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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 11317374 views, last view: 04/20/2024 15:50

for questions, announcements etc.

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#15429: Re: Porting model question

by hypernova on 09/13/2016 21:30, refers to #15428

Hey there,
I'm not an expert with modeling in Cube, but I know that there is a model tag which rendermodel.cpp (I think) uses to attach the weapon to the player.

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#15430: ..

by chasester on 09/14/2016 04:00

http://cubeengine.com/wiki/Hudguns_with_Hands
I think thats what you are looking for. The wiki is probably the most helpful info on things related to models. I dont know much about this stuff and only done parts and pieces of model importing but geartroopers post mostly do a good job explaining. Most of his post are for the md5 format I would suggest upgrading to this format if posible its better and more widely used in the sauer engine. But everything stated here should work with md2 as well just md2COMMANDNAME rather than md5COMMANDNAME.

What I do know is that hudguns are found in a seperate folder (these are guns that appear when the player is in first person). They should be model/hudgun/WEAPON_ID. As for holding the weapon in third person you can use a tag but I do believe you can also use the md2trans command to place it where it belongs if its acting up. You may need to attatch it still though cuz i dont think this translates based on pitch and yaw (and roll) of the players body. I would look at some of the other player models and see how they do it. From what I remember its pretty strait forward, but Ive not worked with models for a few years so I dont remember much.

chasester

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#15431: ..

by chasester on 09/14/2016 04:08

looking at this a bit longer this is how you add a weapon tag (the pages pictures are all broken unfortunately)

http://cubeengine.com/wiki/Blender_Animated_Md3_Export

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#15432: Can't load maps

by Owen22 on 09/17/2016 08:24

When i first started the game it was fine.I played CTF on Face-Capture the map.Then i got board so I checked out the other maps but when i tried them the game alwyse just bugs out,stops working and that's about it.

Pleas solve my problem(Very good game)

Owen22

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#15433: Re: Can't load maps

by eihrul on 09/17/2016 21:22, refers to #15432

Try disabling shaders in the the Options -> Gfx menu, then restart the game.

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#15434: Looking for a SP Village like map

by dannygamer on 09/24/2016 22:51

Hello everyone,

I first played this game back in 2009 on Linux, and came back on and off whenever the nostalgia grew on me.

I am looking for a specific very fun map that I cant find in the current Cube 2, old Cube engine game and in the 2009 Cube 2 version, maybe one of you can help?

It is a Single Player map (with pre-placed enemies), not a Death match Single player one. It is rather large set in a dark (nighttime?) medieval style village, where you had to fight through various sections to progress further. To finish the level you had to open a castle like structure and fight through a horde of enemies to reach the carrot.

I think I first played it back in 2009/2010ish and it came standard with Cube2 in the SP section. I have looked around and I can't seem to find it at all. It was a fun map and would like to play again. I also recall it was laggy on lower end computer because it was very detailed, nicely modelled and had tons and tons of monsters.

Any help is greatly appreciated.

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#15435: re: previous message

by dannygamer on 09/24/2016 22:55

ooopsie my apologies, didnt mean to post that in here, misclicked the forum thread. please ignore the above post. I'll repost it properly

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#15436: re:re pvreious messages

by dannygamer on 09/25/2016 02:09

Wow i finally found it after installing six different sauerbraten versions!

map is called Orgosville and was in the 2007 Release. Absolute killer map!

Sorry for spamming the thread.

I'll see myself out now

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#15437: Git

by rokyed on 10/07/2016 08:45

I would love an official GIT repo where i can tap in and create pull requests, this will improve likability of people joining the project and making it better, I love the game, but I don't know how SVN works and it holds me back a lot, I would implement new features in the game because it's awesome and nice!!

