General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12568762 views, last view: 11/08/2024 17:14 |
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for questions, announcements etc.
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#12295: hightmaps normals glowmaps ect |
by WayaW
on 06/21/2009 01:41
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Would someone point me to a place where i can see examples of the different texture layers and their effects? Im having trouble figuring out the right combination. Thanks!
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#12296: Having different player model in multiplayer |
by SL
on 06/21/2009 17:56
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I´m a professor at a university dictating a 3D course, and I used the engine last season.My students put their designed models in the game. What we couldn´t do was to play over the network due to two reasons:
-The same player model appeared in the game
-The were only three player models available
Can someone tell if I am right, or where to look for more information.
BTW. I work at a third-going-to-fourth-world university....
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#12297: Re: Having different player model in multiplayer |
by tentus_
on 06/21/2009 21:35, refers to #12296
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If I remember correctly, there is support for 2 different player models being shown in the latest release. I think you can force it back to one if there is a performance problem.
And yes, there are 3 player models. Try and talk your students into making more... they might enjoy it! Can't hurt to try.
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#12298: Re: Having different player model in multiplayer |
by SL
on 06/23/2009 04:58, refers to #12297
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Thanks, for your time. I will try that.
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#12299: How to host a Public Server? |
by m00f
on 06/23/2009 15:39
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Whenever I run the server.bat application, I get an error message saying "master server registration failed: failed pinging server" I think its a problem with my firewall, does anyone know how to fix this?
Thanks.
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#12300: Re: How to host a Public Server? |
by Quin
on 06/23/2009 21:20, refers to #12299
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http://cube.wikispaces.com/Multiplayer+Guide#toc13
Please search next time, this question has been asked a million times.
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#12301: Help with MODDING |
by LukeG
on 06/24/2009 00:38
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Where would i put my mod and map files under the Cube folder? How do i get them to show up in game?
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#12302: Re: Help with MODDING |
by tentus_
on 06/24/2009 03:31, refers to #12301
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Ooh, not a good question to start with. By "mod files", you mean ... ? Maps go in /packages/base
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#12303: Re: bump-oops forgotten |
by Zama
on 06/24/2009 05:22, refers to #12287
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In other news Im startn My own clan the {WA} clan and a nice lookn map as HQ of the Orbital Fortress!
the rules are
1. no ego domination or spliting the clan into two
2. no ranks or leading the clan
3. only dedicate to providing trust thus will receive trust when shared IP to only known members that shar there IP's first members!
My IP is as you see it now!
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#12304: initial mode |
by kamikaze21
on 06/24/2009 09:07
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hi there, i have a noob question :$, how can start server in mode 4 ... i change mode in game with /mode 4 but i want turn on the server in mode 4 .. thz a lot!
sorry for my bad english :D
Bye!
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#12305: Re: initial mode |
by kamikaze21
on 06/24/2009 10:10, refers to #12304
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Resolved :D
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#12306: script, |
by )FC($k!llz_
on 06/24/2009 19:19
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Just wondering, in SP, is there a way to Script AI to play certain sounds,move to certain positions, shoot at precise times, etc?
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#12307: Re: script, |
by Quin
on 06/25/2009 00:17, refers to #12306
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No, at least, not yet. I'm a fair way off making a system that complicated.
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#12308: Re: script, |
by )FC($k!llz_
on 06/25/2009 01:39, refers to #12307
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O, but maybe or the movement part, it could be like the bot waypoints, except they are forced to only go on the selected route.
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#12309: Re: script, |
by SheeEttin
on 06/25/2009 03:26, refers to #12308
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Or just "move to marker N".
By the way, why aren't the Cube 2 waypoints entity-based, like BF's?
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#12310: Re: script, |
by tentus_
on 06/25/2009 03:47, refers to #12309
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I believe that it was so they wouldn't have to be loaded unless necessary, though I am not the authority on that.
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#12311: Designing a crosshair... |
by BionicCryonic
on 06/25/2009 06:02
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Is there any way to turn of alpha? I want to make a crisp crosshair and I can not figure out how to do this, as it always blurs. Any protips? (Besides black, of course)
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#12312: Re: Designing a crosshair... |
by SheeEttin
on 06/25/2009 06:19, refers to #12311
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Use a bigger image and scale it down.
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#12313: Re: Re: Designing a crosshair... |
by BionicCryonic
on 06/25/2009 06:58, refers to #12312
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Seriously? I'm using solid colors, just a pure green circle, so I'm skeptical as to if it will work. I'll try though.
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#12314: Re: script, |
by Quin
on 06/25/2009 07:00, refers to #12309
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Speed and efficiency mostly, but would have also required the backporting of some BF-specific subsystems like entity linking; which have no real use outside of the waypoint context in sauer. It also bloats the entity array with many thousands of entities, which can slow down iterative loops.
We sacrifice some speed for added functionality in BF, eihrul did a good job of trying to optimise it though.
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