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November release plans...

by eihrul on 10/30/2012 09:57, 134 messages, last message: 01/05/2013 09:49, 83189 views, last view: 12/09/2021 04:10

So, I'd like to get the party started so we can have a new release out the door by the end of November.

To that end:

Mappers - <emphasis!!!>FINISH YOUR MAPS AND PUT THEM ON QUADROPOLIS A.S.A.P. SO YOU CAN GET FEEDBACK AND FIX PROBLEMS.</emphasis!!!> I don't want to include broken or unfinished maps in the release. So if you have dreams of getting a map in the release, hurry it up.

Brave players - test the SVN stuff (requires compilation). Make sure nothing is horribly broken so that people don't have to experience horrible breakiness have the release.


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#59: ..

by aiueo on 11/14/2012 11:41

> added support for loading files directly out of ZIP archives
> 2009_05_04_trooper_edition
E-e-eh? Really!? That's great!
I was unable to find anything on loading maps from ZIPs in game tutorial for the latest release, though.

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#60: Re: ..

by Papriko on 11/14/2012 14:47, refers to #59

addzip and removezip, fine thing. Simply put the zip into the Sauerbraten root directory, put addzip NAME (without ending) into the autoexec, et voila - the files are added 1:1 into your game as if you had unpacked it.

When you don't want to use the download anymore, simply removezip NAME it and delete the zipfile. No need to pick every file by hand as you had by manual unpacking.

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#61: Re: "Actiontown!" MP map now available.

by Q009 on 11/14/2012 15:09, refers to #56

The file size and the requirements were quite shocking =P

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#62: ..

by Speculant on 11/15/2012 01:00

The only thing I would like out of the new version is a slicker way of handling new maps. I was thinking something along the lines of Sauer automatically discovering new map files and adding them into a "user maps" tab. That way if I ever add a map and forget about it later I don't have to hunt around for it to get the name.

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#63: Re: ..

by suicizer01 on 11/15/2012 09:25, refers to #62

... That has been included since the early days of this SVN (as far as I can remember).

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#64: Re: ..

by Papriko on 11/15/2012 13:48, refers to #62

Isn't there also the /showcustommaps GUI?

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#65: Collect

by thefatalAce on 11/16/2012 01:37

The new collect mode could really use notifications whenever someone scored, something simple like "x scored y points for your team." and "x scored y points for the enemy team." It would be helpful since the 'score' sound doesn't really tell you how many points were scored, and otherwise players like me who like to play without sound wouldn't notice whenever anyone scored.

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#66: Re: "Actiontown!" MP map now available.

by The MUSEman on 11/16/2012 05:44, refers to #57

Name & PW please... Doesn't appear to be a way to register on Quadropolis ;-)

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#67: Re: Ignorant Map Pre-release Questions!

by The MUSEman on 11/16/2012 05:48, refers to #47

Per http://sauerbraten.org/docs/game.html, I cycled through "/mode n" with n= 3 thru 19 inclusive: Bases, flags & (auto spawned) weapons showed up as expected for each mode. ;-)

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#68: Re: "Actiontown!" MP map now available.

by The MUSEman on 11/16/2012 05:50, refers to #52

I believe it's all set - v1.1 now uploaded. Thanks again for your help! :-)

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#69: Re: "Actiontown!" MP map now available.

by suicizer01 on 11/16/2012 07:21, refers to #66

That's because you'll have to register manually with help of an admin or moderator. So pop in on irc.quaketnet.org on channel #sauerbraten.

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#70: Re: "Actiontown!" MP map now available.

by Razgriz on 11/16/2012 09:16, refers to #66

find me on irc.quakenet.org #sauerbraten and i'll make an account for you.

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#71: Woohoo!

by Minty on 11/19/2012 18:05

New release? Nice! I hope it's even better than Sauer is now!

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#72: Re: Woohoo!

by Razgriz on 11/19/2012 20:16, refers to #71

derp.

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#73: duplicated textures on mai Sauah!

by goldfire on 11/21/2012 12:27

Hi guys, I wanted to report that there are duplicated textures on the Sauerbraten
packages folder, more concretely:

> packages/evil_textures/e*
> packages/textures/yves_allaire/e*/e*

Some textures of the e7 and e8 folders of yves* were already put into the
evil_textures folder a long time ago... :p

(I emailed this to eihrul, but I'm posting this here just to make sure you guys know.)

Also, the music/ songs could also be updated with another album from fanatic. In the SVN they are still the same as in Justice.

cya,

~goldfire

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#74: weapon sounds on SVN

by goldfire on 11/21/2012 12:54

Here I cum with a big Jar of sweet Whine:

I've noticed that the new weapon sounds now sounds less powerful than before.

Particularly the shotgun (SG) sounds more like a rifle (RG) now. And the RG sound has a "saturated" feel. Funny is, if you swap both sounds SG <==> RG, they sound better LOL.

I really miss the powerful sound of the Justice SG.

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#75: Re: duplicated textures on mai Sauah!

by Speculant on 11/21/2012 13:51, refers to #73

Fanatic keeps a Newgrounds page, I found out

http://fanaticalproductions.newgrounds.com/audio/

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#76: Re: duplicated textures on mai Sauah!

by suicizer01 on 11/22/2012 00:31, refers to #73

That is untrue, as I'm sure I'be checked all of them if they are packaged double within the sauerbraten directory. he textures just look similar for shader purposes.

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#77: Re: duplicated textures on mai Sauah!

by goldfire on 11/23/2012 23:07, refers to #76

well, the bricks and walls look pretty much the same, as some of the others. Could\'nt you just have used the included ones, with some vcolor/texcolor applied to them?

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#78: Re: duplicated textures on mai Sauah!

by Q009 on 11/24/2012 00:16, refers to #77

That doesn't really make much sense because these "duplicate" textures contain totally different information. There's a texture that contains colors (the one you could call normal one), there's a texture which tells the GAME how it should react to lighting and there's a texture that tells how deep/high each point of the texture is. But these are only examples. So, they're not simply recoloured textures.

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