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New release in next couple months...

by eihrul on 04/07/2010 12:01, 91 messages, last message: 07/12/2010 01:10, 35954 views, last view: 12/09/2021 02:32, closed on 07/12/2010 03:43

So, please, if you've got any new maps you've been hiding away or procrastinating finishing, get them submitted to Quadropolis soon so any problems with them can be spotted and release quality maps can be included.

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#47: Re: Release?

by Fischkopf on 05/10/2010 18:31, refers to #44

Approximately 5 months.

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#48: Re: Release?

by fispaul on 05/10/2010 22:09, refers to #47

I could imagine slightly less even, from this day between 2.5-5 months.

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#49: ..

by K1P57A on 05/10/2010 22:24

Uuuhhhh yeah! :) Thanks for the input, marked it red on my calender heh :D

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#50: Closing date for new maps?

by zaaikort on 05/13/2010 11:22

Hi! This is my first appearance on the forum. I would like to submit two nice little maps, well tested and almost ready for dispatch. When is the last opportunity so they can make it into the new Cube2 release?

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#51: Re: Closing date for new maps?

by eihrul on 05/13/2010 14:20, refers to #50

Assume the last opportunity is today, or 5 minutes ago, when in doubt, because people always tend to wait till the last moment, or till after the last moment has already passed to submit maps, and this does not make a release manager very happy.

Maps to be submitted should be done so at: http://quadropolis.us

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#52: ..

by Fischkopf on 05/25/2010 14:00

are you planning to make it able to teleport yourself to another map? would be cool for sp.

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#53: Re: ..

by LeftClicker on 05/26/2010 03:40, refers to #52

And for anyone making an MMO.

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#54: Curvable Water

by LeftClicker on 05/26/2010 03:41

Are their any plans to make water corners adjustable like the corners of cubes?

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#55: Re: Curvable Water

by SheeEttin on 05/26/2010 07:45, refers to #54

As far as I know, no.

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#56: Re: Curvable Water

by LeftClicker on 05/27/2010 03:37, refers to #55

LeftClicker makes sad face, then realizes he is referring to himself in the third person.

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#57: maps/textures/models

by .sCaSd. on 06/05/2010 01:12

If there is still interest in maps, textures and models, I would release a mappack which I'm currently making.

It contains top rated maps found at quadropolis with a voting score higher than 8.5/10 and more than 10 votes. Most of them are not included in svn-release. Reasons could be licenses, size and/or bugs. I mostly shrinked maps and cleared licensing issues. Also heavy bugfixing took place. I indicated jumppads with particles and added items such as bases and flags. Some got shadered materials. Texture-malposition and geometry bugs have been solved.

In this mappack are also lots of good textures and models in use. But some are still missing bot-routes.

If requested, I will upload. Regards - scasd.

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#58: Re: maps/textures/models

by Fischkopf on 06/05/2010 11:28, refers to #57

if eihrul or quin would like the maps they would likely add them themselves.

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#59: ..

by .sCaSd. on 06/05/2010 15:37

Dont get me wrong - read the reasons, why they not have beem included. Some of them have been heavily pimped and fixed.

Sauerbraten still contains few new textures and models in my opinion.

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#60: Re: ..

by Pieter on 06/06/2010 05:24, refers to #59

"Sauerbraten still contains few new textures and models in my opinion. "

And sounds! Sauer desperatly needs better and more sound effects and audio.

There was a professional sound engineer a while ago who posted sound some great effects, I wonder why they haven't been used to replace current ones. Q009 has also done great work with new sounds.

Appart from this the radius of sound effects needs to be cranked up in my honest oppinion.
Sound channels aren't an issue I think, since with CPU based 3D audio I can crank them up very high without a hitch.
And in the average game there aren't 32 channels bieng maxed out. I'dd be surprized if it ever reached over 10 channels at most time.
When I see people getting blown up 10 yards away and rockets flying past me and I'm not hearing anything this completly breaks immersion.

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#61: Re: ..

by Fischkopf on 06/06/2010 11:21, refers to #60

"There was a professional sound engineer a while ago who posted sound some great effects..."

Do you mean the "Michel" sounds? They were very good!

But now i like the Q009 sounds better because you have multiple shoot sounds for each weapon.

Sauerbraten should have a whole new Soundtrack for the New Edition. Maybe this time not by Marc Pullen (No offence, i do like his music) but rather a completely different style.

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#62: Re: ..

by Matt Bierner on 06/06/2010 18:34, refers to #61

I do not like the the current music's style, but it is one of the only aesthetic constant in Cube II. All other game resources reflect their independent creation in relative isolation.

I would oppose the addition of single tracks just to add variety to the music selection, players can easily bring their own music. A new set of tracks sharing a style and offering similar length to the current selection would be a welcome addition, but finding high quality audio with the correct license is never simple.

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#63: Re: maps/textures/models

by blikje bier on 06/06/2010 21:04, refers to #57

Do you have permissions to do this?

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#64: Re: maps/textures/models

by |ice|sub-zero|L on 06/06/2010 23:38, refers to #63

does it matter? if they are on quad (which is where this guy gets them) then i am pretty sure it doesn't. besides he only takes claims for the pack its-self not for the maps, which he i am sure shows others made.

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#65: Re: maps/textures/models

by blikje bier on 06/06/2010 23:55, refers to #64

Yes it actually does matter, it does for me because i invest time & fun in making maps and textures.

A part of the license attached to my maps on Quadrapolis states "This level is copyrighted by Robert van der Veeke, 20xx. Authors may NOT use this level as a base to build additional levels."

And when people say "I mostly shrinked maps and cleared licensing issues. Also heavy bugfixing took place. I indicated jumppads with particles and added items such as bases and flags. Some got shadered materials. Texture-malposition and geometry bugs have been solved." that is exactly what has happend, levels being used to build additional levels.

And yes i allow mappacks, but only when the maps and textures are unmodified!

I would really appreciate when people ask first and do later.

Now off course i don't know if my latest maps are included in this mappack but with four maps in the current edition (not the SVN) i think i can ask if permission have been given, because i certainly did not give permission.

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#66: Re: maps/textures/models

by |ice|sub-zero|L on 06/07/2010 00:23, refers to #65

I agree that the particles seem kinda weird, unless of course the jumppads have no markers.

bug fixes, "well oh god! someone fixed a mistake i made, boo hoo!" now as for actually modding the makes to fit your own perspective for your map pack that can be a violation. and for "shrinking" maps, i am pretty sure unless they are really too large (kinda like some of my maps) then i can see a point in that, also i can see a point to getting rid og extra cube on the side that are clipped off or such that have no use.

and for the textures, sometimes i think it is kinda dumb to have lets say a dirt texture on the side where people won't see, so i normal replace it with the "sky texture" so it takes less time in calcing, and such, and also helps reduce lag and file size.

but again, if he is actually modding the map for his own idea of how it should look rather than for what it needs before release (such as jumppad markers, bug fixes, and cutting the calc and lag by changing a texture that won't even be seen anyways) then it isn't that big a problem for you is it?

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