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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, 42651 views, last view: 05/18/2024 23:34, 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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#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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#67: ..

by blikje bier on 06/07/2010 07:07

Its a "do first and perhaps ask later" issue.

where it should be "Ask first and after obtaining permission do..." issue.

So yes it is still a problem for me.

There is another path by the way, especially on Quadrapolis, its called feedback and peer review and where it is up to the map author to follow up on those.

Then i might as well drop al my doodle maps as well on Quadrapolis because others will finish it. As if somebody is taking your sketchbook and start inking the sketches because it is better that way.

Dammit that is what makes it fun for me, it is MY map, if Eihrul decides to fix a issue when taking a map into the next release, well ok. If he does not take a map into the next release than that is also ok because it means that the map is lacking something more than just a technical issue.

Anyway, its my maps, back off unless i give permission to do, at least Eihrul always ask first and allows me time to fix the issues myself.

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#68: ..

by .sCaSd. on 06/09/2010 01:33

Some of the maps in the map-pack I am talking about are very old. I don't check the feedback of my own older maps by the way. But calm down, there is none of your maps in the pack. Only CC-BY-NC-SA/GPL/MIT maps and such of which others have the permission to bugfix.

Ok. I checked some of your maps again: Olympus - Campus Inferno - by blikje bier (http://quadropolis.us/node/1322). Lots of critics - no reply of yours. 54 points of 7 votes: 54/7 = 7.7. By top-rating, I mean at least 8.5 per vote. Nice maps so far - I wrote some marble-shaders for them years ago but didn't think of adding them because harsh licensing and bad critics.

This is a thread about Sauerbraten contributions. I just asked if there is still stuff required. This is no thread about the upcoming quadropolis-community mappack which fits the Sauerbraten-standard (licensing/voting/size etc). Thanks for mentioning, but I am giving my best to not violate someones copyright.

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#69: Re: ..

by blikje bier on 06/09/2010 06:45, refers to #68

This makes me wonder why you do this in the first place?

Konkuri-to with only 7.5 points per vote and just 4 comments did make it into Sauer. Its also one of the two (out of 9) that is "Starred Content", the other one, Olympus/Campus Inferno!

There is only one map of mine with a score of more than 8.5 per vote and that is Frostbyte of wich Eirhul mailed me if could improve the bases because he wanted it into next release, this was not weeks or days but hours before the next release and my three weeks in Japan far away from my PC.

If have 9 maps on Quadrapolis, 4 of them are in the current release, and that tells me that Quadrapolis is more than just a popularity poll.

If maps where not taken into one of the previous release than it is most likely that they lack more than just technical issues.

I don't know why, most of my maps have issues, but yet.. the powers that be think otherwise.

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#70: map

by Angel5571 on 06/10/2010 18:21

Would like to see this one in the release
http://quadropolis.us/node/2610

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#71: ..

by Fischkopf on 06/14/2010 14:21

We can't you make a vote for the community, what maps to include in the neyt release?

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