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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12571622 views, last view: 11/08/2024 23:03

for questions, announcements etc.

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#12478: /bind

by siriussorrel on 08/20/2009 00:38

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

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

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

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

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

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

(it's early in the morning here, ignore my typie mistakes :P )

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#12485: Re: /bind

by Quin on 08/20/2009 10:17, refers to #12478

@siriussorrel: /bind TAB [showscores]

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#12486: balance

by rsw on 08/21/2009 02:18

Sometimes I am like a god with the shotgun. Are the weapons pretty well balanced and I am just that surgical with the boomstick, or is that icky feeling I'm getting due to me actually being a cheap whore?

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#12487: TY

by siriussorrel on 08/21/2009 02:25

Thanks a ton quin

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#12488: Re: balance

by tentus_ on 08/21/2009 03:00, refers to #12486

The guns are deliberately unbalanced. While there are situations for each weapons, the shotgun is generally considered the best weapon overall.

That said, playing mostly with the shotgun isn't cheap: it's playing smart. Use what the mapper provides to your advantage.

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#12489: Purrr

by fispaul on 08/22/2009 19:45

Sorry if this is a dumb question, but:

When I upgrade, will Sauerbraten still be compatible with Mac OS X Snow Leopard?

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#12490: Re: Purrr

by baby~rabbit on 08/23/2009 01:08, refers to #12489

yes - tested that ages ago ;-)

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#12491: Re: Purrr

by fispaul on 08/23/2009 16:53, refers to #12490

Okay, thanks!

Now I guess I can upgrade with full confidence

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#12492: directory question

by chasester on 08/23/2009 22:24

i was wondering in the script language if it is possible to access item
outside of the cube directory... ex. the music function always looks inside
of packages ... is there a was to load music from ... another directory ...
such as the my music directory ... or from the c:/ root...
chasester

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#12493: Save & load functions!

by DHK on 08/24/2009 02:40

Ya, a really cool game if there were \"save\" and \"load\" functions. You don\'t see too many GOOD games without them. DHK

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#12494: Re: Realistic urban/city map?

by fhqwhgads on 08/24/2009 11:07, refers to #12482

Google "AssaultCube"

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#12495: Message censored by administrator

by SephoD on 08/24/2009 15:50, refers to #12483

#12496: Re: ..

by SephoD on 08/24/2009 15:50, refers to #12483

I must say I don't agree with you K1P57A. The great thing about Sauer is that it does not follow any single design theme. I believe that the lack of urban maps is mainly because of lack of urban textures. The texture sets available are mainly egyptian and middle-age, hence the amount of maps in those styles.

If a solid, complete urban texture set was available, then I would bet that there would be a lot more urban maps :D

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#12497: Master, Admin

by serthigh on 08/24/2009 22:40

Does anyone know how to become a master or an admin in a server? When I try to claim master in a server, it says I have to use the "/auth" command to gain master. Anyone know how can I access this?

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