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Help on modding the map format please...

by Nixot on 04/07/2009 12:10, 13 messages, last message: 04/15/2009 17:48, 1541 views, last view: 04/29/2024 06:37

I'm making a mod of the Cube 1 engine. I want to add a waterdeath variable in the map header to make it so there is no need to include it in the cfg file, thus lowering risk of cheating etc.

But when I do this, all maps that I created before crash the game. Is there a way to make it so it will automatically add the bit for the waterdeath in the map header? And yes, I've already bumped the map version.

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#1: ..

by Quin on 04/08/2009 05:13

I don't know how many times this needs to be said, but you need to learn how to code in C++ first. Nobody (with the correct skillset) here is going to help you with that - it's more complicated than it sounds.

Try starting with a few tutorials at http://www.gamedev.net/

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#2: um

by $k!llz on 04/14/2009 07:27

is u wanted water death, you should just use the cube2 engine, put your water where u want, then put the death element where your water is. not that hard unless u realy wanted a cube1 mod. cube 1 seems funner, but cube2 is prettier

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#3: or

by $k!llz on 04/14/2009 07:28

just take the death element code from cube2 and mold it into cube one and put it on top of cube1's water

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#4: The idea was...

by Nixot on 04/14/2009 12:37

I wanted to replace the water with e.g. a lava texture - Cube's map format is 2D so you can't make what you suggested, so the idea was that when you fall in the water you die.

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#5: Re: The idea was...

by MeatROme on 04/14/2009 13:35, refers to #4

ever thought about how there's this sound played whenever the playermodel transitions into water .. how about finding that spot in the code and work yourself up from there ;-)

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#6: Re: The idea was...

by Nixot on 04/14/2009 14:21, refers to #5

I did.

But the variable can be changed in non-edit mode.

How do I stop that from happening? I already tried using an available-in-edit-mode-only variable but it still changes.

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#7: stating the obvious

by a~baby~rabbit on 04/14/2009 14:40

You can change the map format any which way you want - but clearly if you expect it to load maps created before this new version then you have to provide both a way to continue reading the old format and a way to read your new format... i.e. test the map version and do the right thing

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#8: Re: The idea was...

by SheeEttin on 04/14/2009 21:06, refers to #6

And?

People are always trying to figure out how to limit the player from changing settings in their maps.

Guess what? IT DOESN'T MATTER.
If they player wants to play it "right", they will. If they don't, changing it won't matter, because they can just change it right back again and recompile.

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#9: Re: The idea was...

by tentus_ on 04/14/2009 21:59, refers to #8

SheeEttin is right. There is nothing you can write (even in a closed source program) that people can't reverse-engineer. I have a couple of friends who do that for a living now (except that they refer to themselves as Competitive Technical Engineers). Because you're starting from an open-source project, it's trivially easy to undo anything you make: that's why there is not even a slight attempt to keep people from editing maps or changing variables.

To give an example, we *could* make fog an editmode-only command. But it wouldn't get us anywhere, so it's available all the time. The only commands that are restricted ATM are the ones that only apply to editmode, usually for technical reasons more than gameplay reasons.

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#10: ..

by jesseoffy on 04/15/2009 01:52

http://cube.wikispaces.com/How+not+to+start+a+mod

:)

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#11: Quit being jerks

by a~baby~rabbit on 04/15/2009 04:59

The guy knows how to mod and knows a little about coding - see his recent post about mod newcube (also available on quadrapolis). He also said he was doing this for "lowering risk of cheating", not preventing cheating altogether - so shall we focus on his actual question/problem... for a change...


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#12: Re: Quit being jerks

by MeatROme on 04/15/2009 14:17, refers to #11

Good call "a baby rabbit" .. my suggestion would be for him to compare the Sauerbraten worldio stuff from the last release and the current SVN - there's been stuff moved into the map header there too .. like fog-/water-colo(u)r and such.
I saw eihrul commenting on IRC there being a version somewhere in SVN (yeah, might be tricky to find) which was geared toward the issue of loading the old and saving the new format .. but maybe checking BloodFrontier would be most helpful in that regard, there's a nice approach to backward-compatibility implemented in it!

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#13: Lawls

by Nixot on 04/15/2009 17:48, refers to #10

I haven't asked for contributions and I have done everything (mapping, nicking models from places, etc.) myself.

MeatROme- Cool idea- I'll have a look into the Sauerbraten source code to see what I can find. Thanks. :)

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