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Developing a MOD - Need content permissions and Advice.

by TASK on 05/01/2006 14:44, 8 messages, last message: 05/05/2006 00:43, 1701 views, last view: 05/01/2024 10:29

Hey,

I am developing a MOD and I would like to base it on saurbraten because of it's octal mapping capabilities.

I downloaded the latest saurbraten to find with my delight it supported most of the usual things such as water; height maps and what not.

I was a bit dazed by the new grid system though 13x13 yet there seems to be no 16x16?

The only problems I have with the latest saurbraten is that the edit mode cube selection is a little buggy and for some reason I cant workout how to scroll through the textures. Could anyone let me know what the keys are to go back and fourth through texture selection? Thanks.

The mod is going to be free to download; obviously; and it's going to be very different to Cube or Saurbraten. It's not going to have any weapons and it's just going to be an adventure game.

Yes this means I am going to edit out a LOT of things from the saur release I decide to choose working on.

Basically I would like to know which Sau r release is the most stable for me to work on mapping-wise. One that offers everything I would need to make good detailed maps such as water and hightmaps. If anyone could pointout a release to me I would be very happy.

Also anyone thats made graphic content for Cube or Saur can I please have your permission to distribute it with my MOD? I wont use all the graphic content and I will only include the graphic content the mod will actually use.

Permission for sounds would be nice too I guess.

Thanks.

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#1: ..

by shadow,516 on 05/01/2006 22:26

the grid isn't 13x13, its (2^13)^2, or 4096x4096.

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#2: changin textures

by Passa on 05/01/2006 22:37

Hold Y and scroll to change textures.
And next time, read the manual before you ask basic questions.

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#3: ..

by SizeableSSonic on 05/02/2006 04:18

I'm suer the content creators are going to be glad that you asked first, lately people are redistributing the content in their standalone mods, nice that you actualy asked. Since you asked, I'm sure they will give yiu a yes. =-)

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#4: ..

by asdfasdf on 05/03/2006 20:32

Someone started to compile a list of which content is free and which isn't, it's here:

http://qwertz.coden.at/sauerbraten-copyright.html

It has been posted here several times for discussion, but the administrator of this board censored the postings each time. I think he will delete this post, too, once he sees it.

Have fun.

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#5: ..

by Gilt on 05/03/2006 21:56

regardless of the copyright issues, why not just make your mod an add-on? all you have to do is put the new program into the bin directory, while any extra content can be added to a new dir in the packages folder. Then you can use whatever textures or whatever you want from other directories too.

Does counter-strike or any other mod force their users to download content from the original game that they already have? Why make the people interested in your mod do that? Why force content creators to clarify their legal positions? Why make them have to give their permission to distribute to every mod maker out there? They've already been very generous in allowing their stuff to be used... it's just a pain when modders get nit-picky over the details of the rights they have been given... especially when there is a relatively easy alternative that is the standard method used across pretty much all other moddable games.

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#6: Re: ..

by kurtis84 on 05/04/2006 00:28, refers to #4

asdfasdf's link there leads to some invalid info. I suggest everyone read the new text files that are within various directories of the newest release. Certain resources are clearly marked now, but it's still not 100% completely documented from what I see. Keep in mind that the lack of the copyright info does not give the right to use resources. For example, if you cannot find out who made a texture, that doesn't mean you can have it ;)

Also, I have to agree with Gilt. I would like to see people making a true mod for Sauerbraten, instead of all these complete packages floating around...it sucks to download Sauerbraten again, just for a few new things. I cannot see ANY reason why everyone cannot build mods that can be installed in the original sauerbraten directories, AND not overwrite a single file. Theres no excuse here, just thoughtless people.

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#7: Re: ..

by Passa on 05/04/2006 08:26, refers to #6

hey, i made an addon mod that doesent overwrite anything.. :(

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#8: Re: ..

by kurtis84 on 05/05/2006 00:43, refers to #7

Passa, yes you did, and thank you for the proof that it's not impossible ...now lets hope that catches on :)

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