Cube 2 Engine used by TN Games |
by n0err0rsf0und*
on 10/26/2007 04:48, 69 messages, last message: 08/23/2009 22:08, 55255 views, last view: 05/18/2024 11:36 |
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Video link: http://www.pcworld.com/video/id,623-page,1-bid,0/video.html
Apparently this "3rdSpace vest" (simulates being hit by bullets... O_o) comes with a game made with the Cube 2 engine! :D
You can see it a few times in the video.
"The FPS Vest is bundled with 3rd Space Incursion, a futuristic first person shooter game embedded with 3rd Space technology and developed to showcase the FPS Vest."
http://www.tngames.com/shop/index.php?main_page=product_info&products_id=2&zenid=j1iho88qcj1fuf79e319ll1kf3
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#44: Re: .. |
by MovingTarget
on 11/12/2007 01:05, refers to #43
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That's my point, MeatROme. I've tried /newent barrel and /newent elevator. It says "unknown entity type: barrel". I just downloaded CVS about two minutes ago.
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#45: Re: .. |
by JadeMatrix
on 11/12/2007 01:26, refers to #44
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Try compiling the source yourself -- I dunno, the binaries might not be up to date.
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#46: Re: .. |
by MovingTarget
on 11/12/2007 01:52, refers to #45
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I tried that too.
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#47: .. |
by Acord
on 11/12/2007 03:35
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They work in Single-Player, not Multi-Player.
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#48: Re: .. |
by MovingTarget
on 11/12/2007 04:01, refers to #47
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I tried editing in single player and tried to place a barrel, and like I said, it spit out "unknown entity type: barrel".
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#49: Re: .. |
by Drakas
on 11/12/2007 08:54, refers to #48
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Try removing your config.cfg
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#50: Message censored by administrator |
by fsdsdfdsasfdsafhkjd
on 11/12/2007 09:40, refers to #35
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#51: Message censored by administrator |
by fsdsdfdsasfdsafhkjd
on 11/12/2007 09:40, refers to #35
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#52: Re: OMG |
by fsdsdfdsasfdsafhkjd
on 11/12/2007 09:40, refers to #35
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I think ATIRULE just creamed.
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#53: sorry |
by fsdsdfdsasfdsafhkjd
on 11/12/2007 09:41
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multipostbegon.
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#54: Re: .. |
by MovingTarget
on 11/12/2007 15:13, refers to #49
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I tried that, too.
lol, I must be doing something wrong, and it must be REALLY simple...
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#55: Re: .. |
by MovingTarget
on 11/12/2007 16:45, refers to #54
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OK, it is really simple. I re-re-recompiled the binaries, and then realized that the build target wasn't bin/sauerbraten.exe, it was bin/sauerbraten-mingw.exe. So I launched that, and the new stuff worked perfectly. Oh and btw, whoever is making the code::blocks project, could you use the latest nightly build?
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#56: Re: barrells, boxes, elevators and platforms |
by MeatROme
on 11/12/2007 17:00, refers to #44
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check
http://sauerbraten.cvs.sourceforge.net/sauerbraten/sauerbraten/bin/sauerbraten.exe?view=log
you will see the binary is currently 3 weeks old ... (Revision 1.305) ... until a more recently compiled EXE isn't uploaded the new entities exist purely "in potentia" ... :-/
you might try http://www.quadropolis.us/files/sauerbraten-mingw-win32-20071111.exe
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#57: .. |
by SheeEttin
on 11/12/2007 17:37
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Very fun to play with, but I see something strange: http://i18.tinypic.com/6ol0byo.jpg
That's in SP, by myself... Huh?
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#58: .. |
by SheeEttin
on 11/12/2007 18:31
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A slightly more interesting picture...
http://i6.tinypic.com/6ljca5v.jpg
All I did was start the game, /sp temp, switch to fist, hit tab.
I also saw a really long one that looked like part of a map CFG. It mentioned "texture 0" and "packages/subverse/metal_siding_kinks.jpg".
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#59: Re: .. |
by SheeEttin
on 11/12/2007 20:19, refers to #58
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One more post for two little notes:
Upon removing the barrel (and saving and loading the map), the orange command text stuff went away. On the scoreboard, there was me and a line with no name and a score of 0.
I did use the metal_siding_kinks texture in the temp map. You can see it in the first screenshot under the platform.
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#60: Re: .. |
by eihrul
on 11/12/2007 20:55, refers to #57
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Fixed.
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#61: .. |
by Julius
on 11/12/2007 21:11
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Hmm, so am I guessing right that these barrels are somehow treated like psudo players and thus also work in multiplayer since they are sync'ed with the server?
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#62: Re: .. |
by MeatROme
on 11/12/2007 21:14, refers to #61
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no, absolutely not.
only client-side - SP exclusively;
don't ask for it in MP without having thought about ENet and multiple clients pushing the same moveable entity ...
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#63: .. |
by Julius
on 11/12/2007 21:38
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Ahh too bad... I though it might have worked with that "player" work around (because they show up in the player list)... they wouldn't have to be movable though... just "exploadable" :)
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