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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12352625 views, last view: 10/06/2024 19:30

for questions, announcements etc.

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#9916: Re: HELP!!

by rancor on 01/16/2008 08:47, refers to #9912

Not true: http://gentoo-wiki.com/HOWTO_Xbox_360_controller_on_Linux

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#9917: copyright laws editing cube textures

by Poroc on 01/16/2008 12:30


I seek advice on copyright law.

Am i able lawfully, to edit cube 1 Jpeg images (with paint), to use in a map im creating (for cube1)?




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#9918: Re: copyright laws editing cube textures

by corop on 01/16/2008 14:27, refers to #9917


Read the readme's.

They're not application extensions.

I should have asked the first time i edited stuff and nearly got sued by the legal counsel.

Whoa, nearly wound up in court, its always best to take heed and bear caution.

If in doubt just ask, its one way of doing things or you can just dive in head first.

Dont feel too bad matey, if i got drunk and said you could have my missus for the night, then woke up in the morning on the ground to find you in bed with my missus, that doesnt mean
i wanted you to shag my missus does it.

I think you need another coffee or a good night sleep.
Which ever comes first.

Cause your missing alot of stuff you already have (in cube folder) that you are asking questions about.

Yep. You must read it all. All of it.

No offence i used to be the same.
Never did read the books for english class in second form.
Just looked them up on the net.
Piece of cake.

Say, perhaps you need a new pair of reading glasses?


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#9919: Re: copyright laws editing cube textures

by corpo on 01/16/2008 14:32, refers to #9918


Santa. Is that you?

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#9920: Re: copyright laws editing cube textures

by Megagun on 01/16/2008 16:36, refers to #9919

Why, exactly, are you replying to yourself, corpo/poroc/corop?

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#9921: Re: copyright laws editing cube textures

by tentus_ on 01/16/2008 17:04, refers to #9920

As if the manner of speech wasn't a dead giveaway, then the names, then the IP address... you really want to start laughing, but it makes you sad too.

Poroc: textures are licensed individiually, or as relatively small sets. Read the readmes on each set before making any edits, and be aware than any edit to a resource will affect the entire game.

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#9922: multi-threaded?

by GreatBunzinni on 01/16/2008 19:15

Is sauerbraten multi-threaded? If so, how many threads does sauerbratten use?

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#9923: Need help in Sauerbraten

by tyros on 01/17/2008 02:15

I\'m working on a map and I want to delete some extra stuff. I mean when you start a new map it\'s always square shape. But if you look at the map metl4 or some others from the above, they all have different shapes (just the map itself and nothing more). How do I completely delete the extra cubes I don\'t need?

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#9924: Re: Need help in Sauerbraten

by tentus_ on 01/17/2008 02:20, refers to #9923

One common way is to turn the outskirts of the map to be kybox textured, or just push cubes away until you just have what you need. Hoever, I'm fairly sure that the best thing to do is to level out the outskirts of your map, so that there are as few polys as possible. If the player can't see it, it doesn't really matter what it looks like, just so long as it's simple as possible. This is why indoor maps have often been "filled in" so to speak, sp that there's no extra polys that the player can't see above them.

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#9925: broken mod

by slick on 01/17/2008 03:59

aight so when i had summer edition of sauerbraten, a guy on quadrapolis named marvin2k submitted some m2k futuristic weapons. they worked great, and i liked em. but when i switched to assassin edition, and got the mod again, the new gun animations included with the mod quit working. any1 know wat i modify in the md3 files to get the mod's custom animations to work again? thx

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#9926: Re: copyright laws editing cube textures

by poroc on 01/17/2008 05:07, refers to #9920


one of my friends eused my computer #9957 in my name.
I have a new friend.

I could've told him to open and read.

I understands what he means though, most of those pads are marked as 'CFG' configuration files.

Not entirely reccomended for opening.

I little daunting to even try too open not too mention possibly corrupting the file and or game.

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#9927: autoexec execution?

by demosthenes on 01/17/2008 08:53

Would it be a problem to execute autoexec.cfg in the middle of an SP map?

