Cube Legends |
by tentus
on 03/27/2005 05:45, 199 messages, last message: 04/29/2007 19:50, 100044 views, last view: 12/09/2021 06:34 |
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This thread exists for discussion of my MOD, Cube Legends. This block of text introducing it is nonspecific so I'm not stuck with outdated or blatantly wrong information at the top of the thread.
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#101: Cube Legends II- The Age of Sauerbraten |
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by tentus
on 08/09/2005 22:32
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http://cube.snieb.com/node/112
I've begun the slow process of moving CL over to Sauer. As I have explained before, I'm going to stick with the name Cube Legends, and just go with the above subtitle (unless someone else comes up with something catchier). I expect this is going to be rather difficult for me to get used to, becuase i have now been modding the Cube engine for a full year, BUT i plan to get all the original CL maps converted over with the help of Nashaii and maybe even improve them a bit.
School starts again for me this week (bleh) and Cross Country is in full swing- don't expect to see lots of progress. I'll do my best to move along at a reasonable rate and i'll try to keep up with the developements of Sauer. I think the best way for me to do this is to not mod the sauer engine, but strictly the content.
This raises the question: would it be possible to be like most of the mods (ProCube, Quad, etc) and just add to the Sauer directory? I'm hoping that when Sauer gets it's gameplay stuff seperated out this will become easy. So really, anyone who wants to help me, CL, or the Sauer RPG in general, I'd suggest you try and help Aard with his endeavors however possible.
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#102: Re: Cube Legends II- The Age of Sauerbraten |
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by dcp
on 08/12/2005 02:17, refers to #101
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hope it won't be 'golden cube - the lost ages' soon... ;-)
just kidding...
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#103: Re: Cube Legends II- The Age of Sauerbraten |
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by tentus
on 08/12/2005 03:07, refers to #102
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heh heh. good one.
meh, it's taken me all evening just to work out the bugs caused by the rough cross over. thank goodness i've only made one map so far, and don't have more than two texture graphs to work with.
aard, once the gameplay etc parts of the source has been seperated out, will it be possible to use a cfg which references what other cfgs to use? that'd make mod including much easier and more streamlined. i'm thinking something that says
"autoexec_cl.cfg
data/default_map_settings_cl.cfg
data/sounds_cl.cfg
data/menus_cl.cfg
data/item_models_cl.cfg"
and so forth. just have a hardcoded list of cfgs that need to get referenced.
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#104: mehggg..... |
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by tentus
on 08/21/2005 05:17
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due to alarmingly limited free time on my part (i have to lose several hours of sleep each night to get anything extracurricular done), i think it's time for me to be honest with myself: i don't have enough time to try and be an independant MOD.
However, i do think i have enough time and energy to help out with the Sauer RPG. As such, i think CL 2 is going to sort of... stop production, and instead i'm goign to dedicate my efforts to mapping and modelling for the Sauer RPG.
I am going to try and rerelease CL 1 some time after Aard has finished Cube 2005, so that it'll be completely up to snuff. This release will include any mapmodels, map additions, and such that i've made since the last patch, but nothing dramaticly new.
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#105: .. |
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by CC_machine2
on 08/22/2005 19:55
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ohh
(looks down at the floor in disappointment)
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#106: .. |
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by makkE
on 08/22/2005 21:47
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Tentus: Too bad for CL, but on the other hand I look forward to you participating in the SauerRpg project.
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#107: Re: mehggg..... |
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by Aardappel_
on 08/22/2005 23:16, refers to #104
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Tentus's models are pretty fitting for an rpg (well, duh), so they will be a great start for doing the rpg. We'll need TONS more, but it is a good start. I added his model to the cube release, and they will move to sauer afterwards.
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#108: Re: mehggg..... |
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by tentus
on 08/23/2005 03:28, refers to #107
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thanks, that makes me feel better about my product. :)
don't worry CC_Machine, there will be at least one more CL release, with a good number of little additions to entertain you. and you never know, i may get an idea that would be worth ressurecting CL...
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#109: woo hoo! |
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by tentus
on 10/04/2005 03:53
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http://gentoobox.rh.ncsu.edu/cl/
the website is back, after a month or so of my host being down (hacked by pr|ll or something like that... annoyed the f*ck out of us, took forever to get things running again...)
this is a good time for me to start taking ideas for a redone CL webpage. i'm looking for a page that will reflect CL's increasingly gothic and detailed nature, as the project advances.
And yes, CL is moving again. After two months of school and Cross Country i decided that my sanity hinges on working on CL. no joke, i was going nuts without a mod project to work on.
I'm forcing Nashaii into making a second version of castle, titled "Night", to maximize the possibilities of the stage. I'm also making him finish some of his unfinished maps (Roc for example, which actually made it into the patch somehow...). I'm working on redoing almost all the tentus mapmodels for increased detail, and also better skinning. I've learned some tricks in that area. The guns in particular need work, and i'm open to ideas for replacement. I have some on my own, but i want to hear as much from the community as possible.
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#110: updates so far: |
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by tentus
on 10/04/2005 04:04, refers to #109
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i have managed to..
