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1000Multiplayers create with Editor.Plz let us create Cities

by thedarkhuman on 11/24/2007 11:55, 21 messages, last message: 11/27/2007 07:03, 8545 views, last view: 05/04/2024 08:02

Hello,
I am very surprise. One can do multiplayer and it is really nice to see that folks are updating the maps, creating and making nice things with this editor, for everyone oriented (noob).
Do not forget that lot of young persons from 10 to 18 have great time playing and would create much more than other can do.

Hence having an editor, that is available for everybody, exactly like this : IN GAME is a great advantage. Lot of persons can participate to creating and being totally free. Hence you can easily get into marvellous worlds, huge, and constantly made better and more attracting.

With an editor for object and vehicles, and possibility of actions, multiplayers would rebuild your maps.

And after very short time, you will have multiplayers, with explosing created maps, achieving swiftly something like this:
this city: http://www.armchairempire.com/images/Reviews/xbox-360/elder-scrolls-oblivion/elder-scrolls-oblivion-3.jpg

http://cyanhide.com/blog/pic/oblivion_3.jpg

http://www.mundogamers.com/images/imagenes/noticias/xbox360/the-elder-scrolls-iv-oblivion-3.jpg

http://www.gamez.nl/upload/769679_610_1143551468216-ES_Oblivion_3.jpg

campains:http://guide.oblivion.free.fr/images/oblivion3.bmp

castles:http://files.myopera.com/Seiter/blog/Oblivion%203.jpg


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#1: ..

by Zodar on 11/24/2007 17:59

Pardon me if I'm mistaken, but you seem to be talking about a large, online map that anybody can contribute to, that will eventually become huge and grand like the worlds in oblivion.

Sauer already has that, it's called coopedit. The only thing keeping maps from becoming as huge and grand as the oblivion's are a lack of patience on the creators' behalf, or assholes who destroy maps.

Also, you mention an editor for mapmodels and vehicles, and that's not gonna happen inside of Sauer. That stuff would be tackled by outside graphics editor programs and mods to the source code.

reply to this message

#2: ..

by thedarkhuman on 11/24/2007 18:22

In Coopedit, are the maps once edited stored? Since if the server (pc) switchs off, then, all work would be lost, isnt it ?

reply to this message

#3: RTFM && experiment

by MeatROme on 11/24/2007 19:14

"/savemap" is your friend

reply to this message

#4: ..

by w 400% on 11/24/2007 23:41

it would be like a wikipedia of online games, sort of like second life.

reply to this message

#5: Re: ..

by SheeEttin on 11/25/2007 00:00, refers to #4

*shudder*

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#6: nope

by thedarkhuman on 11/25/2007 16:17

Well up to know

when you modify a map on the server and when you disconnect.

Connect again to the same server results in total lost.

what's the purpose of creating then.

Also, there is some troubles with autoload the maps, and also /getmap
there is like 2 worlds in parallel on a same server.

Concerning the cubes of selection during editing, it could maybe be made easier for newbies. The idea is that even simple person could enhance the maps, without deterioating with non skills of editing. Since they are not able to handle the editor, they break more than create just because of too difficult editor to be handle.
Mouse Wheel is alternative but is not available on all computer. Some use even old pc, with linux, in order to have chance to play this great game sauerbraten !

Cheers guys !

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#7: GROAN

by MeatROme on 11/25/2007 16:31, refers to #6

The loss of data only occurs if you're the only player - remaining players can "/savemap" and then "/sendmap" when you reconnect - any program you quit without saving will loose your data, so don't act all suprised ;-)

I completely DO NOT understand your remark re:autoload (if you're referring to some MOD pls. state this clearly and remember it's not part of the core project!) ... and getmap will only get whatever you sent ... which is what you saved ... dynamic state of the map then being the same will remain so until someone leaves.

What exactly could be made easier ... please elaborate if you have ideas for improvement ... anyway - have you edited with any other tools yet?
Once you get into the sauerbraten way of editing it's a very comfortable and damn fast way of creating maps IMO.
I used to edit with stuff like DCK, Worldcraft and QuArK - they took some getting used to too ... and especially with BSP based engines I'd hate to go back to them - qvis and qrad took AGES ... now I can calclight in seconds rather than hours.

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#8: Re: GROAN

by MeatROme on 11/25/2007 16:38, refers to #7

Oh, completely forgot about your mouse-wheel rant:
a) linux users have mouse-wheels too - I do :)
b) you can edit your config to bind "regular" keys to the functions of the mouse-wheel

e.g.:
bind PAGEUP [ universaldelta 1 ]
bind PAGEDOWN [ universaldelta -1 ]

Oh ... and buying a mouse _without_ wheel seems to be getting harder and harder ... and mice are really not all that much of a strain on even the tiniest wallet.

reply to this message

#9: ..

by makkE on 11/25/2007 17:44

If you want to create a map like you talk about, just maintain it!