The reason I ask is that I want to force a rebind of mouse1 and mouse2 in order to have a portal-placing puzzle, but then I need to restore (not just re-bind again) those back to what they were. The easiest I can think of is to execute config.cfg and then autoexec.cfg, which should restore settings to the player's defaults.

So, would doing so cause problems for anyone?

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#9928: Re: autoexec execution?

by steve_e on 01/17/2008 09:11, refers to #9927

I've tried this to restore 'defaults' - you will receive an error saying that you can not do a binding, so does not restore the config.cfg binding(s).

If you had the new binding in autoexec.cfg then you wouldn't want to call that again after calling config.cfg anyway.

It does reset other game settings though, so can be useful for some cleaning up just before exit.

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#9929: Re: autoexec execution?

by demosthenes on 01/17/2008 09:32, refers to #9928

Well, my idea was to have the keybinds in a GUI that would pop up at a certain point in the level explaining a little about the portal puzzle, something like "click here to start" would bind the keys.

Then I would have a GUI popup at the end that said "click here to continue" which (I hope) would execute config and autoexec.

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#9930: Re: autoexec execution?

by steve_e on 01/17/2008 10:14, refers to #9929

So, the key binding is dependent on the variable being set via menu button?

The bindings would have to happen at start-up in any case, and not in game, so whether they were active upon setting a boolean via menu the binding would still be associated and written to the config.cfg at shutdown.

I tried a little test to see whether that would happen: I set a key binding in autoexec, opened sauer and when I closed sauer I ran a script that went:
exec config.cfg
quit

...no error messages as you don't get to see them, but the binding set in autoexec was written to config.cfg despite config.cfg being called before exiting (and hopefully restoring intial settings).

This is why it would be good to test for a keypress rather than binding keys for SP (and other?) games.

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#9931: Re: autoexec execution?

by demosthenes on 01/17/2008 11:03, refers to #9930

No, the binds would be set by gui button. Like,

guibutton "Okay, play the portal puzzle" [bind mouse1 [portal1]]

If it works for the portaltest map (which it probably does if they playtested it), then it should work like that. The real question is, will the rebinding of things work via gui button?

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#9932: Re: autoexec execution?

by steve_e on 01/17/2008 11:59, refers to #9931

Hmmmm, just looked at the portal .cfgs...

Well, how's that - you can do a bind of a mouse button in game... but not keys... hmmm...

So anyhow, then YES, assigning a clean up script to a menu button to reload config.cfg will return the mouse bindings to what they were... I just tried with my own menu which has a 'quit' button that calls the config.cfg before exiting and the mouse binds from the portaltest.cfg were not written to the config.cfg on exit.

Wow, so I can play with mouse bindings then, just not key bindings in game - that makes things a little more interesting. Cheers.

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#9933: ..

by SanHolo on 01/17/2008 13:58

Is it possible to run Sauerbraten on multiple Monitors (not mirrored of course)? If so, how can it be done on Mac OS X?

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#9934: Re: ..

by Quin on 01/17/2008 14:34, refers to #9933

I assume you just use "-wVIRTWIDTH -hVIRTHEIGHT", realise that if you are using a single video card with multi display capability that the second monitor can sometimes (but not always) be unaccelerated.

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#9935: Re: autoexec execution?

by tentus_ on 01/17/2008 16:48, refers to #9931

I'm a bit confused. Have you tired out the portaltest maps? The way I rebound the keys was a finishing showgui that had a button to rebind everything that was bound by previous buttons back to the default. I chose to do this because it minimizes the probability of undoing other configurations: lots of people rebind half their keyboard to fit their liking, and I have no right to try and force the original defaults back on them.

I'm not really sure what you guys are saying about not rebinding keys... type /bind E [echo "edit"] and it'll do exactly what you expect. (type /bind e [edittoggle] to undo this binding, btw.) Keyboards are just as bindable as mouse buttons. The only things you can't change are what the commands themselves do: there's no way to make "attack" mean "exec some_script".

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