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Sauer Monumental SP Campaign Update

by geartrooper2 on 12/05/2009 04:11, 48 messages, last message: 05/06/2012 05:48, 7982 views, last view: 05/03/2024 01:23

Have heart true believers! SP Campaign is under heavy development with stunning talent such as;

Marvin2k
Windecker
Kurtisk84
quin
myself, and others!

We are aiming to make this campaign memorable and fun! Expect no disclosures, though, as this campaign will be entirely secret until completion.

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#29: Finished Work

by LeftClicker on 02/04/2010 04:42

I'm sorry to hear that this project has been discontinued. I would just like to give another shout for the release of the work already done. I completely understand, as many of my projects (read: my blog) have completely failed. (I might as well mention that, depending on your point of view, my pain was eased/doubled by the fact that I was the only one disappointed.) But also, are there going to be any screenshots or other medium (i.e. screencasts, can't remember the other name for them ATM). Oh, and could you tell me (us?) what the specific "sp problem of sauer" is?

1 times 9 is? Easy.

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#30: ..

by geartrooper2 on 02/04/2010 06:29

Its not a problem, per se, its simply the structuring of Sauerbraten. It isn't designed to be a powerful sp engine unless someone were to code it thusly. I'm debating whether to release my own contributions, as I will see if any project needs it before making it public. If not I'll release the assets on quad. As for the other contributors they will do what they want with their contributions.

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#31: Re: ..

by baby~rabbit on 02/04/2010 07:33, refers to #30

gear - feel free to list in detail what you think sauer would need to make your sp project work. I suspect you have some concrete ideas which might be informative to debate or for other projects(intensity/bf) to pick up up on.

Note: maybe start another thread, and try to word it so it doesn't look like a feature request thread ;-)

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#32: Re: ..

by Quin on 02/04/2010 09:36, refers to #30

Depends what you have, if you're passionate about it I'd hang on to them.

I still intend on overlaying my AI and perhaps some SP systems on Sauerbraten (if and where possible), but the fact of the matter is that Blood Frontier is still receiving no contributions there to prompt further work on it - meaning there's nothing to port yet really (and I am withholding iterative updates both because nobody is helping, and the price in man hours of doing so intermittently is too high for me alone).

BF has picked up a few of people displaced by the Sauer-SP project, but nothing has been "produced" yet per-se. Those of you seriously wanting to see this project actualised should consider helping the Blood Frontier team and I, as this is your best chance to pick up an approved backport; I (mostly) follow Cube Engine coding standards, my AI subsystems are already present, and we continue to work closely with the Sauerbraten developers.

My team has already done quite a lot which has benefit community, I'd like to hope it's not entirely one-way from the rest of you. I have my own project with BF, and I hope you all understand that the freedom I have there means that it is my top priority; I have no interest in getting involved with Sauerbraten politics anymore as it impedes any actual progress - we can backport if/when it is approved.

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#33: ..

by Nixot on 02/06/2010 18:13

It could be a powerful SP engine if you want. You could have voice recordings that play when you go over a floor and then wait for a while and make monsters fall out of the ceiling by having a layer of noclipped wall and a platform above that which slides into a gap and makes monsters fall out.

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#34: Re: ..

by MeatROme on 02/16/2010 19:47, refers to #33

well. you can already do that with the existing SP-stuff - trigger_42 [sound 42] - or by using a trapdoor-doormodel - I specifically asked and got one for doing such "nasty" Dungeon-Master moves.
Steve_E produced it: http://quadropolis.us/node/1079

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#35: ..

by marvin2k on 03/06/2010 18:19

unfortunally Gearthrooper cant continue with this work, and it is down. Personally i would like take some Gear and quin ideas for a little SP game. I will try to speak with another project team but they dont like a lot my ideas. I supose there was nobody intested on a little SP mod. If anybody is interested maybe we can create little mod, i can explain my ideas on this forum.

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#36: will help

by bombermanpyr on 12/01/2010 18:38

can script or help with texture/map design
send me the .ogxz and current cfg files
and i can continue to work in it
kirkland.reed.mike@gmail.com
i have modified my cube engine @ my house to be a better SP engine therefor i can probably work on it better than the sauerbratem edition now.

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#37: Re: will help

by Razgriz on 12/01/2010 20:41, refers to #36

this project is dead.

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#38: Re: will help

by LeftClicker on 12/04/2010 20:13, refers to #37

=(

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#39: ..

by fispaul on 04/08/2012 17:10

So sad this is over :( Any chance of reviving this at all?

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#40: ..

by Razgriz on 04/08/2012 17:50

"entirely secret until completion"

And since it hasn't been completed yet, don't expect anyone to tell you if it died off or not. They've got to maintain total and complete secrecy :P

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#41: Re: ..

by Redon on 04/08/2012 18:23, refers to #40

"I regret to inform the community and especially those interested in this project that it has been discontinued [...]"

Unless you want to say that statement was just meant to cause confusion :)

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#42: ..

by Razgriz on 04/08/2012 19:57

Feel free to poke those involved in the project to see what assets were created all the while the project was still active. :P

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#43: ..

by fispaul on 04/08/2012 21:29

Lol I know it was a stupid question, but I was so excited when I first heard of this and now that I finally got over it I had to remember again :(

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#44: Well

by Windecker on 04/13/2012 15:31

At least I can look over half the assets in run amok in a giant space map. *Smug Grin*

The fact that the project was halted doesn't mean nobody can pick it up again to finish it.

As one of the mappers, I can say that I've learned a lot since then and could likely finish my part to a high standard quality over a period of a few weeks. ( my mapping was quite messy back then, but I've already overhauled half of the original map that I did. ) Though... I have a very cramped schedule these days.

Of course there were more maps. Kurt was working on one as well, and I am not really sure of the state of it.

----------

Essential people

- Project Director
- Storyboard writer! <-- really helps to figure out what you need to make.
- Modelers and Animators <-- For weapons and enemies.
- Mappers <-- You could actually break this down to Layout, Texture, and Lighting artists.
- Scripters <-- obviously for scripting ingame events. The mappers generally know enough, but it's nice to have some scripting genius to help everybody out.

It would be kind of nice to run with something like an SVN repo where people can work on their part and commit the changes, so others on the project can easily stay up to date. I cannot remember if we did that or not.

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#45: Re: Well

by Quin on 04/14/2012 06:48, refers to #44

That's part of why I gave up on this, it was being done in secret and was closed to the public (both for review and contributions). I don't believe that is how you should conduct something like this, you become too reliant on the people who are part of the project.. so as they all lose interest, the spark dies and it takes all the effort along with it.

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#46: ..

by fispaul on 04/14/2012 13:07

Any chance of screenshots of abandoned beauty? :P

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#47: Re: ..

by Quin on 04/14/2012 13:56, refers to #46

It never really got much further than the planning stages. I think there might have been some work on a map or two, and a heap of character mocks, but that's about it.

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#48: ..

by JadeMatrix on 05/06/2012 05:48

I've recently been putting together a portfolio, and came across the design/concept work I did for this project.
http://wp.me/P2o9rr-Q

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