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first relatively mature sauerbraten release!

by Aardappel_ on 05/25/2005 01:09, 260 messages, last message: 09/07/2006 16:01, 173108 views, last view: 05/02/2024 20:55

get it from: http://strlen.com/sauerbraten/

This is the first release that makes sauerbraten a usable engine, now that it has gorgeous lighting (thanks eihrul), and much of the old cube gameplay works again. It is still a little rough around the edges and requires more optimisation, but it is very interesting for developers, mappers (we need more playable & pretty maps!) and even players (MP & SP work).

This thread is for feedback on the current release from a mapping/playing perspective, for reporting bugs and technical discussions use the other threads.

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#21: ..

by >driAn<. on 05/28/2005 09:43

Hmm.. it seems i need to use the middle mouse button

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#22: ..

by CC machine on 05/28/2005 11:04

jean pierre: select some cubes and do a /water then lower the cubes and you get water (but only to a certian height so you get water above air not realistic)

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#23: water

by CC machine on 05/28/2005 11:31

oh i see the water goes only 1 cube depth - to make deeper water you need to do the /water command again (when the cubes have been lowered to where the water ends, air below it)

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#24: water

by CC machine on 05/28/2005 11:31

oh i see the water goes only 1 cube depth - to make deeper water you need to do the /water command again (when the cubes have been lowered to where the water ends, air below it)

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#25: hello out there

by CC machine on 05/28/2005 11:39

oh and why is everyone ignoring my message (#17)?

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#26: ..

by CC machine on 05/28/2005 12:06

oh ive found out how to change textures now, sheesh why cant someone write a tutorial for mapping in sauer?

also: how do you scroll backwards through textures? i can only scroll forwards

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#27: ..

by makkE on 05/28/2005 14:28

Read the included textfiles it´s all in there.

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#28: Re: ..

by jean pierre on 05/28/2005 15:05, refers to #27

If you read Cube manual its allready enough to test SauerBraten.

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#29: ..

by >driAn<. on 05/28/2005 15:54

jp: No, the editing its totally different

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#30: ..

by Jcdpc2- the sequel on 05/28/2005 16:58

I thought of a feature that might make editing even faster, altough, i dont know how practical it is (im not a coder)

You have a menu that creates basic shapes scaled to fit the seleceted area. Like, you select a 5X5X5 cube, and then you go into the menu and select "sphere" and it makes a sphere to fit that cube. or if you selected a 2X5X5 area and picked sphere then you would get like a frisbee-looking thing. Does this make sense? is it possible to code?

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#31: Gilt: physics weirdness on non-solid cubes

by eihrul on 05/28/2005 18:30

If you load up nmp5, and just before you walk into the passageway, there are two front-facing walls (perpendicular to line of sight), that if you walk up to, 100% of the time you get stuck. I tried tracking down the problem but was unsuccessful finding anything. Perhaps you could look into it?

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#32: Re: Gilt: physics weirdness on non-solid cubes

by Gilt on 05/28/2005 20:29, refers to #31

just had some movement being applied in the wrong order. should be ok now.

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#33: ..

by _Fanatic on 05/28/2005 22:40

Looks great!

3 questions:

1. How do you start with a small blank map to edit in?

2. How do to create and remove corner cubes?

3. How do I edit without the mouse wheel (for those of us without them)?

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#34: ..

by _Fanatic on 05/28/2005 22:42

Oh, one more.

4. How do I insert or create a cube in the middle of a room?

For example, if I want to make a 3d table, or 3d steps, how do I make a cube, and even moreso, how can I move the top and bottom at the same time (so I don't have to move the top, then go and move the bottom after)?

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#35: Re: ..

by Pxtl on 05/29/2005 01:11, refers to #30

I was thinking this would be a goode way to handle mapmodels - iirc it's a simple transform operation to insert a cubic-constrained model into any distorted cube, so something like that would be neat for Sauer. Expand the concept, and you could take any cubic map object (including models) and copy it into any map cube at any scale/distortion.... if I'm understanding the implications of the Sauer engine correctly.

Feel free to call me an idiot if I'm wrong.

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#36: Re: ..

by TOGoS_1u2kuhbui on 05/29/2005 01:13, refers to #34

1. /newmap <mapsize> at the console,
where mapsize is 10 (small map) to 16 (rediculously large size map) .

2. I'm not sure what you mean by corner cubes, but to move the corner of a cube, hold down q and scroll

3. You go to best buy sna buy a new mouse :) Actually you can do without; you'll just have to edit the configuration and re-bind the keys.

4. You'll have to make a pillar, and then delete the parts you don't want, AFAIK.

> How can I move the top and bottom at the same time

I don't think there is any way.

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#37: Re: ..

by _Fanatic on 05/29/2005 02:31, refers to #36

Corner cubes, as in a cube that is cut in half to make a corner (45 degree angle versus a perfect square). In the original cube, you hit K (I think) to make or remove a corner.

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#38: ..

by Sparr on 05/29/2005 06:41

there are no corners, or any other special cubes. if you want to make a slanted cube, hold Q and scroll, or middle click a corner then scroll. cubes can be slanted all sorts of ways, not just into corners.

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#39: Tiles upside down?

by The Punk on 05/29/2005 06:45

Nice work, the new engine is impressive. Love the new editing features. One thing though...

I noticed using some custom textures that they seem to be rendered upside-down in Saur... is this by design? or a bug?

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#40: ..

by makkE on 05/29/2005 12:08

Yes I noticed it too, infact, all textures are upside down and look weird, especially some trims.

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