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More Sauerbraten suggestions

by Mad Merv on 03/29/2006 04:05, 122 messages, last message: 04/27/2006 23:08, 32319 views, last view: 12/09/2021 04:24

I posted a bunch of sauerbraten suggestions for the editor UI, AI and weapon scripts under "Most Wanted Features".

another idea came to mind: the ability to manipulate the location of mapmodels by selecting them and holding "M" and using the mouse wheel for height; mouse movements could move it on a 2d plane -- holding "R" while a mapmodel is selected could use a 3d trackball effect to rotate the model, with the mouse wheel resetting its rotation to 45 degree angles. if the middle mouse is pressed, it could do the other axis

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#12: plus

by Pxtl on 03/29/2006 19:58

it's not like people can't release a mod that is meant to be installed onto an existing Cube/Sauer installation. Why they insist on releasing the mod as a standalone (which they'd never do with, say, UT) is beyond me.

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#13: ..

by mmmmmmmerv on 03/29/2006 20:23

this is not a release, i'm just sharing a glimpse at what we're working on to get feedback. we plan to replace all of the models; this is just a new menu system and a few sample levels for a pre-alpha total conversion mod for sauerbraten

if you'd like to talk more about it, feel free to email me

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#14: ..

by mmmmmmmerv on 03/29/2006 20:25

you're more than welcome to contribute to get your name on this project. we're trying to change the file format to get away from Id Software licensing issues. We'd also like to seem the major improvements made so that everyone can benefit off them

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#15: re: makke

by mmmmmmmerv on 03/29/2006 20:27

While I appreciate your concern, this was meant primarily as an invitation to look at our project and decide if you want our menus.cfg and other improvements

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#16: ..

by makkE on 03/29/2006 20:48

Merv, I know that you aim at making a TC and of course I do understand that you´re using the stuff merely as placeholders. (apart from others here).

Please understand that we have had lots of problems with people not caring at all about any copyrights (changing two files and claiming they made a new "game"),
so we react sort of harsh, but it´s got to become clear that the content isn´t "ffa", just before

I see from your portfolio that you have quite some experience in the field.
Please do understand we´re not against you doing your project, we do welcome that. It´s just our concern to make clear to mere noobs that they can´t go "wow cool I change a few files, whip that up and I made a game!!"

So please help us show people how the engines are meant to be modded, and add some placeholders in future alpha glimpses, some coloured boxes or the nothing model (I´m sure nieb doesn´t claim anything on a blank file) can be used to quicky get rid of the original content, without needing to change code.

By the way, please enlighten me on those license issues you see with md2/md3. I believe they only matter if a comercial use is planned. ID has been too much of a friendly company (seeing they opensource their engines) that I can´t believe there´s any restrictions towards using their formats in a non-commercial project.



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#17: Re: Spam Assassins

by CC_machine0 on 03/29/2006 21:25, refers to #6

wow, thanks for the slow server.. even though i\'m on 2mb, it\'s gonna take 2 hours to load.. and most of it is illegal sauerbraten copied stuff.. woow

can\'t you just release what you changed and have it as an add-on?

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#18: ..

by makkE on 03/29/2006 21:46

Calm down, cc.
Not everyone has über fast hosting at his disposal. How old are you?
And there´s actually quite some original content in that, so stop complaining before you seen it.

Be more polite in the future please.

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#19: Re: ..

by Passa on 03/29/2006 23:08, refers to #18

can someone please direct me to the original content? all I see is sauerbraten gameplay and a new menu, plus like 5 new textures

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#20: Re: ..

by eihrul on 03/29/2006 23:09, refers to #18

I think the stuff about MD2/MD3 he is spouting off is inane. The only way id can restrict your usage of the stuff is IF you use their tools to create them. And as far as I know, tools like GtkRadiant are solely GPL now.

In other words, total, utter inanity.

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#21: response

by Mad Merv on 03/30/2006 02:10

Well, I want to build commercial products with this engine. Our current project is not a viable commercial product because of the licensing issues. Because of this MD2/MD3 void the ZLIB license.

We're here mainly to share the modifications we've made so far. I won't be announcing any subsequent releases, but occasionally the file will be changing.

