as the old ones, and certainly aren't as Sauer-y as the old ones.

The incongruity of a glowing metal hand holding a pistol that my grandfather could have owned is just too much. I looks like we couldn't find a modeler and had to go with whatever we could get. Could we at least have a toggle to get the old gun models back?

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#11761: Re: wth are these

by MovingTarget on 03/05/2009 14:30, refers to #11760

Agreed. The new ones... the models aren't *that* bad, but the animations kinda suck.

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