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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 05/05/2023 08:39, 3536183 views, last view: 05/05/2024 17:13

Welcome to the map editing saloon:
here u can post ur screens, maps, comments, questions and answers about mapediting, and meet other ppl for coop-sessions online :)

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#4432: Augh.

by Skidborg on 01/17/2011 02:49

Why is there a new map button in the F3 menu? All having it there does is bring grief. Making a new map is not something I want to be able to do at a moments notice.

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#4433: cant walk through doors

by linton samuel dawson on 01/17/2011 04:12

whenever I make a trigger door one of the options that noclips them, i will be able to pass through them , but when i exit and reload the map, they are clip again and i cannot walk though them. help please.

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#4434: small coop edit mod

by Osbios on 01/17/2011 17:36

I made a quick and dirty mod (more a hack) to get rid of edit lags on complex coopedit maps.

Basically it suppresses recalculation of visual geometry, if somebody other then you edits the map in coop edit.
This recalculation can now be triggered by you if you really need it.

Read more at:

http://www.quadropolis.us/node/2976

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#4435: Re: small coop edit mod

by eihrul on 01/17/2011 20:34, refers to #4434

You can't ignore remip commands from other clients, because the result of editing cubes that have been remipped, and ones that have not been remipped, does not always produce the same geometry. There is a reason remipped is synced.

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#4436: Re: cant walk through doors

by linton samuel dawson on 01/18/2011 00:27, refers to #4433

bump
this forum needs some serious work

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#4437: ..

by Osbios on 01/18/2011 01:35

Hmmm... I was wondering that there maybe a reason like that but couldn't think of one...

But in what cases does it actually make a difference?
From my point of view it looks like it just completely unrolls the remip on the parts that you edit afterward.

I will remove it... well or at last make a big warning for possible problems that it can cause...
But if I think about all the lost geometry between sendmap and getmap because most people tend to just continue to edit. ^^

But thx for the advice!

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#4438: location of saved maps

by Christopher Coker on 01/18/2011 21:24

when you "savemap mapname" where does it save your map?

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#4439: Re: location of saved maps

by eihrul on 01/18/2011 21:27, refers to #4438

http://cube.wikispaces.com/FAQ#Frequently%20Asked%20Questions-Q:%20Where%20are%20my%20saved%20maps,%20configs,%20screenshots?%20Where%20do%20I%20put%20things%20I%20wish%20to%20add?

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#4440: Re: location of saved maps

by Razgriz on 01/18/2011 21:43, refers to #4438

depends on where you installed the game. if you installed in program files, then check this:
http://cube.wikispaces.com/FAQ#Frequently%20Asked%20Questions-Q:%20Where%20are%20my%20saved%20maps,%20configs,%20screenshots?%20Where%20do%20I%20put%20things%20I%20wish%20to%20add?

If you installed on the desktop (which is advised to avoid all the hassle above), the maps are saved in packages/base folder.

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#4441: saved map wont load

by Christopher Coker on 01/20/2011 03:59

in my ".sauerbraten/packages/base" file i have a few maps saved that i cannot get to load when i type "/map mapname". the error message is "could not read packages/base/mapname.ogz" what could be the problem?

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#4442: Re: saved map wont load

by Christopher Coker on 01/20/2011 04:37, refers to #4441

it now says "packages/base/mapname.ogz has malformed header"

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#4443: Re: saved map wont load

by MeatROme on 01/20/2011 12:04, refers to #4442

The first issue is probably a wrong game-home .. although I'm betting your on Windows and don't use one and are thus cluttering your installation directory.
The "malformed header" indicates the map-file has been tampered with or is just simply not an actual sauerbraten-octree; if they're the result of editing work .BAK-files exist, rename one to restore_attempt_fingers_crossed.ogz and try to load that.

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#4444: ..

by Osbios on 01/20/2011 12:42

Doesn't Sauerbraten still can load all the older map versions? Sounds more like the files somehow got corrupted.

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#4445: Custom Textures

by the Pig on 01/29/2011 14:26

I need a detailed tutorial on how to use custom textures on a mac. I have tried some I found on the internet but they didn't work.

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#4446: ..

by Razgriz on 01/29/2011 18:38

take a look at this FAQ i started a while back and have yet to add any new stuff. it might help you, supposing you kno w the most basic of stuff you have to do.

http://www.quadropolis.us/node/2943

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#4447: Random Variable Usage

by Papriko on 01/30/2011 17:30

In a map config I can store extra commands, which only should be executed on that map, right? That was the sense of it.

My question now: What happens if I used random variables in it, for example such:
skyboxcolour (rnd 256) 100 8
and played the map in multiplayer. Would the color be synced between all clients or had everybody a different one?

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#4448: Re: Random Variable Usage

by Razgriz on 01/30/2011 18:02, refers to #4447

if i remember correctly, when such commands are saved in a map's config, they are executed by each client separately. so every connecting client would logically force a new random value upon the others, supposing the mode is coopedit. The default value of the var though will be the one the map was saved with, so i don't think the randomness factor would apply in other modes.

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#4449: Re: ..

by the Pig on 01/30/2011 19:01, refers to #4446

I' m afraid I am really bad at this, because I don't know all the basic stuff. Thanks anyway.

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#4450: Re: Augh.

by tman elite on 02/15/2011 03:49, refers to #4432

@skidborg: you know you can change this yourself really quickly by just removing that one line from menus.cfg.

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#4451: Re: Augh.

by |ice|sub-zero|L on 02/25/2011 04:18, refers to #4450

granted he could. but its only if its a real problem. it really fixes things however if he doesn't use the GUI's for such few purposes. just typing the commands help a lot more (kinda like DOS)

reasons why: it helps you know how to build a better GUI later if you want to (using commands that you otherwise wouldn't know because you use the built in GUI's)

helps you define certain things better and helps you get used to DOS like manual commands.

for me i use commands for things more than binds, i alias many different things (/i-like-pie = [say I like eating apple pies.]) (now when you type /i-like-pie it says "I like eating apple pies" (no real use for this, this is just an example of aliasing)))

however tman, you are right, he could just remove the one command to not have it show up. but its still better to just use the commands defined in sauer instead. makes less hassles sometimes.

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