General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12570460 views, last view: 11/08/2024 20:14 |
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for questions, announcements etc.
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#12464: Message censored by administrator |
by ATIRULE2.0
on 08/14/2009 19:46
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#12465: Re: Walk mod - School project |
by SheeEttin
on 08/14/2009 23:57, refers to #12461
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All you'd have to do is edit the file and recompile.
Cube 2 includes several IDE project files (including Code::Blocks) for you to load.
This has also been discussed before, please search the forum.
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#12466: Re: Running a Server opens you to a permanent PING FLOOD! |
by SleepwalkR
on 08/15/2009 11:26, refers to #12463
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Rixter, please give me your server's ip so that I can check whether the master server still lists that adress. The master should forget any server that doesn't reply to a ping (sent every couple of minutes) and not deliver that server to the clients anymore.
I don't know whether the client forgets about servers, but the master should.
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#12467: Re: Running a Server opens you to a permanent PING FLOOD! |
by SleepwalkR
on 08/15/2009 11:29, refers to #12463
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Rixter, this is the current server list from the Sauerbraten masterserver:
addserver 94.23.69.20
addserver 93.205.188.201
addserver 193.111.2.23
addserver 93.132.184.16
addserver 203.46.105.69
addserver 85.25.67.190
addserver 78.46.152.130
addserver 80.219.21.14
addserver 85.23.163.90
addserver 94.25.74.17
addserver 62.75.166.42
addserver 70.165.18.98
addserver 213.186.61.92
addserver 217.20.138.4
Is your machine's adress among those IPs?
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#12468: A question on crosshair scripts |
by SAMtheMAN99
on 08/15/2009 17:56
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I was just wondering where the script for the cross hair changing when over a team-mate is located for a mod I am working on. Any help will be greatly appreciated.
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#12469: Re: A question on crosshair scripts |
by Hirato Kirata
on 08/16/2009 02:59, refers to #12468
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the script is a lie!
on the other hand, if you'd feel sufficiently compensated with code, look at
int selectcrosshair(float &r, float &g, float &b)
inside src/fpsgame/fps.cpp
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#12470: doors n stuff |
by thuatrhaergh
on 08/17/2009 17:09
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ive created some mad stuff in sauerbraten, but ive no idea how to do some advanced stuff like create doors for example. Ive gone into the model menu and tried to create a door with the \\\'trigger\\\' menu but it never turns out right, a door appears and just becomes a solid immovable object or something you can see but pass right through, cant understand please help me!
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#12471: wat is a dmo file |
by chasester
on 08/17/2009 20:07
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wat do u use a *.dmo file for ... and how would u create one
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#12473: Predictions |
by fispaul
on 08/18/2009 18:15
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This is a really pointless thread, so don't take it too seriously or anything, I just have little better to do right now.
I DO NOT OWN THE SVN OR VS VERSION, I HAVE NO IDEA WHATS GOING ON THERE, SO IF ANY OF THIS ALREADY IS THERE, SORRY,
IM NOT CHEATING
I shall use my okayish predicting skills to a test and predict the changes that will come to the next version of Sauer.
- Again, TONS of new maps
- No new singleplayer levels, mainly because the big standalone one is in development and there's nothing too good on quadro, but maybe
-Since there's not too much to change about gameplay, it'll be mainly about editing. There will be tons of new skyboxes and textures, maybe mapmodels, new ones or improved old ones.
- No new soundtrack I predict
- Maybe, just MAYBE some improved SP monsters. No, I dont mean AI, that wont happen, but maybe new models or something from the singleplayer campaign in development will be brought to Sauer.
- Obviously tons of bug fixes, including ragdolls, etc.
- Probably some slight changes to the menu, especially on editing, to make getting models and skyboxes easier and more visual, less about commands.
- No new hudguns, maybe just improved versions of these, or something
- Maybe some of the stuff by Q009 and K1 and stuff will be implemented, like IMPROVED sound effects and more eye candy, better blood and asplosionn effects.
- No vehicles, no jetpacks or anything like that.
So that's all I have for now, and if that was it, thought it's not a lot, it might still be awesome.
I believe that assuming its something like what I said, it should be out about a little before July next year, 2010. It could be earlier, but mainly cos of the SP episode.
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#12474: Re: Predictions |
by baby~rabbit
on 08/18/2009 23:01, refers to #12473
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I predict that the devs will do something totally different - so as to spite your whimsical predictions.
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#12475: Re: Predictions |
by Quin
on 08/18/2009 23:50, refers to #12473
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Sounds more like a wish-list in disguise. Some of the points you make highlight how much you really don't know about the development/community.
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#12476: Re: Predictions |
by tentus_
on 08/19/2009 02:28, refers to #12475
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I was just about to say the same thing.
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#12477: Well |
by fispaul
on 08/19/2009 15:52
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Well I was just random guessing. No, I dont know the dev team at all, and no, it's not a wishlist, I seriously am happy with even the current release. Sorry if it was pointless or something but it was "just for fun".
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#12478: /bind |
by siriussorrel
on 08/20/2009 00:38
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I did something using the command /bind tab and i can\\\'t access the tab menu anymore. My question is what is the binding command to put the tab menu back on tab?
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#12479: Adding new enemy types (plus a few other Q's) |
by CJ Maynard
on 08/20/2009 00:45
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Hey all in the Cube forum! I am new here, but not to the net (in other words, I've googled like mad for these answers already).
Here are the problems we've run up against, and if someone can point me to documentation that covers these, I'd actually prefer that over having to tell me all over again.
Here are my questions:
1.) Is there an easy way (ie; not re-compiling source code) to add new monster types? In our case, we would like to have about 15 different "monster" types. Is there a way to add them as you would a new object, through the editor or creative minor hacking, or does this require recompiling the program from source? Again, if this is covered in the docs and I managed to miss it, I'd really love a link :)
2.) Same question as above but applied to player characters. I don't have my hopes up on this one....and I'd rather avoid source code if I can help it. I know just enough coding to survive and not much more :)
3.) What is the policy on the release of fan-made mods based on copywritten material (in our case, a set of "Simpsons" death match maps)? We are making this mod for ourselves, but I'd be more than happy to share our work with everyone else here, if permitted. Obviously, all textures and models, etc are being custom made, so those licenses are not an issue :)
Again, thanks for taking the time to read this. I am still very new to the cube scene, but I am very impressed! Your devs have done some excellent work here.
-CJ
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#12480: Re: Adding new enemy types (plus a few other Q's) |
by SheeEttin
on 08/20/2009 01:57, refers to #12479
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1. No.
2. No.
3. Officially, it's up the the copyright holder(s), but I don't think they mind if, say, you recreate Simpsons-themed maps. (After all, there are Simpsons-themed Counter-Strike maps.)
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#12481: .. |
by CJ Maynard
on 08/20/2009 02:36
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Thanks for the rapid reply SheeEttin.
Well, I guess I'll just have to learn more about coding, won't I?
DL'ing source now :)
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#12482: Realistic urban/city map? |
by emuola
on 08/20/2009 08:35
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I tried quadropolis, but can't find any realistic looking urban/city maps. Are there any of those available?
Also, a realistic weapons mod would be nice :)
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#12483: .. |
by K1P57A
on 08/20/2009 08:38
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The short answer to that is:
1. Sauerbraten is not CS, for more "realistic maps you would have to play another game (for now, maybe someone will release a more realistic gameplay based on this engine, who knows...)
2. Realistic Wheapons mode? Make one :)
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#12484: .. |
by K1P57A
on 08/20/2009 08:38
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(it's early in the morning here, ignore my typie mistakes :P )
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