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.
|
|
Board Index
|
|
#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?
reply to this message
|
|
#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
reply to this message
|
|
#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.)
reply to this message
|
|
#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 :)
reply to this message
|
|
#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 :)
reply to this message
|
|
#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 :)
reply to this message
|
|
#12484: .. |
by K1P57A
on 08/20/2009 08:38
|
|
(it's early in the morning here, ignore my typie mistakes :P )
reply to this message
|
|
#12485: Re: /bind |
by Quin
on 08/20/2009 10:17, refers to #12478
|
|
@siriussorrel: /bind TAB [showscores]
reply to this message
|
|
#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?
reply to this message
|
|
#12487: TY |
by siriussorrel
on 08/21/2009 02:25
|
|
Thanks a ton quin
reply to this message
|
|
#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.
reply to this message
|
|
#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?
reply to this message
|
|
#12490: Re: Purrr |
by baby~rabbit
on 08/23/2009 01:08, refers to #12489
|
|
yes - tested that ages ago ;-)
reply to this message
|
|
#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
reply to this message
|
|
#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
reply to this message
|
|
#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
reply to this message
|
|
#12494: Re: Realistic urban/city map? |
by fhqwhgads
on 08/24/2009 11:07, refers to #12482
|
|
Google "AssaultCube"
reply to this message
|
|
#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
reply to this message
|
|
#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?
reply to this message
|
|
|
Board Index
|
|