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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, 12355353 views, last view: 10/07/2024 09:29

for questions, announcements etc.

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#9230: Re: ..

by eihrul on 10/08/2007 09:32, refers to #9229

Well, not everything in src/ is zlib, i.e. enet is MIT-licensed, the GL/SDL/etc. stuff is under whatever license they are under, but basically you can reuse all that stuff so long as you don't change the licensing terms on it at all.

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#9231: Re: ..

by absinth on 10/08/2007 14:21, refers to #9230

SDL is LGPL

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#9232: Problems with demo recording... agin

by Q009 on 10/08/2007 19:05

Hi! I have new problems with opening demo:
I did:
/setmaster **************
And i see: 'Q009 claimed admin' ok
/recorddemo 1
And i see: 'demo recording is enabled for next math' ok
/ffa metl4
Now changing map and i see: 'recording demo' ok
Later:
/stopdemo
And i see: 'recorded demo' ok
/listdemos
And i see one demo, ok
/getdemo
And i see: 'received 151207.dmo' ok
/disconnect
/demo 151207
And i see: '151207.dmo is not a demo file' WTF?!?
/listdemos
And i see: 'no demos available' WTF?!?

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#9233: Cube Developer Needed

by sprfrkr on 10/08/2007 20:32

Hello,
I am looking for one or more cube developers/artists to work on a project part-time for us. I am looking to create what the \"Quake Zero\" (currently vaporware) experience aims to be using the Cube engine. A monthly stipend will be provided if we can come to a working agreement of what we are after and if it is possible to accomplish.

Thank you for your time.

SPRFRKR

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#9234: Re: Cube Developer Needed

by SheeEttin on 10/08/2007 20:59, refers to #9233

Hmm...

I'm not sure what you mean by "create what the "Quake Zero" experience aims to be", but I'll stick a hand (or foot) in if needed. (I'm not much of a coder, but I can do other stuff.)

You may want to read the "how not to start a mod" (http://cube.wikispaces.com/How+not+to+start+a+mod), but I did a few Google searches on you, and we may actually see a mod come out of this. (Hint: search for "superfreaker", "superfreaker studios", and "shannon sofield" (that's his name).)

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#9235: Re: Cube Developer Needed

by sprfrkr on 10/08/2007 21:13, refers to #9234

Thank you for your response. I will explain further my goals and intentions. I am fairly familiar with the realities of starting mods and how they often die, so that I why I decided to add some monetary value to the proposition.

Some goals/thoughts:
- quick/small download package
- single step installation (for pc anyway)
- 3 basic maps (think slipgate q1, cthon q1, etc.)
- simple in game config.cfg editing

Basically, a really dumbed down version of Cube for the fairly inexperienced pc gamer making it possible to get from "Yeah, I want to play" to "Yay! I'm playing" in 5 minutes or less.

The goal is to create a community around the project not limited to core gamers. If anyone remembers MPlayer.com (bought by gamespy years ago), then you will understand the concept. A web interface or Adobe Flex application would manage the game/server finder/launching system.

I can imagine that a lot of this work is already done or is at least in the realm of possibilities. I am a developer myself and have extensive experience in managing projects like this. This is a side project for me so I personally cannot undertake the dev on it so that is why I am reaching out here.

Please feel free to contact me directly with any questions or concerns.

Shannon

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#9236: Re: Cube Developer Needed

by eihrul on 10/08/2007 21:26, refers to #9235

Depending on how much you're willing to spend, there is dot3 labs, LLC - Wouter and I's company. But again, that is contingent on price range.

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#9237: Re: Cube Developer Needed

by sprfrkr on 10/08/2007 21:36, refers to #9236

Thank you again for the reply. Let me write up a formal document detailing the requirements and mapping out the concept in better terms. I'll submit it to you for review once completed.

Thank you.

Shannon

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#9238: Default Ammo

by CrazyChao on 10/09/2007 00:40

How do I change the initial amount of ammunition a weapon has, like the pistol?

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#9239: Re: Default Ammo

by SheeEttin on 10/09/2007 00:54, refers to #9238

The starting weapons are set in fpsgame/game.h, specifically lines 279 to 317, dependent on game mode.

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#9240: ..

by Acord on 10/09/2007 01:25

I can do some freelance work - price per item for SFX, textures, models, maps etc, more expensive for exclusive rights. Check out Blood Frontier if you want to see what I'm capable of with this engine.

Right now, I'd have to balance it into my workload, however, which includes Blood Frontier, going to school, and teaching school among other things, so if you need a lot of work done in a short period of time, I'm not your man.

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#9241: LIGHTING HELP!

by CrazyChao on 10/09/2007 06:03

I don't get it. When I place lighting, it doesn't show. The brightness of places is not modified whatsoever. Am I doing something wrong?

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#9242: Re: LIGHTING HELP!

by eihrul on 10/09/2007 06:30, refers to #9241

You must do a /calclight

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#9243: Models

by CrazyChao on 10/10/2007 01:44

Thanks. I have another question (suprise, suprise.) I have imported a model which I think is configured correctly:

md3load tris.md3
md3skin mesh skin.jpg mask.jpg
mdlspec 20
mdlambient 5
mdlspin -3

I do not know how to put it into the game, however. Could someone help? (I know I ask a lot of questions. I read as many documents as I can to find the answers before I do.)

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#9244: ..

by Acord on 10/10/2007 01:47

Which model is it for? A mapmodel?

The easiest thing to do is to simply replace a model. If you want to *add* a model, then it really depends on what type: Mapmodel, vwep, hudgun, character, etc.

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#9245: Model

by CrazyChao on 10/10/2007 01:49

I am trying to *add* a model.

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#9246: Re: Model

by tentus_ on 10/10/2007 01:59, refers to #9245

As Acord asked, what kind? If we're talking about adding a player model, then we'll have to edit the engine. If we're adding a mapmodel, then it's negligibly easy.

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#9247: Re: Model

by eihrul on 10/10/2007 02:01, refers to #9245

You must add it to the model list in your map's cfg.

First use the command "mapmodelreset" to reset the map model list back to empty, then use "mmodel relative/path/to/your/model/here/".

So if you put your model in "packages/models/mystuff/some_model" then your map.cfg would include:

mapmodelreset
mmodel "mystuff/some_model"

Note that if you don't do the mapmodelreset, it will take the model onto the end of the model list that is specified in data/default_map_models.cfg

However, if you do that, you run the risk that if we change that list, or add models to it in the future, the number you use to reference your map model with entities won't match anymore.

So if you must use those definitions too, you are best to either copy the contents of default_map_models.cfg, or just include the models you need to use manually via use of a few individual "mmodel whatever" commands for stuff you specifically need. Just resetting the map model list and specifying exactly the models you need is usually the better option anyway.

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#9248: Re: Model

by CrazyChao on 10/10/2007 02:08, refers to #9247

Thank you so much. And, why is it... when I ask a question... right before someone posts the answer, I find it on my own? Thank you, everyone.

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#9249: Re: Model

by tentus_ on 10/10/2007 02:50, refers to #9248

I find that by figuring out how to word my question to get an answer, i figure out the answer itself. That's why it's a good idea to write down a list of questions- a large number that you write down will get answered before you even get close to filling a page of paper or a single screen of text.

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