-update all the menus
-upgrade mapmodel skins
-replace HUD
-ammo reworked (prettier now)
-begun very slow process of working on updating to Cube '05 source. I've recently reinstalled Visual studios, so this may take a while.
-update bugs in desert map. looking into redesigning cave part of that map.
-talking to friend about CL theme song. this may be a seperate download from next release.
-talking to Destruxor about making a main menu. he's mighty busy though, so i may end up pestering pushplay about this :)
-updated midi selection.
-small fixes to CL font. should this get included in Sauer RPG?
and some other stuff i can't remember right now...
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#111: .. |
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by sinsky
on 10/04/2005 12:54
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Uh, dunno why but I can't download the zip in my download manager (old version of gozilla, works perfectly though.. most of the time:) I'll check it out as soon as the download is complete and come back here with suggestions & wisdom (you can skip my next post:).
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#112: .. |
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by sinsky
on 10/04/2005 13:18
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Can't get cl_patch.rar (the requested url was not found on this server), do I need this or is everything packed in the installer now?
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#113: Re: .. |
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by tentus
on 10/05/2005 03:17, refers to #112
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currently, no files are on the server. the server backup got corrupted (of course) and i'm on dialup. there's no bloody way i'm uploading 20 megabytes to the server, even with the help of filezilla and RAR parts.
i'll snail mail a CD of the next CL to my host (i handed it to him last time) :). this insures that it's clean and everything, and also saves me from many, many hours of wasting my bandwidth.
in the meantime i'll edit the download page to explain that the files genuinely aren't there. sorry about that.
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#114: Re: .. |
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by sinsky
on 10/05/2005 14:38, refers to #113
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I actually managed to download the installer and saw some stuff which looked new - torches, books, cups.. but I may have forgotten it from last time I played. There's probably new stuff in the patch but I couldn't get to it :/
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#115: Re: .. |
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by tentus
on 10/06/2005 02:51, refers to #114
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huh. interesting, not entirely sure how that's possible...
actually, destruxor has very recently gone off and updated CL to the cube05 without me knowing it. exciting! even more exciting, he has made this for us:
http://gentoobox.rh.ncsu.edu/cl/doxygen/
this lightens my load considerably. hopefully a release will be ready within a month.
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#117: .. |
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by tentus
on 10/10/2005 02:58
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ok, the current website idea that i think i'm gonna fly with:
i will design all the pages as if they were written on trees, rocks, the earth, etc (generally a woods theme). from the main page, these pages will be connected by flash animations.
however, i don't know enough ActionScripting to make multiple different animations all connected. So, in order to enjoy the changeover animations, viewers will have to download one large animation, or click sidebar links to the HTML pages.
feedback on this? please?
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note:
a number of posts by a certain member were deleted, because of doosh-ness. sorry if any questions or answers are somewhat displaced. please bring such items to my attention so i can answer them.
i think the deleting process messed with my cookies Aard. i'm finding posts that the site says i''ve read, but i haven't yet. oh well.
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#118: .. |
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by tentus
on 10/11/2005 01:54
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doosh-ness:
making an ill-informed discussion decision. also can refer to poor word choice.
ie, calling Aard a noob in his own forum. it's just not very logical.
on the website, yes, the site will function with out flash, to appeal to low-bandwidth and flashless people. each page will actually start as an HTML document, which i will then work over into flash later.
my idea is to use the standard sidebar design with a top, not unlike this site, with a big logo up top and navigation links to the left. The flash animation will load in the main window, but only on the index page. all the links in the sidebar would lead to HTML pages.
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#119: .. |
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by tentus
on 10/19/2005 04:59
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ok, Cl is now up and using the 2005 source, but it's causing a few problems, naturally. The foremost of these is a trick i pulled in the Redcave level, where i temproarily bound space to be something other than jumping. either the player would have to cheat at that point or they would have to forge through a dungeon of pits and crevasses without their jump, until they got the "item" which bound it back.
now, because Cube'05 now saves all your bindings into config.cfg, the inexpirienced player can get genuinely stuck because of this. anywhere they go to afterwords will be jumpless unless they get the "item", even if they close CL. I need a way of reverting the change.
any advice as to how to pull this off again, or am i gonna have to ditch the level?
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#120: .. |
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by tentus
on 10/20/2005 03:52
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bleh. i suppose that'd work, but it's a bit inelegant. is there anyway to rig it so that exiting CL resets the keybindings?
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#121: current coding |
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by tentus
on 10/27/2005 03:22
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ok, so i've been doing a good bit of readin in the Cube'05 source, and finally got off my lazy arse and gave the flamerod some real particle effects. not just a trail of smoke, mind you: i actually sat down and added a new particle type alongside the martins, and made a new texture to go with it. so, will adding a 10th installtex (in main.cpp) mess anything up that i didn't come across in my testing? will the ninth particle mess anything up?
now i'm looking to see how to mess with the 'spread' of the effect- you know, how much the particles spread from their origins. i've already go the gravity and fade how i like, so how to i get it to pan out more?
i doubt this, but is there any way to stop how far the particle effect is generated? i mean, as is, the flame effect can go all the way across a map, which is a lot of flame to be looking at :)
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