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Messages - unixfreak

#281
The Mega Archive / Re: What the fuck did I do
December 04, 2011, 11:09:39 PM
did you change font.cfg? (i am going to guess you did, lol)
in your sauer folder, it is data/font.cfg, it should contain this:
font default "data/chars.png" 32 64 0 -1 5 6                                           
fontchar 7   0   12     //!
fontchar 26  0   19     //"                                                             
fontchar 52  0   35     //#                                                             
fontchar 94  0   27     //$                                                             
fontchar 128 0   50     //%
fontchar 185 0   38     //&                                                                       
fontchar 230 0   9      //'                                                                       
fontchar 246 0   19     //(                                                                       
fontchar 272 0   18     //)                                                                       
fontchar 297 0   27     //*                                                                       
fontchar 331 0   35     //+                                                                       
fontchar 373 0   13     //,                                                                       
fontchar 393 0   17     //-                                                                       
fontchar 417 0   11     //.                                                                       
fontchar 435 0   20     ///                                                                       
fontchar 462 0   27     //0                                                                       
fontchar 0   71  25     //1                                                                       
fontchar 32  71  27     //2                                                                       
fontchar 173 71  26     //3                                                                       
fontchar 206 71  28     //4                                                                       
fontchar 241 71  27     //5
fontchar 275 71  28     //6                                                                     
fontchar 310 71  28     //7                                                                     
fontchar 345 71  27     //8                                                                     
fontchar 379 71  27     //9                                                                     
fontchar 413 71  13     //:                                                                     
fontchar 433 71  15     //;                                                                     
fontchar 455 71  33     //<
fontchar 0   142 34     //=
fontchar 148 142 34     //>                                                                     
fontchar 189 142 24     //?                                                                     
fontchar 220 142 46     //@
fontchar 273 142 33     //A                                                                       
fontchar 313 142 30     //B                                                                       
fontchar 350 142 31     //C                                                                       
fontchar 388 142 35     //D                                                                       
fontchar 430 142 28     //E                                                                       
fontchar 465 142 27     //F                                                                       
fontchar 0   213 33     //G                                                                       
fontchar 40  213 32     //H                                                                       
fontchar 79  213 18     //I                                                                       
fontchar 104 213 19     //J                                                                       
fontchar 130 213 32     //K
fontchar 169 213 27     //L
fontchar 310 213 37     //M
fontchar 354 213 32     //N
fontchar 393 213 36     //O
fontchar 436 213 29     //P
fontchar 472 213 36     //Q
fontchar 0   284 34     //R
fontchar 41  284 29     //S
fontchar 77  284 32     //T
fontchar 116 284 32     //U
fontchar 155 284 33     //V
fontchar 195 284 48     //W
fontchar 250 284 31     //X
fontchar 288 284 32     //Y
fontchar 327 284 29     //Z
fontchar 363 284 18     //[
fontchar 388 284 21     //\
fontchar 416 284 16     //]
fontchar 439 284 36     //^
fontchar 0   355 31     //_
fontchar 203 213 18     //`
fontchar 38  355 25     //a
fontchar 70  355 28     //b
fontchar 105 355 24     //c
fontchar 136 355 26     //d
fontchar 169 355 27     //e
fontchar 203 355 19     //f
fontchar 229 355 26     //g
fontchar 262 355 27     //h
fontchar 296 355 9      //i
fontchar 312 355 15     //j
fontchar 334 355 28     //k
fontchar 369 355 9      //l
fontchar 385 355 42     //m
fontchar 434 355 27     //n
fontchar 468 355 28     //o
fontchar 0   426 28     //p
fontchar 35  426 26     //q
fontchar 68  426 19     //r
fontchar 94  426 23     //s
fontchar 124 426 18     //t
fontchar 149 426 26     //u
fontchar 182 426 27     //v
fontchar 216 426 39     //w
fontchar 262 426 26     //x
fontchar 295 426 27     //y
fontchar 329 426 23     //z
fontchar 359 426 23     //{
fontchar 496 426 13     //|
fontchar 389 426 23     //}
fontchar 419 426 34     //~

exec "packages/hud/digit_font.cfg"


that is the default settings btw^
#283
Maps / Re: Mirror's Edge
December 01, 2011, 09:54:57 AM
Quote from: Apollo on December 01, 2011, 12:15:49 AM
I was quite inspired by the clean visual style when I first played the game.

Same here, although i never actually got round to buying it or playing it.

