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Cube & Cube 2 FORUM


Sauerbraten engine development

by Aardappel on 03/03/2004 05:18, 1571 messages, last message: 03/14/2008 18:53, 1700996 views, last view: 05/19/2024 11:46

This thread is for discussion of Sauerbraten coding issues / implementation ideas etc.

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#301: ..

by CK|Davros on 11/01/2004 18:15

So will there be some "primitives" like big spheres and stuff? So instead of sitting down for an hour making a hemisphere I could just select it from the menu?
I don't know if you plan to do this for cube, but for sauerbraten, will all the editing functions be available in co-op edit?

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#302: Re: A question?

by Aardappel_ on 11/01/2004 20:28, refers to #298

the latest archive on there is a bit out of date, I can upload a new archive... Gilt?
And yes it contains a sauerbraten.bat :)

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#303: Re: ..

by Aardappel_ on 11/01/2004 20:30, refers to #299

yeah, md2 is crap... I have an own format that comes with a max exporter, and a skeletal animation system, we could integrate that at some point.

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#304: Re: ..

by Aardappel_ on 11/01/2004 20:31, refers to #301

There will be no sphere primitives, because they are insanely expensive compared to other shapes. Like cube, if you want to get the max out sauerbraten, you'll have to understand its world structure, and work with that.

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#305: ..

by CK|Davros on 11/01/2004 21:14

Sphere was just an example, i hope there will be, for example, a way to make a slope at a certain angle without wearing the 9 and 8 keys out. (meaning without excessive vertex editing)

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#306: Re: ..

by dcp on 11/02/2004 02:27, refers to #303

ok then, if it doesn't matter that there'll be no more models from dcp. i'm not into anything related to .max in any way. i'm not mr. rockefeller...

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#307: Re: ..

by sinsky on 11/02/2004 12:54, refers to #306

Md2 will probably stay as a format parallel to the new one for compatibility with Cube. Even if it doesn't there are plenty of free programs that may convert your models for you. I admit this may require some extra work for md2 animations (you made some of those?) but nothing lasts forever - not even .md2 :)

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#308: just tried SauerBraten

by jean pierre on 11/02/2004 14:05

Cool i said COOL i love sauerbratens editor i got a question or 2 will sauerbraten ikn the future can be movable with the arrow keys or just w.s.a.d?

and the other one will sauerbraten have different editor keys other then mousewheel cause not a lot of mouse have wheels but im lucky that my mouse does

and i want to ask this now when sauerbreaten will be released?

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#309: .,.

by ....Gilt on 11/02/2004 14:52

aard: Yeah, you can update it. The stuff that I'm working on right now is giving me more trouble then I had planned, so I've got nothing to commit.

ellipse: ellipse is circular horizontally, just because that's how the cube ents were defined. it's trivial to change that to stretching in 3 dimensions though.

spheres: I believe there is a map file in the cvs called 'ball2' or something like that, which should have both 'bowls' and spheres that you can play with. however, it was a made a while back, when I was testing the rotate code or something, so some empty cubes aren't considered empty and not remipped... but you can get a feel for how spheres are made.

movement, scroll wheel: you can change the bindings in the config, like cube.

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#310: Good to hear

by Pxtl on 11/02/2004 15:41

md2's worst failing isn't its graphics, but its keyframes - the system has like 5 different taunt anims and various death/pain anims, but only one single frame dedicated to floating airborne, climbing, and swimming (the middle of the jump animation), and its got horrible "skating" issues - the models can only run "forwards", so when they strafe their legs still run forwards, and they can't run and shoot at once.

So yeah, either a skeletal system or an MD3-like torso/legs separation system are much needed replacements. UT made due with md2-like vertex anims, but it had different animations for running in each direction, and there was no firing anim - the guns were simply held pointing forwards.

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#311: Re: .,.

by Aardappel_ on 11/02/2004 16:48, refers to #309

https://sourceforge.net/project/showfiles.php?group_id=102911

new build which includes a win32 binary, so all mappers can go nuts...

People, lets not stress over what sauerbraten will and will not support. For sure it will support md2, at least the current codebase does (there are pickups, you can even run it in DMSP mode!). Sauerbraten IS the cube source with new rendering/scene/editing/physics code. It can become whatever we want it to be.

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#312: ..

by jean pierre on 11/02/2004 17:08

At least you can make floating platforms in sauerbraten(without using bridges)cool i can make floating platforms man editing in sauerbraten is sooooooo gold :)

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#313: ..

by sinsky on 11/03/2004 02:18

While I was flying around I felt like in the old days when I was playing the first Descent. Anyway I miss some of the controls, especially those that turn the camera upside-down. You know, as if there is gravity from the walls..

(no I'm not drunk:)

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#314: The flight model

by Pxtl on 11/03/2004 02:47

Actually, I was thinking that an optional descent-style flight model would be nice for Sauer just to give more options, with full banking instead of tradtional rotation/inclination FPS. I've got some code started (nothing much) for a system of scriptable attributes, and my idea is that you make player, monster, and weapon classes with these simple scripted attributes (they become part of the map). Nothing much yet - right now I'm just working on the core templates. Descent-style flight model would be a nice optional playerclass attribute.

Only problem with descent was the odd behaviour of conforming to walls - the descent ship would try and remain orthogonal or parallel to the nearest surface, which would produce odd hehaviours if the room walls weren't orthogonal to the floor. I preferred Forsaken's approach, where the flight model was similar but the ship would swivel to be right side up (to absolute up) if you weren't in complex manoevers.

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#315: ..

by makkE on 11/03/2004 04:43

COOL, I really apprechiate it, coz the descent series is one of my favourites :)
The "auto level" wasn´t a problem actually... when you just turned it off!
I think it´s not neccesary to have..

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#316: start of a new map

by nieb on 11/04/2004 14:58

i put up a map ive been working on the past couple days. its (suppose to be) a darkages gothic type city.

http://www.geocities.com/nieb8504/Sauer.html

hey aard have you made a modeling program or a plugin for the format you made?? if so, can i use it. i tryed messing around with milkshape and i had a couple models made but for some reason it wouldnt let me export them to md2.

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#317: Re: start of a new map

by Aardappel_ on 11/04/2004 16:12, refers to #316

the format I made only has a plugin specifically for 3ds max

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#318: Re: start of a new map

by makkE on 11/04/2004 16:51, refers to #316

nieb: maybe it´s because you have no joint that your vertices are assigned to.

simply add a joint at the 0 0 0 coordinates, then open the "joint tab", press "select unassigned" then press "assign"

To make sure it worked press "select assigned"

now you should be able to export.

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#319: ..

by CK|Davros on 11/04/2004 18:47

Thats a shame ard, as gmax is basically 3dsmax but free-er, maybe discreet won't let ard-types use the gmax code tho..

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#320: Re: start of a new map

by dcp on 11/04/2004 19:16, refers to #316

hey nieb, if the post of makke didn't help, send me an e-mail, i did all the mapmodels with milkshape... and it's very easy to export these static (1 frame) mapmodels to .md2 with this tool!

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