Modding Sauerbraten |
by Sauerplayer
on 04/24/2007 00:54, 19 messages, last message: 04/26/2007 07:11, 2559 views, last view: 04/24/2024 19:06 |
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Hi,
I'm new here, but I was wondering if there was any way to do the following things to Sauer:
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*Add footstep sounds
*Change enemy attacks
*Add new weapons and enemies
*Slowing down the games speed
*A pause game function
*Rescale certain models
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Please reply if you can help. Thanks for your time.
-Sauerplayer
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#1: yes |
by rc the one
on 04/24/2007 01:05
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Ummm here you go, that requires direct code changing. You need C++ compiler I think. Ask around on Quadropolis.com
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#2: Thanks |
by Sauerplayer
on 04/24/2007 01:06, refers to #1
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Whoa. Fastest reply i've ever gotten on a forum. Thank you. I'll do that
-Sauerplayer
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#3: Gamespeed |
by tentus_
on 04/24/2007 01:19
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slowdown can be done through the gamespeed command. type
~gamespeed 50
to go at 1/2 the default speed, and
~gamespeed 200
to go twice game speed. You could probably do some simple modifications to the gamespeed code to create a pause ability.
most of what you're asking for would need some recoding though.
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#4: .. |
by Passa
on 04/24/2007 01:35
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*Rescale certain models
Done by editing the md2 configs for the model (no re-compiling needed).
*A pause game function
Exists already (hit F1)
*Slowing down the games speed
gamespeed CMD (100 is default)
*Add new weapons and enemies
Requires at least some familiarity with C++
*Change enemy attacks
See above
*Add footstep sounds
See above
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#5: Re: .. |
by Passa
on 04/24/2007 01:39, refers to #4
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Whoops, sorry for the messy post..
See here as well before you get too ahead of yourself: http://cube.wikispaces.com/Modding+Guide
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#6: .. |
by tentus_
on 04/24/2007 02:28
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Seems like footsteps would be something that would be generally useful, particularly for the eisenstern if we ever start making really big enemies. It's one of those ambiance things that add up though- are footsteps really all that additive?
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#7: .. |
by Der/Nalia
on 04/24/2007 02:43
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Big thing that bugs me
-people that ask if something is possible in coding....
re: seriously,
if(idea==exists){anything->possible=True};
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#8: Re: .. |
by Aardappel_
on 04/24/2007 02:54, refers to #6
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we will probably add footsteps to eisenstern eventually... they are not in the fps for gameplay reasons.
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#9: Re: .. |
by ethan592
on 04/24/2007 05:30, refers to #8
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i played around with footsteps, only really useful in fps if you are running a true surround sound system (hardware and software)
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#10: Re: .. |
by tentus_
on 04/24/2007 07:44, refers to #8
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I figured as such. Radar for audiophiles!
When we do, are we going to try and have different sounds for different grounds (wood, shallow water, stone, metal etc?)
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#11: Re: .. |
by Passa
on 04/24/2007 08:34, refers to #10
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Doubt it, think of the additional pain associated with mapping.
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#12: .. |
by Drakas
on 04/24/2007 09:09
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http://www.slash7.com/pages
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#13: I wonder |
by conorkirk676
on 04/24/2007 15:49
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If I deleted ALL The textures for sauerbraten and even the ones in DATA (all the sounds/maps/models too), and all the other content except the engine, could I make a mod or something then have it available for download?
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#14: Re: I wonder |
by rcdraco away
on 04/24/2007 16:06, refers to #13
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ok listen, you need to read the license, I believe it is. You can make a mod for Sauerbraten that adds stuff, [FREE]. Make a FULL GAME based on the engine and anything that is free that was included.
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#15: .. |
by Acord
on 04/24/2007 18:30
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I've looked, but does anyone know the location of a good, in-depth guide to setting up the appropriate compilers and compiling Sauer?
I'd like to edit a few small things, and I understand the code pretty well, but I'm used to using Visual Studio and C#.
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#16: Re: .. |
by _dbox
on 04/24/2007 19:41, refers to #15
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If you have Visual Studio you should just be able to open the sauerbraten.sln file in the src/vcpp directory and build. All of the compiler settings are already set up for you.
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#17: Re: .. |
by Quin
on 04/25/2007 05:18, refers to #15
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Good freeware one I've found for windows is Code::Blocks 1.0, I've created a codeblocks project file and added it to the CVS in 'src/mingw/'. Please note that the project file is not in the release version as I added it a little while after.
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#18: Re: .. |
by Passa
on 04/25/2007 14:50, refers to #18
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The nightly build didn't work for me, whereas 1.0 RC2 did.
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#19: Re: .. |
by Quin
on 04/26/2007 07:11, refers to #18
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Which is why I say v1.0 (RC2). It has better support, documentation, and is alot more stable. When talking to Windows users, these points are of a high priority.
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