Just an idea, but those maps would be perfect if remade in red eclipse rather than sauerbraten... as for the parkour. Seeing as RE has walljumping/wallrunning... that would be awesome.
#284
The Mega Archive / Re: Expand to ANOTHER GAME
December 01, 2011, 09:51:03 AM
Quote from: Mr.Fixxit694 on November 30, 2011, 09:46:07 PM
also minecraft haves allot of good features that cube2 doesn't have like redstone = http://www.youtube.com/watch?v=g_rr__qqnM4&feature=channel_video_title.

*not sure what redstone is*
but assuming you mean scriptable events (doors with levers, buttons, moving objects) sauerbraten does have triggers (only work in SP mode though).
#285
The Mega Archive / Re: .... Ah hem....
November 29, 2011, 03:16:43 AM
Thanksgiving? Is this it:
http://www.countercurrents.org/us-ford271106.htm

( :-/)

mhmm toast.
#286
The Mega Archive / Re: Expand to ANOTHER GAME
November 28, 2011, 04:58:13 AM
Never liked minecraft (ewww java)
Enjoyed playing around with this before: http://c55.me/minetest/  (cross platform)

Problem i think with the minecraft style games is that there isn't much to do in terms of creating a map (generate random seed, kthxbai, printscreen).
#287
Xonotic looks good, i haven't gotten round to trying it yet. I remember trying Nexuiz a long time ago and had alot of problems with lag and framerate (was expecting the same with Xonotic lol).

Lua's a great language, pretty straightforward. I tried making a game or two with the love engine in the past (lost motivation though).


Two games i think are awesome (play them often, but haven't made any map/mods on them before);

Alien Arena:  Open source, Based on iDTech2, modern graphics, AARadiant for mapping (i assume its very similar to the quake GtkRadiant)

Open-Arena: Open Source, Based on ioquake3 (fork of IDTech3 engine), graphics aren't great but the gameplay is awesome and pretty much is a stand-alone quake3 fork. I would guess it uses GtkRadiant and other quake tools for mapping.

Theres also the doom3 sourcecode released this week (personally i haven't played doom3 yet), and hopefully when the iodoom3 project kick's off we will see alot of new stand-alone games. Might be something to look at in the future... for instance 'Open Doom' in a similar way to Open-Arena.

Just an idea (i fap to quake  ;D)

Though I'd also love to look at Xonotic again sometime.
#288
Maps / Re: The Clanmap Thread
November 23, 2011, 12:07:27 AM
Quote from: Sweet on November 22, 2011, 09:22:39 PM
Can you do a .cfg now? I'm having trouble with my textures.

What are you having trouble with? I might be able to help out.
Hi-light me on IRC if you're around.
#289
Resources / cottage (day & night) textures
November 23, 2011, 12:01:41 AM
Contains normalmaps, glowmaps, and a package.cfg (these were created by me)

2 different types of cottage designs, each with a night time version. The texture pack is probably ideal for background scenery (use the textures to bring out detail on very basic geometry that is unimportant).

Screenshots:



Textures obtained from here: http://www.spiralgraphics.biz/packs/building_cottage/index.htm
License: Free to use, as long as credit is given to spiralgraphics.

Enjoy!  :D

PS: If you want to use them in a map simply add this line to your map config:
exec "packages/uf/cottage/package.cfg"
#290
The Mega Archive / Re: custom texture size?
November 22, 2011, 05:45:55 PM
Nope unfortunately.

Only the *.ogz map file is sent. Anything else (mapmodels, textures, configs) need to be downloaded and placed in the correct folders manually.
#291
The Mega Archive / Re: custom texture size?
November 22, 2011, 05:24:31 PM
Common size for textures in cube2 is usually 512x512 or 256x256.
You can always use vscale (or texscale in a config) to shrink it without having to resize in an image editor.

Say you had a 256x256 texture and wanted it to fit the default gridpower, you can make it fit to 64x64 by using:
/vscale 0.25

or add a new texture slot in a map config:

texture 0 "textures/blah/floor-256.jpg"
texscale 0.25


This is useful for textures that you may want to fit on larger surfaces (aswell as the default grid).
#292
Maps / Re: The Clanmap Thread
November 22, 2011, 05:03:58 PM
You think the map will become rather large after a while? I was thinking if it will end up becoming a HUGE map... it would be best to try and avoid using any vcommands in the map.