Be around all the time and regulary save the map. Then re-start the session if needed.

Keep it up for a few days.. I remember in cube there was a real huge map being developed for weeks - the outcome wasn´t playable but quite impressive piece of coop.. because there was one dedicated guy keeping it up.

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#10: Re: ..

by jbuk2k7s cookie has gone on 11/25/2007 18:09, refers to #9

I\'m not sure whether it\'s what you are talking about, because you said cube and I\'m thinking about sauer, but there was a huge city map called cityc that lasted a while and was kept up by a guy named viruz, but that died because \'It got too big\', and there were a lot of servers hosting older versions of the map, so not all changes got committed. I suppose having a central cvs or svn repository would solve that, but be far too complex to integrate a client into the engine, and no real way to have one central repository because loads of random things would get uploaded.

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#11: Message censored by administrator

by ATIRULE on 11/25/2007 19:16

#12: Re: uuuggg

by tentus_ on 11/25/2007 20:08, refers to #11

You just acknowledged that you're a troll, and then went so far as to complain about having to do math to post. Dear god...

Aard, could we please make the math problems require knowledge of the order of operations?

---

At a very low level, having multiple people work on a map simultaneously has advantages and disadvantages. While it means that you can create larger, more detailed maps at a faster rate, it also means that the work will be less consistent, often discontiguous, and everyone will be burdened by technical problems. I like to do frequent recalcs, which effectively makes it impossible for me to map smoothly with others. Cube 1's instant lighting made it easy to work with other people, while the constant waits and delays in Sauer are more than most people's patience is up to.

Perhaps if there was a way to recalc small portions of the map, allowing me to work in my area the way I like, while other people on the other areas in peace? Or perhaps it'd be possible to have a gamemode which uses a temporary lighting system that is more akin to Cube 1, allowing mappers to do the "sketchwork" without worrying about lighting beyond a cursory level?

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#13: ..

by thedarkhuman on 11/25/2007 23:47

Sorry for the wheel stuffs with the mouse. It is very nice for sure. We have the very best editor ever made certainly.

For the wiki, I wish I had time to make one in very detailed to teach newbies. I wish I can find time.

I spent one day learning to create and it is great editor.

Concerning posing texture, maybe a middle mouse double click to select a whole adjacent area, like a big wall would be useful, followed by O to put last used texture, and p to put texture on all faces of the cube selected.

Sauerbraten is very great and has lot of potential ... RPG war & competition wiht other windows games is very difficult, but Sauerbraten is one of the best of its kind.

Be Opensource the winner !!

Congratulations to the Developers

reply to this message

#14: textures

by MeatROme on 11/26/2007 00:15, refers to #13

MW + G : change gridsize
left click a cube (e.g. top-left corner) ... then right click another cube (e.g. bottom-right corner) ... ey-presto :)

re: last-used texture:
MW + Y : scrolling up/down will give either your last our last-but-one texture ... the list is constantly updated ;-)

Really - take some time toying with the editor before saying stuff isn't as accesible as you seem to think ATM ... some coop can really help you find out like tricks too ... I know it does for me ... nobody is really ever totally up-to-date with what the developers are providing us with!!

reply to this message

#15: Re: uuuggg

by tentus_ on 11/26/2007 00:32, refers to #13

I use patchlight, but it still takes a while, even if you do it often. What does patchlight -1 do? I thought there was just the command, nothing else.

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#16: Re: uuuggg

by MeatROme on 11/26/2007 00:38, refers to #15

patchlight takes the "quality" as parameter : -2 .. 3
and the effect is this:

setlightmapquality:
case 3:
shadows = 1; aalights = 3; mmshadows = 2;

case 2: shadows = 1; aalights = 3; mmshadows = 1;

case 1: shadows = 1; aalights = 3; mmshadows = 0;

case 0: shadows = 1; aalights = 2; mmshadows = 0;

case -1: shadows = 1; aalights = 1; mmshadows = 0;

case -2: shadows = 0; aalights = 0; mmshadows = 0;

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#17: Re: uuuggg

by tentus_ on 11/26/2007 01:46, refers to #16

So basically the same as recalc. That should probably be explicitly mentioned in the docs, I had no idea.

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#18: Re: uuuggg

by Quin on 11/26/2007 09:48, refers to #12

Heh, maybe the captcha should ask questions like:

"What command creates a new entity?"
-> [ newent ]

Then they have to RTFM! :P

reply to this message

#19: Re: ..

by jbuk2k7s cookie has gone on 11/26/2007 11:25, refers to #13

Re: Last used texture-
select cube with texture, /gettex, select cube to texture, MW + Y.

Re: All faces of cube-
Press 0 (number 0), texture.

reply to this message

#20: Re: uuuggg

by MeatROme on 11/27/2007 07:00, refers to #18

Awesome idea!
SleepwalkR ... please, please, please implement this! ;-)

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