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by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826613 views, last view: 12/09/2021 05:14 |
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#13377: MekArcade |
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by cdxbow
on 09/29/2010 02:26
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TeamXbow have been working on the demo of our Mech shooter, MekArcade for the last 12 months and we may be looking at a release in the 1st Q 2011. This will be an 'expansion pack' for a pre-installed Sauer. We have a couple of quality mech models in the pipeline and have managed to make the basic engine changes to replicate mech behavoir.
What we don't have is mech suitable maps, nor do we have a mapper in the team. So if any of you woderful mappers would like to donate a suitable map or become Cheif Engineer of the Maps for the project then I would love to here from you.
I keep the project site http://code.google.com/p/mech-arcade resonably up to date with current issues, including my preliminary thoughts with maps.
Cheers
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#13378: Re: MekArcade |
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by Razgriz
on 09/29/2010 15:56, refers to #13377
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no one notices that Blood Frontier was forked into Red Eclipse nowadays, they all mention Blood Frontier and ultimately people wonder where it went. heh
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#13379: Blender scripts |
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by wiimario
on 09/29/2010 22:29
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I've animated and textured a model with the new blender 2.5
I've downloaded the script and when I try to install it, it doesn't show up in the add-ons menu.
If I try to run as a script in the text editor it says that there's an error at line 379
print "doubleface! %s %s" % (face, face2)
invalid syntax.
can someone help me resolving this issue?
thanks,
valentino
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#13380: Re: Blender scripts |
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by suicizer01
on 09/29/2010 23:55, refers to #13379
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Im not sure, but i dont think Cube Engine 2 can render animated textures (wich format it uses?).
As far as i know, it can only render animated textures by some script (wich isnt in a default game of Cube Engine 2, like Sauerbraten)
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#13381: Re: Blender scripts |
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by eihrul
on 09/30/2010 01:51, refers to #13379
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The MD5 exporter has not been updated for Blender 2.5 yet, I do not think.
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#13382: .. |
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by MikomDude
on 09/30/2010 12:10
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This might sound a bit "noob",hehe, but I've been using Cube 2 for a little more than a year and I still haven't figured out how I can add my own maps to the the menu. Typing /map mymap is getting a little tiresome.
I'm not saying that Cube 2 is bad but they seem to have managed it in Platinum Arts Sandbox which I think is a somewhat diminished version of Sauerbraten.
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#13383: Re: .. |
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by Razgriz
on 09/30/2010 20:17, refers to #13382
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how many times has this have to be said. every time we say the same. there is no way to add your custom maps to the Map Menu. its a menu only for the release maps. if you want to see custom maps, type /showcustommaps
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#13384: Re: Blender scripts |
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by SheeEttin
on 09/30/2010 20:42, refers to #13379
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I'm fairly sure Blender 2.5x solely uses Python 3.x, while that script was written in Python 2.x.
You could look up the syntax for the different functions and edit it to make it work (it shouldn't really be any more than adding parentheses).
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#13385: Re: .. |
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by MikomDude
on 09/30/2010 22:30, refers to #13383
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Oh ok, well maybe that is a feature that will be added to a later version of Sauerbraten.
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#13386: Re: Blender scripts |
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by tempest
on 09/30/2010 22:42, refers to #13384
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Not really, sadly. Modifying the script to run under Py 3 would be easy, but the whole blender API was changed from the ground up in 2.5.
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#13387: PrintScreen doesn't work? |
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by EvanEjk
on 09/30/2010 23:20
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When I use print screen it just captures blackness.
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#13388: Re: PrintScreen doesn't work? |
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by SheeEttin
on 09/30/2010 23:26, refers to #13387
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http://sauerbraten.org/docs/config.html#screenshot
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#13389: /bind w kill |
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by [IS]|PRO_FISHA
on 10/02/2010 10:45
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How do i take off the command /bind w kill? i have it on and i go back on cube 2 and the same server but with a different name.. last time i did it i just close sauerbraten window and it worked but now i have closed the window like 5 times and it still wont work..
i hope someone can please help...
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#13390: Re: /bind w kill |
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by tempest
on 10/02/2010 11:43, refers to #13389
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/bind W forward
and the next time think before hitting the enter key.
Also, if you want to reset everything, there's "restore defaults" in the main menu.
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#13391: Porting Maps to Tremulous |
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by geekogecko
on 10/03/2010 17:29
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Tremulous is an FPS based on the Quake engine that doesn't have many good maps. I want to port a few Sauerbraten maps over to it (for LAN use). How would I go about doing this? Thanks for your help.
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#13392: Server Help |
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by farmjunk
on 10/03/2010 19:29
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I am currently trying to set up a server so that me and my friends can edit maps without having to LAN. I haven't been able to get the server to open and i can't figure out why. Here is my server text:
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// optional specific IP for server to use
//serverip 192.168.2.101
// optional specific port for server to use
//serverport 28785
// maximum number of allowed clients
maxclients 8
// maximum number of bots a master can add - admins are unaffected by this limit
// set to 0 to disallow bots
serverbotlimit 8
// controls whether or not the server is intended for "public" use
// when set to 0, allows "setmaster 1" and locked/private mastermodes (for coop-editing and such)
// when set to 1, can only gain master by "auth" or admin, and doesn't allow locked/private mastermodes
// when set to 2, allows "setmaster 1" but disallows private mastermode (for public coop-editing)
publicserver 0
// description server shows for the server browser
serverdesc "Tester"
// password required to connect to the server
// generally unnecessary unless you really don't want anyone connecting to your server
serverpass ""
// password that allows you to gain admin by "setmaster password_here"
adminpass ""
// controls whether or not the server reports to the masterserver
updatemaster 1
// optional message of the day to send to players on connect
// servermotd "Hello..."
--------------------------
I opened the port in my router and in windows firewall (Im running windows 7)
can anyone help me?
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#13393: Server, tremulous |
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by Calinou-
on 10/03/2010 22:47
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@farmjunk : do you have any "log" of your commandline ? That may help a lot :)
@geekogecko : No, Cube 2 (Sauerbraten) has a different map format; check the license, then redo the map from scratch. :|
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#13394: Message censored by administrator |
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by Calinou-
on 10/03/2010 22:49
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#13395: Problem loading md3 player models in Red Eclipse |
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by cdxbow
on 10/04/2010 03:51
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We have 2 animated 2 part mech models in md3 format. We had no problem loading them as player and NPC characters in Sauerbraten (justce ed) but they don't animate properly as player models in Red Eclipse, nor do they team texture properly. They do load, animate and skin correctly as the NPC characters in Red Eclipse. I tried with team folders set up as red/blue, alpha/beta, alphateam/betateam etc all to no avail. I tested the old md3 ironsnout in Red Edlipse as the player model and it didn't animate as well. All this suggests I have the config wrong. We have spent weeks on this and got nowhere, help please!!
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#13396: Re: Problem loading md3 player models in Red Eclipse |
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by eihrul
on 10/04/2010 07:13, refers to #13395
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Sauerbraten and RE do not use the same animation slots. You will have to look at an example RE playermodel to see which animation names are actually available.
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