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General Thread

by Aardappel on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826357 views, last view: 12/09/2021 04:12

for questions, announcements etc.

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#7091: ..

by Sauceofallevils00 on 11/29/2006 03:25

I don\'t really see the difference here buddy. Anyone can change a skybox texture, how hard is that? I thought you where going to make some effects, like a darkplaces type of mod. But no, you just made a few easy lines of code and switched a skybox. What is the overall payoff, and use of using your so called new and improved code. Also, learn to comprehend easy concepts, you don\'t get inducted into something, without showing the best damn credentials possible. If you wanted them to add you, your mission was to make them impressed with your outstanding computer programming abilities. All you need to do is a little more work, then maybe your dreams will be achieved.

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#7092: Re: I would like to consult a dev team... / Win32 Expection

by rpointon on 11/29/2006 17:31, refers to #7092

No one else can really comment on errors relating to code you've changed, unless you show _all_ of the changed/new code as well. Best wishes.

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#7093: Getting Together

by Heresiarch on 11/29/2006 21:09

I think its hard to catch up with poeple to discuss building, mapping and other stuff about sauer, is there an IRC that I dont know of? or should we make one?

I prefer live chat...

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#7094: Re: Getting Together

by Greywhind on 11/30/2006 00:53, refers to #7093

irc.quakenet.org
#sauerbraten

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#7095: Re: I would like to consult a dev team... / Win32 Expection

by ScottS on 11/30/2006 05:41, refers to #7092

Brian, why not implement collada support. Skeletal animation could be beneficial to sauerbraten

https://collada.org/public_forum/welcome.php

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#7096: Re: I would like to consult a dev team... / Win32 Expection

by Aardappel_ on 11/30/2006 07:13, refers to #7095

I don't think I have ever seen a worse designed file format (if you can call it that) than collada. It's on the sauer feature todo list right after freezing hell over.

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#7097: Re: I would like to consult a dev team...

by Gilt on 11/30/2006 13:36, refers to #7090

"What should be nicer to you and your dev team of all, whether levels or source code or anything else?"

Content is the number one bottle neck in a project like this. Always has been, always will be.

You take a look at any of the major design decisions relating to content, and the main issue concerning the when, why, and how of them is always the lack of quality content.

Therefore, the fastest way to get a feature into sauebraten is to provide quality content for it, not coding it in yourself.

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#7098: question

by João Alves on 11/30/2006 18:01

Hi

i\'m using WindowsXp os and i c\'ant play cube 2 Sauerbraten. i view this error messege »http://img172.imageshack.us/img172/241/semttuloib2.png«

does anyone know i can fix it?

thanks

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#7099: how are the ‘RED’ bounding sections done?

by sauerbraten.bb0 on 11/30/2006 23:35

Question: “ how are the ‘RED’ bounding sections done? “
~ Please, explain the procedure for doing that. Thank-you :)

Email: sauerbraten@mail2world.com

<img src=\"http://sauerbraten.ifastnet.com/www.img/cube3/cubeengine2/sauerbraten1/bb0.png\">

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#7100: Re: how are the ‘RED’ bounding sections done?

by sauerbraten.bb0 on 11/30/2006 23:38, refers to #7099

linked image ~ note: (remove the trailing slash)

http://sauerbraten.ifastnet.com/www.img/cube3/cubeengine2/sauerbraten1/bb0.png

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#7101: Re: how are the ‘RED’ bounding sections done?

by sauerbraten.bb0 on 12/01/2006 00:07, refers to #7099

{source} editref.html

editmat

Changes the type of material left behind when a cube is deleted. Currently the following types of materials are supported:

air: the default material, has no effect.
water: acts as you would expect. Only renders from the top, so treat it like real water and keep all 4 sides contained. Shows blue volume in edit mode.
clip: an invisible wall that blocks players movement but not bullets. Is ideally used to keep players "in bounds" in a map. Can be used sparingly to smooth out the flow around decoration. Shows red volume in edit mode.
noclip: cubes are always treated as empty in physics. Shows green volume in edit mode.
glass: a clip-like material with a blended surface. Glass also stops bullets. Shows cyan volume in edit mode.
-- ok, ok. I answered my own question! i think? LOL, sorry for the interruption.

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#7102: Exceptions..

by 56K on 12/01/2006 02:21

I keep getting this error which makes the game quit. A small window with this appears:

sauerbraten fatal error
Sauerbraten Win32 Exception: 0xc0000005 [0x0]

Sometimes \"[0x0]\" is different, but that\'s what it usually says.

Why does this keep happening, and how can I prevent it?

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#7103: Re: I'm showing what I've done

by shadow,516 on 12/01/2006 21:48, refers to #7084

Umm... if aard or eihrul specifically overwrote the old skybox, it was for a good reason.

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#7104: Review of Sauerbraten & ActionCUBE

by mitaman@work_cave on 12/02/2006 12:39

You can find recent reviews here.

http://planetfreeware.org/index.php?option=com_content&task=category§ionid=4&id=20&Itemid=26

MitaMAN

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#7105: bots...

by guest57 on 12/02/2006 16:06

Odd... recent posts on this forum remind me of ELIZA...

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#7106: blendermd3

by theButcher on 12/02/2006 18:36

Where is the blendermd3.zip? I checked the link on cube wiki, it's broken. Please help.

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#7107: Re: blendermd3

by MeatROme on 12/02/2006 18:57, refers to #7106

http://cubeengine.com/forum.php4?action=display_search&keywords=blendermd3&submit=+GO+
tells us to look for it here :
http://johnny3d.promail.ca/blendermd3.zip
and indeed there we find a file by that name - can't vouch for usefulness though, since I don't model

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#7108: Re: blendermd3

by theButcher on 12/02/2006 21:26, refers to #7107

Thanks. Sorry for being such a n00b.

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#7109: Re: blendermd3

by MeatROme on 12/02/2006 22:16, refers to #7108

not at all - at least the wiki was fixed (I added the mirror link) - and _everybody_ misses the search :-P

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#7110: Problem : Weapon creation with Milkshape

by okicomputer on 12/02/2006 22:35

I'm starting to work with Milkshape to make a new weapon and i've accounter a problem.

[url]http://img126.imageshack.us/img126/8372/newweaponbd5.th.jpg[/url]

I used several primitive to make the gun .

Then i have exported it in a md3 format and opened it in Npherno's GL viewer to make a UVW map but the result is not usable.

[url]http://img106.imageshack.us/img106/7172/skinib5.th.jpg[/url]

I think it came from the fact that the model is not empty,their are polygons inside the model that you can't from exterior.

If somebody know how to make a model to be empty?
Thanks alot for your reply

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