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#15438: Re: Git

by hypernova on 10/08/2016 04:21, refers to #15437

I know what you mean, but currently the development cycle is closed. In the current state of things it would be very difficult to get your change implemented in the release version. Your best bet is to create a patch and send it to Eihrul. Note that any gameplay changes will require a significant amount of approval by the community to be accepted (just going from what I hear).
If you would like to develop on Cube 2 in a more open environment, you may want to join the Inexor project, which is basically a mashup of features being semi-independently developed, and incompatible with the vanilla Sauerbraten.
There are literally dozens of mods/forks of Cube 1 and 2, I'm sure you can find something to contribute to.

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#15439: Reply posting bug

by hypernova on 10/08/2016 16:03

Hey all,
There's a glitch when submitting a new post that says a similar message was already posted, when the original post was said to be rejected (but actually went through). This is why I have a bunch of double posts recently, sorry for that :(

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#15440: could not write map to packages/base/mytexturename.ogz

by Axolotl on 10/18/2016 09:27

Hello,
I am playing on windows 10, im not able to save map anymore, worked first time i launched the game, any clue on how i can fix it?

(what i did between was to copy packages folder from install dir to MyGames/Sauerbraten/packages to help me import textures with blender, and restart computer
I tryed to make a new MyGames/Sauerbraten folder but didnt work.
)

Also, can i use textures placed in "packages" folder in a commercial game?

would be great if i could edit my maps on the game and then use it in another game ^^.

sauerbraten is a great map editor i believe.

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#15441: Textures licenses

by Axolotl on 10/18/2016 09:43

hey back, i read that textures are individually licensed, do you know where i could find individual licenses of each of them?
Any way to put my stack of textures instead of the ones of the game in my game version? or remove the ones not compatible with a commercial game?


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#15442: Re: Textures licenses

by hypernova on 10/18/2016 20:13, refers to #15441

Hello Axolotl,
Most texture directories should have a license file within, which should contain the permissions. Note that in general, much of Sauerbraten's artwork cannot (and should not :) be used for commercial projects.

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#15443: Re: Textures licenses

by hypernova on 10/18/2016 20:14, refers to #15441

You can also add your own textures by editing the config files in the data/ directory, which stores default map settings.

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#15444: Re: could not write map to packages/base/mytexturename.ogz

by asmanel on 10/20/2016 05:25

Don't trust default folders. They tend to work bizarre ways.

I suggest you edit the file client.bat.

Change the address after the -q option.

On my computer, I changed it to .My_GamesSauerbraten and it works without problem.



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#15445: Re: Textures licenses

by suicizer03 on 10/25/2016 13:40, refers to #15443

NEVER edit the configuration files within "/data" folder, unless you really know what you are doing. It can cause nasty situations which makes you incompatible with other users or just messes up your own version.
Rather create a configuration-file (called [name_of_map_or_model].cfg), which can be called upon use.

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#15446: Re: could not write map to packages/base/mytexturename.ogz

by asmanel on 10/26/2016 00:25, refers to #15444

I just saw the two antislashes of the address I wrote disappeared.

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#15447: Underwater level (water+glass)

by MADmillian on 10/28/2016 23:45

Hi

Sorry for bad english im german.i want to create a underwater level like rapture (bioshock) and u know the problem.When i make a window and put water behind then i see only a waterfall.I wanna see the ocean behind the window not the waterfall.U know what i mean.. please help i wanna create this so hard..

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#15448: Re: Underwater level (water+glass)

by suicizer03 on 10/29/2016 18:13, refers to #15447

Put this line in your map's configuration-file (called "name_of_map.cfg");

materialreset

loop i 4 [
texture [water@(+ $i 1)] "golgotha/water2.jpg" // water surface
texture 1 "textures/waterfall.jpg" // waterfall
texture 1 "textures/watern.jpg" // water normals
texture 1 "textures/waterdudv.jpg" // water distortion
texture 1 "textures/waterfalln.jpg" // waterfall normals
texture 1 "textures/waterfalldudv.jpg" // waterfall distortion

texture [lava@(+ $i 1)] "dg/floor_lava2.jpg" 0 0 0 2 // lava surface
texture 1 "dg/floor_lava2.jpg" 0 0 0 2 // falling lava
]

Now change the lines of the waterfall part into another texture in any desired directory.

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