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The Untitled Sauer Mod

by Acord on 05/25/2007 01:52, 94 messages, last message: 09/08/2007 00:57, 93029 views, last view: 04/19/2024 09:56

Very early screens from a Sauerbraten mod I've been working on. Comments, crits and questions welcome.

http://acord.789mb.com/mod.htm

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#55: ..

by slider on 07/04/2007 18:42

missing those screenies

:(

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#56: Back

by Acord on 07/06/2007 15:07

Sorry - had the folks out to visit for awhile, went to Vegas, Monument Valley, Flagstaff, Aztec, and about a zillion other places. I'll have some new stuff to post this week, but gotta spend time with the family.

Still trying to learn how to utilize SF, but until then everyone will be happy to know that I back my work up every day or so.

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#57: SF.net

by Free Gamer on 07/08/2007 19:32

I use SF for several projects, if you need any advice please contact me (freegamerblog AT gmail DOT com) and I'll happily answer any Qs or help out if needed.

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#58: ..

by slider on 07/12/2007 14:04

any update on how this is moving ??

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#59: how far r u

by Jake777 on 07/13/2007 06:24

i wanted to know just exactly how far you guys r on this new mod. if u could just tell me percentage wise.

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#60: Re: how far r u

by Acord on 07/13/2007 15:03, refers to #59

Right now, working on mapmodels and multiplayer maps. Once those are finished, I'll be ready to start implementing code changes for vweaps and ammunition handling. Hweaps and character models for multiplayer are all finished.

Still cranking out textures for maps as needed.

The first milestone is a multi-player release with five maps, which is a pretty modest goal for a one man op.

The last thing to do will be a web page with download and mapping resources. Outside of a modified map model CFG file there will be a default level config with most if not all of the textures included and a few different skyboxes.

Right now, call it about 60% finished for this milestone. There's a lot more contentthat's been created for the single player release, but it's not even close to finished yet.

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#61: ..

by Acord on 07/13/2007 23:08

Updated the screenshots - new maps, Atmos and Olympus prime, along with the new frags.

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#62: ..

by HashBox on 07/14/2007 09:56

Looks amazing, do you have the source online yet?

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#63: Re: ..

by Acord on 07/14/2007 17:06, refers to #62

Not yet. I'm still working on the maps. mapmodels, and some programming details.

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#64: ModDB

by noerrorsfound! on 07/14/2007 21:14

Would you be interested in adding your mod to the ModDB?

http://games.moddb.com/281/sauerbraten-cube-2/

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#65: ..

by Acord on 07/15/2007 00:12

I'l definitely do that when I've got something playable!

4:00... Time to backup.

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#66: Re: ModDB

by Passa on 07/15/2007 02:15, refers to #64

Naw, its technically classed as standalone because (I'm assuming) it won't need a pre-existing installation of Sauerbraten. Look at all the standalone Quake 3 mods that appear as standalone games on moddb.

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#67: Re: ModDB

by Acord on 07/15/2007 03:24, refers to #66

Eventually it will be - but that will be awhile yet. Until then, I'm trying to set it up so that you can just unpack it and play it on top of a Sauer installation without messing up the original stuff.

While we're on the subject, I'm looking for a way to create a launcher that will work across Windows, *nix, and Mac. Something open source that I don't need to pay for, preferrably. I think such a thing would make it far easier for people to jump in and start playing. Any ideas?

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#68: Re: ModDB

by Passa on 07/15/2007 03:35, refers to #67

"you can just unpack it and play it on top of a Sauer installation without messing up the original stuff."

Awesome! :)

On the launcher.. you could do something in python? I would seriously try Delphi as well, its got unofficial compilers for Linux, and I think Mac as well. Or something like that..

PS; what do you need a launcher for?..

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#69: Re: ModDB

by Acord on 07/15/2007 04:02, refers to #68

It's not needed per se, but a good one could do a lot of command line stuff - resolutions, windowed/unwindowed, startup maps, server setups, gametype, as well as easy access to docs.

Yes, it would dumb it down, and no, it isn't necessary, but it would make it much easier for joe schmoe to pick it up and run with it.

I'd like a universal one that doesn't rely on a framework languge like python or .net, but I may just have to suck it up :(

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#70: Re: ModDB

by Passa on 07/15/2007 05:06, refers to #69

"I'd like a universal one that doesn't rely on a framework languge like python or .net, but I may just have to suck it up :("
It'd be an arse to do a universal one without python or something along those lines (eeww... .net!!) .. maybe you could work on simply enhancing the in-game Sauerbraten menu? That'd be universal :)

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#71: Re: ModDB

by rancor on 07/15/2007 05:52, refers to #69

Have a look at http://www.wxwidgets.org/.

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#72: Re: ModDB

by tentus_ on 07/16/2007 00:31, refers to #67

Here's a starting place. My brother wrote this years ago for my CL mod. You'll have to figure out how to Windows-ify it yourself, we never got around to it, but some part of it should be useful.

http://wjholden.com/cube_launcher/

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#73: Re: ModDB

by Acord on 07/16/2007 02:01, refers to #72

I'll have to paw through that to see if I can use it. Thanks for the help!

I'm honestly wondering if I could do it in flash, but last time I checked flash didn't do external commands. I don't know if anything has changed since Adobe bought it or not.

1 * 2... That's 12, right?

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#74: Re: ModDB

by rancor on 07/16/2007 05:59, refers to #67

Also, as far as sauerbraten asset use, you might want to look at the patch I posted in feature requests...

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