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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, 35944 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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#10: Re: Opinions on Changes

by SheeEttin on 04/10/2010 22:23, refers to #9

Yeah. Now all I want is a way to dynamically edit the texture list in-game (i.e. insert, delete textures at an arbitrary point and have each surface automatically updated). :P

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#11: ..

by Razgriz on 04/11/2010 02:31

it would be cool if maps could keep their textures used when no textures are loaded. it would help retexturing and texture changes in the cfg which might shift the order of textures displayed in map. i'd love to this this

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#12: Re: ..

by SheeEttin on 04/11/2010 04:49, refers to #11

If I understand your post, you're talking about how when you load additional textures, they can be pushed back because more textures can be loaded by default later on.

This issue is entirely the mapper's fault, because they didn't use texturereset. :)
You have to keep in mind that the default textures can change (though eihrul & co. always like to preserve backwards-compatability).

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#13: ..

by Fischkopf on 04/11/2010 05:18

IF you don't include Sauerbraten Enhanced in in the next edition, you could at least mention it on the Sauerbraten main page under downloads as additional download.

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#14: Re: ..

by Razgriz on 04/11/2010 15:33, refers to #12

few mappers use texturereset, and using that means that you have to execute specific packages yourself in the cfg of the map.

what i mean is the ability to keep the textures used in a map with texture reset. lets say for example that a map uses 3 textures, one in slot 59, one in 46 and one in 156. when using texture reset, the textures palette (F2) would be cleared, but the textures used by the man would remain. texture of slot 46 would become slot 0, texture of slot 59 would become 1 and so on. then the mapper would be able to execute another package to load other textures.

get the idea? it would need some more tweaking than that though, but it could work pretty much.

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#15: Re: Opinions on Changes

by SomeGuy on 04/11/2010 17:33, refers to #8

The changes to dropping a flag were made so people would stop spamming it.

The minimap only shows flags/bases and where you are on the map, that's it.

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#16: Re: Opinions on Changes

by tentus_ on 04/11/2010 22:27, refers to #8

>> teleports now preserve velocity
>tentus is gonna like this.

Haha, I did get excited when i first saw that. Then I realized that it actually makes portal emulation harder to do- in portal, velocity is preserved relative to the orientation of the portals. So if you jump in a down-facing portal and come out of the wall, your velocity is the same, but it's oriented totally differently.

Still, I'll probably do some extensive testing this summer and see if I can squeeze any cool mechanics out of this. Jumppad/teleport cannons, maybe?

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#17: Re: Opinions on Changes

by Razgriz on 04/12/2010 19:14, refers to #16

you cannot orient a teleport in sauer ^^
if you can "squeeze" oriented teleporting out of this then portaling will be easier for you :P

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#18: Re: Opinions on Changes

by Blarget2 on 04/12/2010 22:13, refers to #16

Tentus, have you seen my portal map?

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#19: Re: Opinions on Changes

by tentus_ on 04/13/2010 19:24, refers to #18

Not sure, could you post a link?

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#20: Re: ..

by LeftClicker on 04/14/2010 20:38, refers to #13

SauerEnhanced isn't a game in its own right; it is an extension of vanilla Sauerbraten. In other words, you can't play SE without downloading Sauer.

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#21: re:

by Snipes on 04/18/2010 01:57

just uninstalled the last version, I plan on downloading the next version, when ever it comes out.

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#22: CANT WAIT

by Blarget2 on 04/27/2010 02:19

no really i cant. XD

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#23: ..

by HELL-O on 04/27/2010 21:38

are there going to be lag fixes?

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#24: Re: shmeh

by amod on 04/30/2010 00:13, refers to #7

and can you also merge the release with d_wicked\'s enhanced textures? http://quadropolis.us/node/2150
thatd be really great

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#25: Re: shmeh

by Q009 on 04/30/2010 13:03, refers to #24

sorry but for me it would take shitload of time to upload
i have really slow connection, sorry

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#26: Re: shmeh

by Calinou_ on 05/01/2010 16:36, refers to #24

Yeah, we really need it. Why per-pixel lightning when there's no normal maps ? huh?
And we need to a better "name has a modified map".
Like a thing that detects the number of ents and polygons, not the size in bytes or kind of thing like that.

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#27: Re: shmeh

by tempest on 05/01/2010 18:34, refers to #26

"Like a thing that detects the number of ents and polygons, not the size in bytes or kind of thing like that."

It uses checksums (CRCto be exact), which works way better (and faster) than anything else.

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#28: Re: shmeh

by Razgriz on 05/01/2010 19:11, refers to #27

it cannot actually tell which person has a modified map.

2 people, 1 modified map:
both end up with modified map

2 people, 2 modified maps:
(same) both have no modified map
(different) both have modified map

3 people, 1 modified map:
person with modified map is detected (OK)

3 people, 2 modified maps:
(same) person without modified map is detected
(different) all 3 end up with modified map

3 people, 3 modified maps:
(different) all 3 end up with modified map

-----

hope this explains the modified map system pretty well. yes, we all believe it sucks

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#29: ..

by Chrisz0r on 05/01/2010 22:56

G'day,
Me and a friend of mine are actually working on a CTF/Base map for Sauerbraten.
It's maybe done to 50%, so it's take at least 3 days for us to finish, But we'll do.

If you have ever heard about the CoD2 map "toujane", you might recognize this map - Only in way of style and a little bit of map construction.

We're actually thinking about releasing it tomorrow, undone, to Quadropolis, but we feel more like just giving some screenshot's.

I'd rather like you to comment it... And @ admins and game programmers: If you like the idea or anything about this map, it would be nice to know for us to ready the map in the coming week.

http://totesmeer.kilu.de/images/user/sb_touj.jpg

http://totesmeer.kilu.de/images/user/sb_touj2.jpg

http://totesmeer.kilu.de/images/user/sb_touj3.jpg

That's what we've actually got.

btw: The great tower in the back is just to be ignored - a sign for us to know where we placed the light.

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