Question center for new people. |
by 1337ness
on 11/12/2005 01:12, 136 messages, last message: 02/09/2007 19:45, 48145 views, last view: 12/09/2021 00:12 |
 |
|
Question center for new people.
|
 |
|

Board Index

|
 |
#42: saving |
|
by Jane
on 11/23/2006 21:24
|
 |
|
maybe this is a stupid question, but is it possible to save in solo mode ?
thnak u.
reply to this message
|
 |
#43: Re: saving |
|
by Passa
on 11/23/2006 22:42, refers to #42
|
 |
|
No, but there are save checkpoints. Unfortunately they are not persistent if you close Sauerbraten, so you have to really finish the level in one go.
Cube however has a save function.
reply to this message
|
 |
#44: Re: saving |
|
by Jane
on 11/24/2006 17:30, refers to #43
|
 |
|
Ok, :(
thanks.
reply to this message
|
 |
#45: Two questions |
|
by Alexmbr
on 11/25/2006 15:22
|
 |
|
Can I make a commercial game with this engine?
Is it possible to prevent the user to edit the game?
reply to this message
|
 |
#46: .. |
|
by makkE
on 11/25/2006 16:26
|
 |
|
1. Yes
2. No, you have to include the source code, see the license(s).
reply to this message
|
 |
#47: Re: .. |
|
by Alexmbr
on 11/25/2006 18:25, refers to #46
|
 |
|
What about just preventing the users to edit the running game, but allowing them to edit it another Editing icon from the games\' folder?
reply to this message
|
 |
#48: Re: .. |
|
by c0rdawg
on 11/25/2006 22:59, refers to #47
|
 |
|
Are you talking about preventing users from editing maps? or preventing them from editing the source code?
reply to this message
|
 |
#49: .. |
|
by Alexmbr
on 11/26/2006 21:36
|
 |
|
Preventing the users from editing maps.
Can I do that?
reply to this message
|
 |
#50: .. |
|
by Der/Nalia
on 11/27/2006 02:14
|
 |
|
yeah... the easiest way is to remove the Editing menu in menus.cfg in your data folder
reply to this message
|
 |
#51: Re: .. |
|
by Heresiarch
on 11/29/2006 21:02, refers to #47
|
 |
|
Dont you know what opensource is? Get your head out of the money machine!
COPYLEFT!
reply to this message
|
 |
#52: Editing + characters |
|
by RedFox5
on 11/30/2006 22:54
|
 |
|
1) How come I can't spawn monsters and many other things in a sp level.?
2) How, exactly, can you modify the cubes?
3) Is there only one main character model?
4) Can you ever change your character model?
reply to this message
|
 |
#53: Re: Editing + characters |
|
by Pxtl
on 12/01/2006 20:07, refers to #52
|
 |
|
I\'m sure someone will come along with a much better hint for you later, but in the meantime:
1)RTFM
2)RTFM
3)1
4)No.
reply to this message
|
 |
#54: Poly count of the engine |
|
by MattStar
on 12/06/2006 03:51
|
 |
|
I\'m thinking of making a MOD using the engine, and i\'m just wondering how many polys per scene it can handle without too much trouble?
reply to this message
|
 |
#55: Editing |
|
by MattStar
on 12/06/2006 03:55
|
 |
|
O, also, can I use 3Ds Max and import models and levels into this engine or do I have to use something else, sorry if this is a stupid question.
reply to this message
|
 |
#56: .. |
|
by makkE
on 12/06/2006 14:17
|
 |
|
You canīt import whole level geometry.
Maps are build with the ingame editor only. You can build your models in max, if you have a plugin to export to md3 (or md2). Not sure if such a plugin exsists for latest max versions.
You can use props of course, but for all map geometry you need to use the in-game editor (by design).
Look at the wtr count, or look at levels with /wireframe 1 to get an estimate on polycount.(I am not sure myself right now how wtr translates to tri-count).
Note that the md3 format is aging and may become inefficient if the polycount exceeds ca 1500 (especially if itīs animated).
Also check out:
http://cube.wikispaces.com/Mapping+and+Editing
reply to this message
|
 |
#57: Move this topic up |
|
by cohadar
on 12/07/2006 21:08
|
 |
|
Note to Admins:
This topic should be on top.
Not in the middle.
New people need to spot it at first glance on the page
reply to this message
|
 |
#58: Re: .. |
|
by Eivets
on 12/07/2006 21:41, refers to #46
|
 |
|
\"2. No, you have to include the source code, see the license(s).\"
You don\'t have to include the source code. It's not GPL, it's zlib.
If you use textures/maps/models from sauerbraten, the user must download and install the original version, which includes the sauerbraten source code, yes. But then you may add a different executable, which may prevent users from editing. And no one forces you to publish your changed version\'s source code. If this makes sense is a different question...
And you can also just use the source code and publish a standalone game. No need to include the source code as well.
reply to this message
|
 |
#59: Re: License(s) |
|
by Aardappel_
on 12/07/2006 22:13, refers to #58
|
 |
|
you can't distribute modified copies of sauerbraten at all... sauerbraten AS A WHOLE is a freeware game, not open source.
Only the engine source is open source. That you can distribute modified, or modified exes without the source etc.
reply to this message
|
 |
#60: congrats to Admins |
|
by cohadar
on 12/07/2006 22:53
|
 |
|
Great response time man, I am impressed
reply to this message
|
 |
#61: lol |
|
by cohadar
on 12/07/2006 23:00
|
 |
|
oh topics move up if recent posts. :)
anyway i think you should make this a sticcer topic.
to always stay on top.
reply to this message
|
 |
 |
|

Board Index

|
 |