The Untitled Sauer Mod |
by Acord
on 05/25/2007 01:52, 94 messages, last message: 09/08/2007 00:57, 93378 views, last view: 04/25/2024 21:58 |
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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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Board Index
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#67: Re: ModDB |
by Acord
on 07/15/2007 03:24, refers to #66
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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
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"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
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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
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"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
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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
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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
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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
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Also, as far as sauerbraten asset use, you might want to look at the patch I posted in feature requests...
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#75: Re: ModDB |
by noerrorsfound!
on 07/16/2007 14:48, refers to #73
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"1 * 2... That's 12, right?"
Great success! http://img79.imageshack.us/img79/2986/boratlebanon0109hi5.jpg
Coincidence: I got 6 * 2 in this post...
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#76: Frustrating |
by Acord
on 07/24/2007 23:06
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Has anyone managed to make the VWEPS work? I've uncommented the FPS render code for it, added in the models, tweaked sizes like crazy, have all the tags in the correct location and I still can't get them to show up. Uncommenting the code by itself and hoping that it works with the models in the appropriate directories only results in a crash when compiled.
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#77: Re: Frustrating |
by eihrul
on 07/24/2007 23:18, refers to #76
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Are you using CVS? If not, don't expect them to work.
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#78: .. |
by Acord
on 07/24/2007 23:34
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Nope, avoiding CVS for the sake of stability. In that case, as somewhat of a n00b to Sauer, what's the next version? Fall?
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#79: Re: Frustrating |
by demosthenes
on 07/25/2007 01:21, refers to #76
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You did comment out the line that follows it, right?
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#80: .. |
by Acord
on 07/25/2007 02:46
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I did. After dragging through the forums with a comb, I'm wondering if it could be because the models are MD3. Can anyone confirm that?
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#81: Re: .. |
by eihrul
on 07/25/2007 03:04, refers to #80
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If you are using md3 vweps, then you need an md3 player model with an appropriate "tag_weapon" tag. However, they still will probably be oriented entirely wrong unless you are using CVS.
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#82: .. |
by Acord
on 07/25/2007 16:20
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Yep, using solely md3s, have a single poly tag in the right hand called tag_weapon, copied weapon models into the vweps directory.. Dunno. Might just have to have a universal gun on the player models for now.
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#83: Beat PLz |
by ATIRULE
on 07/28/2007 08:50
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may we have Alpha or a Beta to help lession our gameing Pain PLZ PLZ PLZ PLZ PLZ PLZ PLZ PLZ PLZ PLZPLZ PLZ PLZ PLZ PLZ PLZ PLZPLZ PLZ PLZ PLZ PLZ PLZ PLZPLZ PLZ PLZ PLZ PLZ PLZ PLZPLZ PLZ PLZ PLZ PLZ PLZ PLZPLZ PLZ PLZ PLZ PLZ PLZ PLZPLZ PLZ PLZ PLZ PLZ PLZ PLZ
I WANT THIS SOOOOO BAD
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#84: Re: Beat PLz |
by noerrorsfound!
on 07/28/2007 13:26, refers to #83
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I want it, too, but it will be released when it's done, I suppose. be patient. ;)
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#85: .. |
by Acord
on 07/28/2007 13:51
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Sorry - still working on the massive city map and some code stuff. The city map is so large that once it's done, it'll be partitioned off to make two smaller multiplayer maps and the large version will be included in the single player as a level.
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#86: .. |
by Acord
on 07/28/2007 19:46
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Also, still in need of a good programmer. My hacks can get very ugly very fast.
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