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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 11312488 views, last view: 04/19/2024 07:47

for questions, announcements etc.

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#15265: Re: A little question!

by northstar on 02/19/2015 17:49, refers to #15260

i'm not too familiar with fps ai's, but you could just pick an ai in the game, take it into blender, delete the mesh and replace it with your mesh, get the vertices groups lined up to match the skeleton, and export... that way the anims etc are already configured, scripted and coded...

i'm not to that point yet, but if you look in the src > fpsgame > monsters, that might give you a starting point...

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#15266: Re: Looking for "volunteers" or hiring without pay

by northstar on 02/19/2015 18:05, refers to #15262

yesh, volenteers are going to be hard to find... but then thats how microsoft got started (kinda)...

there is a gal i know who is quite talented (but works in linux) at http://www.moddb.com/mods/sabicube and she is just starting out... i've found her work quite impressive...

best of luck to you... and you hold onto that dream as hard as you can... and start learning all the aspects one by one (enough to get by)... your work will go a long ways in attracting...

hang on... the Orc's are pounding at the door again... something about their gruel isn't up to the minimum daily requirements... sigh... gotta go... till then...

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#15267: Re: A little question!

by Papriko on 02/19/2015 18:33, refers to #15265

I think you messed up AI and models here.

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#15268: Re: A little question!

by suicizer03 on 02/19/2015 19:25, refers to #15265

First of all; Cube Engine knows 2 different kind of AI.
- Monsters
- Bots

Monsters basically don't need anything except some solid ground to shoot from and their entity to let them spawn called "monster" with parameters "type" "tag" (so entity: monster [number] [tag_on_dead]).
It is advised to use the material "gameclip" so they don't get stuck somewhere and stay in a certain area.
Unlike bots, they only spawn in modes for Single player.
Monsters have their own mesh which is currently in .md2 and .md3 format (although .md5 .smd and .iqm are supported) so they don't have any bones at all.

Bots need like players the entity "playerstart" and waypoints which Papriko already referred to.
Unlike monsters they share the mesh with that of players. Due this they do have bones (as they use the .md5 and .iqm format), but they cannot be chosen unless you force all playermodels to be the same as yours.

So if you're talking about the AI of monsters, then you don't need anything of the current used mesh except the preservation of the name of the directory of the mesh.

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#15269: Re: A little question!

by northstar on 02/19/2015 21:08, refers to #15268

good stuff... being as i'm in rpg, the monsters side will be the one i live with for my mod (wolf, etc)... but i'm a long ways from that...

right now i'm rebuilding the interface and menu's (sigh... again)... its a sweet little engine, i've always loved its simplicity without the overkill...

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#15270: Problem with green crosshairs

by Drarrhat on 03/03/2015 23:58

When I'm at low health, green crosshairs turn black, which makes them difficult to see. Does anyone know a way to prevent this other than crosshairfx 0? (I like having hitmarkers)

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#15271: Re: Problem with green crosshairs

by hypernova^ on 03/04/2015 17:05, refers to #15270

Try crosshaircolors 0 :)

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#15272: Re: Problem with green crosshairs

by Drarrhat on 03/04/2015 23:20, refers to #15271

That worked! Thank you.

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#15273: Master server configuration docs

by hypernova^ on 03/06/2015 22:34

Hey guys,

Has there been any documentation written for master server configs?

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#15275: vwep and hudguns

by northstar on 03/21/2015 21:58

i'm making a hybrid of sabicube, platinum arts and cube2... it's going ok so far, but maybe someone could help simplify something for me about weapons since i am on models now...

whats the difference between the weapons' folders... there is vwep, hudguns in the main and in the player folders, and i'm just curious about what goes where and if it could be streamlined a bit...

i might have an alpha ready in a few months and will let the community take a look at it to make sure all my dots are dotted and t's are crossed... till then...

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#15276: Re: vwep and hudguns

by suicizer03 on 03/21/2015 22:44, refers to #15275

"models/weps/" are the weapons seen holding other players and you if watched in 3th view.

The "models/hudguns/" directory is actually obsolete; "models/[character]/hudguns/" is currently being used.You can manually change this by using "/hudgunsdir [path_to_directory_from/models/]". This can't be done with the vweps (yet?).

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#15277: Re: vwep and hudguns

by northstar on 03/22/2015 21:11, refers to #15276

ah ha... i thought things might have been a bit redundant, that chops another 30mb off my total size... i did notice in the code that the chars were pointing to their (or mrfixit's) own folder for hudguns... thanks for the clarification...

i'll probably leave in vwep, since they have to be somewhere, and no sense in complicating things when it's not necessary... and i will have 3rd person

timing couldn't have been better, since i'm working on my char anims today and would end up saying 'well what the frigg!!!' at the end of the day...

thanks again...
ns

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#15278: Resetting Milliseconds

by Kamadake on 03/24/2015 00:09

Has anyone ever tried perhaps resetting all the milliseconds times in the code?

I'm doing a project that involves generating maps within cube 2 and the problem I have is that I can leave the game going on for so long (together with gamespeed multiplied) that lastmillis is reaching the highest number of a 32 bit integer. Has anyone messed with those time numbers?

Thanks!

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#15279: Re: Resetting Milliseconds

by suicizer03 on 03/24/2015 16:14, refers to #15278

That's probably because the mode coop-edit has no time limit like any other mode.

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#15280: Re: Resetting Milliseconds

by suicizer03 on 03/24/2015 16:15, refers to #15279

.... Unlike any other mode (darn typo).

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#15281: Where is the server config file in Linux?

by NoobyPrize on 03/27/2015 19:04

Hi All,

I have my server up and running for just a LAN session. I want to configure my server for Regen and revolving maps. I think I need to edit the server config file, but I do not know where it is stored on an ubuntu linux install. Can you point me to where I can find this file?

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#15282: compile in 64bit?

by northstar on 03/27/2015 20:19

i've looked through the search to find answers for compiling in 64bit... i've dwnlded cygwin (although i don't have a clue as to what it is for) and mingw64 which doesnt seem to have a make64.exe... i'm just lost as to how to compile my 32bit into a 64 bit...

dont know if it would be necessary, but it would be nice since the world seems to be changing over to 64bit...

perhaps there are some online sites that might compile it after i'm done?... i'm almost done with an alpha so now is the time to ask...

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#15283: Re: Where is the server config file in Linux?

by northstar on 03/27/2015 20:27, refers to #15281

ask sandi (sandsound) over in sabicube (http://www.moddb.com/mods/sabicube)... she is a linux user and might be able to help...

dont know how often she visits her site, since she is now off to new horizens, but its worth a shot :)... luck

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#15284: Re: Where is the server config file in Linux?

by hypernova^ on 03/28/2015 01:37, refers to #15281

Hello there,

I think what you are looking for is server-init.cfg in the root of your sauerbraten directory.

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#15285: Weapon creation

by vinny on 04/02/2015 00:46

Does anyone know where i can find good info on creating new weapons? Both model/animation configuration, and logic as well (bullet, raytrace, etc.).

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