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by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12356224 views, last view: 10/07/2024 13:26 |
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for questions, announcements etc.
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#9234: Re: Cube Developer Needed |
by SheeEttin
on 10/08/2007 20:59, refers to #9233
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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
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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
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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
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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
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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
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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
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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
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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
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You must do a /calclight
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#9243: Models |
by CrazyChao
on 10/10/2007 01:44
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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
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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
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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
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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
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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
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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
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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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#9250: Colors |
by CrazyChao
on 10/10/2007 04:44
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Okay, this is my last question for a while. I have seen maps where the "Title by Autor" is colored, such as Lost in Space. How do I do this?
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#9251: Re: Colors |
by MeatROme
on 10/10/2007 06:06, refers to #9250
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you need to enter the vertical-line feed character \f and the color-number : 0:green, 1:blue, 2:yellow, 3:red, 4:grey, 5:magenta, 6:orange ... on linux I just press Ctrl + L
If all fails - use this snippet of CubeScript to help you along:
_CC = [^L]
COL = [result (concatword $_CC $arg1 $arg2)]
test_txt = (concat (COL 3 red) (COL 1 blue))
like e.g. so
msg = (concat (COL 0 this) is (COL 3 my) (COL 0 first) map); mapmsg $msg
HTH :)
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#9252: Re: Colors |
by eihrul
on 10/10/2007 06:24, refers to #9251
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Note that literally writing ^L will not work, and as such that is misleading. You must press control-L to generate the character, and that is how SOME text editors will display it (as the two characters ^L, but not always).
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#9253: Re: Colors |
by MeatROme
on 10/10/2007 08:16, refers to #9252
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oh, right ... last time I sent the CubeScript as email attachment in answer ...
@ CrazyChao:
copy-n-paste from packages/base/4b1.cfg if in doubt how to create this control-character yourself.
e.g. from line 30 - lot's there ;-)
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