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Cube 2 as a major engine of development ...

by CubeProgrammer0 on 11/01/2014 18:03, 8 messages, last message: 11/06/2014 02:47, 4460 views, last view: 05/02/2024 22:28

Hello everyone! I want to know your opinion and ask some important questions. With the engine Cube 2: Sauerbraten I met recently. And with each new day cube 2 infused everything more optimistic. This is indeed a good thing. I'm going to use the Cube 2: Sauerbraten as the main engine for game development. I'm interested in such genres as 3D Action, Shooters, RPG, Horrors game in the style survival, plus everything, games such as Dragon Souls and Witcher. As Cube 2 looks at this situation?

To begin, I plan to release a couple of free projects, then - I want to stay on the commercial use of the engine. I would like to clarify the question about the license cube 2 and its member resources. What you need to know to create a commercial game on the cube 2? What may have difficulties along the way?

I have large plans for future projects in Cuba 2, but first you must clarify all the features of this engine and its future prospects. In the market of free products such situation (no, it was always so) that the novice indie developer is difficult to find something suitable as a convenient tool for the development of serious games. Free alternative Unity3d great demand, but nothing worthy except cube 2 could not find.

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#1: the license...

by suicizer03 on 11/01/2014 18:51

I not a developer, neither the one of the coders (I would refer Eihrul for that).
Although Sauerbraten is ZLIB licensed; it has a lot of content (as in textures, models, sounds, skyboxes, etc) which are released under different licenses (some are compatible with commercial ideas, some aren't).

If this would be an issue, I would refer to the game Tesseract, which currently can be seen as some Cube Engine 2+ project (as a more advanced way of rendering is being used).
Another mod which also uses Cube Engine 2 (but with a different goal) is Red Eclipse. However, that project isn't a personal project of the main developer Eihrul (although he obviously did helped with it so far).

So talk to him and everything will be clear for you.

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#2: ..

by CubeProgrammer0 on 11/01/2014 20:18

Thanks for the answer! I still have questions about the range of capabilities of the engine. All projects created in Cube 2 are similar to Quake or Unreal Tournament. This is natural. But how are things are with projects such as Skyrim, Crysis or Mass Effect? Are there enough opportunities to make significant engine diversity in the gaming world? Where can I learn more about the type of game license available resources? In any case they should not be abused.

In the future, I have plans to make a small contribution to the development of free software for creating games. Should be a good alternative to a paid game engine, the price of which is unfriendly.

But for now, at this stage, I'm on the stage of choosing a suitable free development tools. I think Cube 2 is defines priorities.

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#3: ..

by asmanel on 11/01/2014 20:50

Check also the [url=http://assault.cubers.net/]AssaultCube data[/url] and the contents of the [url=http://ac-akimbo.net/]Akimbo[/url] and [url=http://quadropolis.us/taxonomy/term/16]Quadropolis[/url] databases.

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#4: Re: ..

by suicizer03 on 11/02/2014 12:28, refers to #2

I can't give information like the goals of games as I'm not one of the developers, but an experienced user. Telling what the goal of such games is would obviously end in providing incorrect information.

That's why you should contact the main developers personaly.


Try on IRC the #sauerbraten channel at quakenet.org

Eihrul: lsalzman@gmail.com (main developer Sauerbraten and Tesseract).
Quin: qreeves@gmail.com (main developer Red Eclipse).


For Red Eclipse:
http://redeclipse.net/


For Tesseract:

http://tesseract.gg/


I hope that helped a bit through your journey finding out the best game platform to start upon.


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#5: ..

by CubeProgrammer0 on 11/04/2014 17:16

Thanks for the links. I installed Red Eclipse and Assault cube, and looked the other examples. Now, a new question - what to do? I would like to customize the mechanics of the game and bring it to the level of Counter-Strike or Call Of Duty. In my opinion the original game too fast and not very realistic. There are a number of questions ...

How to customize your character? His behavior, mechanics, animation, motion? Where to start, I am confused in the documentation?

How to organize a global script that would be able to be responsible for the behavior of the entire game?

Also any questions on editing game levels. I would like more information on this topic.

And here's another question ... how to use tessellation?

I would be very grateful for the additional documentation and detailed examples for the organization and development of advanced games.

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#6: Re: ..

by suicizer03 on 11/05/2014 11:31, refers to #5

Have you contacted the developers already? If not, do so first.

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#7: Re: ..

by suicizer03 on 11/05/2014 15:14, refers to #5

I won't explain everything into details as the docs are made for that.

Please don't expect every bit of information is brought on a silver plate; these are free (personal) projects after all. So when making a game; expect you'll have to invest a lot of time and effort in changing the code, creating content as in fonts, sounds, (player)models, textures, etc.
If it would be a quick and easy job; many more people would have tried and succeed.

Some information provided my not be accurate or correct; as you're asking questions about several games at once (while they all have a different approach on the engine, on gameplay and on rendering).

To get a desired speed of play like Counter-Strike or Call of Duty, you should modify the source code. Perhaps that isn't the case for Red Eclipse (as you can change certain values which affect the movement), but I'm not sure about that.

Customising a character can be done by replacing the original playermodels and modifying "games_fps.cfg"; just make your own and change the name of the playermodel which is attached to the playermodelslot.
An elder blender version which supports .md5-format (or .md5-format) is often used for it. However, you can try porting it into .iqm-format, that's all up to you, but also to find out (as which Blender version is compatible, etc).

A global script? Like server settings? Perhaps you need to add some explanation here.

Tessellation only exists for Tesseract.


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#8: Re: ..

by Pyccna on 11/06/2014 02:47, refers to #5

Heh... Good luck jumping into this. If you're really serious about doing this game of yours, give yourself at least 5 years of development time. Seriously, it'll take that long to learn all this. Newest playable Cube standalone is Revelade Revolution, I was a part of it until development (as far as I know) just stopped. Unfortunately, that's how most of these things turn out. Not to put you down or anything, just giving you a heads-up.

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