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Coding

by Sauerplayer on 09/01/2007 06:26, 9 messages, last message: 09/11/2007 06:18, 1482 views, last view: 04/25/2024 06:40

Hey,
Does anyone know the exact codes I would have to add to the source to add footsteps and reloading to Sauer and where to put them? I've seen the footsteps done in a mod somewhere for Sauer, but I don't remember the name right now. They were pretty basic, with just three sounds for a single material no matter what surface you were walking on, but it added the feel of you actually having feet. The 2nd one, which is reloading of the weapons I saw in AssaultCube, and have been wondering about how to implement it since then, because it adds more realism to what I want to do for my mod. I don't want to see the weapon reloading, just have it go off the screen for 5 seconds or so while a sound is made implying what the gun is doing. Any help is appreciated, thanks in advance. Oh, BTW, totally off topic here, but I was wondering if Aard worked on FarCry Instincts and FarCry Instincts: Evolution for the Xbox too.
-Sauerplayer

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#1: Basic C++

by demosthenes on 09/01/2007 09:12

Learn some C++ and start exploring the code. You\'ll eventually find what you need to change, and then maybe what to do in order to make things as you want them.

But nobody except those who\'ve already done those things has the code to implement reloads in their memories. Just figure it out for yourself; you\'ll learn more.

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#2: Re: Basic C++

by Sauerplayer on 09/01/2007 09:55, refers to #1

Alright, I might go look for those mods again and dig through the source codes. I personally don't like coding because it gets old way too fast. I'm more of a modeler. Anyone know if Aard helped work on the two FarCry games for the Xbox though?
-Sauerplayer

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#3: ...

by Aardappel_ on 09/01/2007 21:33

"but I was wondering if Aard worked on FarCry Instincts and FarCry Instincts: Evolution for the Xbox too."

No he didn't. Those were made by ubisoft themselves, I worked only for crytek.

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#4: API Documentation

by Shark_7-11 on 09/06/2007 14:49

Hi Guys,

Does anyone have (or know where I can find) the API Documentation? Like man pages or preferably like the Java (html based) API Docs. I\'ve searched for something similar but to no avail.

If that does not exist, please inform me too as I\'m willing to create it (after exploring the code more)

Thanks

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#5: Re: API Documentation

by Quin on 09/06/2007 15:41, refers to #4

None exists, mainly because there is no "API" as you coin it. Everything in Sauerbraten changes frequently and no effort is ever made to ensure backward compatibility of functions.

I'd term Sauerbraten more as "Open Source Game Code" rather than a "Game Engine", because engine implies some form of builtin modification ability, something not achievable in Sauerbraten without modifying the source code.

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#6: Re: API Documentation

by Gilt on 09/06/2007 18:35, refers to #4

src are docs

user/cubescript reference:
docs/

tuts:
<--- wiki

engine API:
src/shared/iengine.h

game hooks:
src/shared/igame.h

useful utils:
src/shared/

core engine:
src/engine/

current games:
src/fpsgame/
src/rpggame/

new games/mods implement igame.h and place their src somewhere like:
src/newgame/

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#7: ..

by Acord on 09/07/2007 09:30

The documentation is the worst thing about Sauer, mostly because it's spread out all over the place. Outside of that, Sauer is the easiest to mod, most fun to play with engine I've seen in a long time.

I chose it over Torque if that tells you anything.

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#8: ..

by AnimateDream on 09/11/2007 05:29

Torque script seemed a lot more powerful than cube script, and torque had a bunch of nice little features I haven\'t seen elsewhere. There\'s a lot of stuff about torque I won\'t miss, and I think this engine is so much more streamlined and efficient. (and free of course!)

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#9: ..

by Acord on 09/11/2007 06:18

Yup. Of course, you could practically code a game using only torquescript. And it would also be really sloooow. One of the reasons that I never thought it was worthwhile.

I did test it by playing with the demo, but when it started chugging at a mere 15 monsters and no shaders(of course - that thing costs money) with only the basic, barebones map, I knew in my heart of hearts that it was garbage and that garage games was fleecing the dev community.

Now, they did have some pretty cool documentation. While Sauer is documented, it is not done so from the perspective of the people who will most likely be reading it - IE, n00b devs. The information is there, but you have to dig, and pray you don't get stuck on making something work from old documentation.

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