I'm not here to disrespect, I'm just saying hello with some free stuff.

As for the Md3/Md2 thing- I think Sauerbraten would gain far more notoriety if it became a truly commercializable entity. It's not fair to Id to use their file format, so I've made up a new one:

http://www.madmerv.com/P4D.html

I'm working on a free open source converter that will take .OBJ and .MD2 files and convert them to this ascii format. I'll try to have it finished by the end of the weekend.

I'm not entirely sure if the format is 100% complete, so consider this a work in progress. I hope to start managing Sauerbraten in a CVS environment to incorperate new changes and bring in some of my own dabblings into file formats. I like the shader stuff, but I'd like to see more done with the UI and AI components so that it can be a truly 'hood down reprogrammable' engine

cheers
-mm



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#22: hudguns

by Mad Merv on 03/30/2006 02:41

Makke:

Care to share with us your wisdom on hudgun modeling? My modeler and I are befuddled. Did you follow the Quake 2 guidelines or are Sauerbraten's unique?

-mm

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#23: Re: plus

by tentus on 03/30/2006 05:59, refers to #12

try making a mod for sauer sometime. It's impractical in the extreme right now: too much is happening too quickly. Even with cube, you couldn't rely on things staying the same they do with commercial games.

I chose to make CL a standalone game just because it's easier to work with. You know what you have to work with, no one is making strange edits, content is all present and accounted for, no more no les, You Are In Control. To try and count on makkE's models being in the same place is a bad idea- what if there's a gameplay change or a gun gets renamed? Doucle checking against redundancy is a two day process, not to mention being sure that all your custom files are not causing other conflicts. What if you need something bound that a mapper decides to use later on? You're just f-ed.

I've played to many mods which require other mods to be invited by the idea. One of the main reasons I've discontinued CL is that it's too much effort to try and maintain your project without relying on other's (which means getting permissions), but making a standalone takes up so much space (and again, I spent several days just sending emails to authors to obtain permissions), that it just isn't worth it.


You people are making me sick. Especially you, cc_machine, cool the f down, you have no ground to speak. This guy is offering his help and we're trying to crucify him. I wonder why I bother reading this trash, all it does is piss me off.

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#24: cvs

by Mad Merv on 03/30/2006 14:06

using a code management tool might help to create branched versions of the code. CVS or SubVersion

any info on hudgun model properties?

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#25: ..

by makkE on 03/30/2006 14:43

Where´s the problem with hudguns?

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#26: Re: plus

by CC_machine4 on 03/30/2006 21:00, refers to #23

sorry i didnt read through the whole thread.. can you put this on a faster server sometime? i dont usually have internet acess for 2 hours straight

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#27: ..

by mmmmmmmerv on 03/30/2006 22:18

by makkE on 03/30/2006 14:43 through 83.199.145.98
Where´s the problem with hudguns?

well, when i swapped a different md2 for the pistol hudgun, sauerbraten crashed immediately. there's actually a copy of it in spamassassins.zip. it's the spamtest one.

regardless of that, we're guessing there are certain restraints to modeling and creating the md2 file.. i was wondering if there are special instructions we could follow, or perhaps you could tell us more about this


by CC_machine4 on 03/30/2006 21:00 through 82.34.198.144, refers to #23
---
sorry i didnt read through the whole thread.. can you put this on a faster server sometime? i dont usually have internet acess for 2 hours straight

we'll keep you posted.

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#28: ..

by makkE on 03/30/2006 22:32

Sounds like you use blender. You will need to export from ms3d, mm3d or q2modeller to get a working md2.
Also give it enough frames (30 or so.
Frames.txt shows the frames used by cube/sauer, 1-7 is the basic position, 8-whatever is the shoot animation, wich will be looped after the attack time.

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#29: ..

by mmmmmmmerv on 03/30/2006 22:40

any specific coordinate or scaling units / info? like 3ds units or maya units? is it based on the origin?

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#30: ..

by makkE on 03/31/2006 00:04

No idea :)
Just import one of the exsisting guns an get the positioning/scale from that.

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#31: ..

by Mad Merv on 03/31/2006 04:58

http://www.madmerv.com/screenshot_2156072.png

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