Instead, add texture slots in the map config for things like "texscale", "texrotate", "texcolour" (these are the same as vscale, vrotate, vcolor) and etc.

I noticed a while ago that vcommands affect the maps filesize alot.  If you manipulate textures via the map config, it doesn't increase the map's size at all.

One example, i had a map around 150k wrt... with alot of vcolor, the map itself was  2.6mb. I stripped out all the vcommands and the map size shrunk to 700kb.

Just thought it would be worth mentioning. Because after a while it may be impossible to /sendmap or /getmap on public servers due to the filesize limit of 10mb.
#293
Maps / Re: Clanmap decision time
November 22, 2011, 04:18:58 PM
Found a huge list of skybox's, funny enough alot of them are already in sauerbraten  :D

http://www.redsorceress.com/skybox.html

My favorites:
Hell,


Plague,


Thicker Than Water,

#294
Maps / Re: Clanmap decision time
November 22, 2011, 03:43:25 PM
Hot skybox's:
http://www.3delyvisions.com/skf1.htm

They seem to be in the right format, suppose just rename them properly and resize to 512x512.

All they require is: "If used in 3d game please give credit to 3delyvisions."
#296
The Mega Archive / Re: Won't be on Sauer for a bit
November 22, 2011, 12:08:34 AM
Quote from: Pupskuchen on November 21, 2011, 09:07:48 PM
hahahahah Windows 8 hahahaaaaaaaahaha

omg.

;D
#297
Maps / Re: Clanmap decision time
November 22, 2011, 12:02:57 AM
Just looking at the screenshots, HellHQ map looks damn sexy. I love all the gothic/evil/dungeon style theme.

(btw i have a load of dungeon/mythical textures lying about, i'll post them when i've finished heightmaps/normalmaps for them).
#298
The Mega Archive / Re: Doodles and drawrings. Post em!
November 18, 2011, 10:28:56 PM
Quote from: Pupskuchen on November 18, 2011, 10:07:47 PM
@vampirefrog: LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL

;D ;D ;D

Good drawings though.
#299
The Mega Archive / Re: Desura Client
November 18, 2011, 02:34:41 PM
Not sure if that would stop other developers going to Desura... look at companies like 'ID software'. They usually end up making Linux ports of their games, i think companies who are more willing to make their games run on other platforms besides windows will prefer Desura by a long shot.

I assume 'Rage' is available through stream, for windows only. Though when they release the Linux binary sometime soon, i'm hoping they whack it on Desura... no use trying to sell the game to linux users on a marketplace that doesn't even support it.  ;)
#300
The Mega Archive / Desura Client
November 18, 2011, 01:54:50 PM
Spotted an article on slashdot yesterday about the release of a linux client for Desura:
http://www.desura.com/groups/desura/news/public-release-of-the-linux-client

I've been waiting for something like this for years.... may not be as big as 'steam', but its good enough to hopefully push more commercial game dev's onto linux. Mainly games created by indie developers (small price tags) and open-source ones at no cost.

Quin's sexy baby is even on there: http://www.desura.com/games/red-eclipse  :-* ;D

Spotted a few other open-source games playable with their client such as alien-arena. I hear they also have a Mac OSX client in the works.

What do you guys think, will it take off and possibly be a strong competitor to steam?
#301
Resources / Re: Minecraft Texture Pack
November 17, 2011, 12:31:53 AM
Quote from: Sweet on November 16, 2011, 08:14:43 PM
>Implying I know how to use Blender

well its pretty simple:
http://cube.wikispaces.com/MD3+Export+From+Blender+Tutorial
but use the default 'new model' cube, and give the transparent texture to it.

Then play around with
mdlscale N
in the config, until its the same size as the cubes.

Not sure if there is another way to get the leave/blocks to look right.
#302
Resources / Re: Minecraft Texture Pack
November 16, 2011, 08:11:34 PM
Quote from: Sweet on November 16, 2011, 04:09:18 AM

Known Issues: Leaves texture doesn't have transparency, looks awful, please don't use.

Easy workaround is to import a "cube" from blender so you get a cube which is a mapmodel. As far as i know, sauerbraten can make an all or nothing transparent effect to a cube (alpha material). However if you use a mapmodel you can mask certain colours to become transparent in certain places only.
#303
Quote from: vampirefrog on November 16, 2011, 05:23:53 PM
green hill zone - deep blue sky, some clouds, water below, some rocky/vegetation formations on the horizon line

Lol, i know what green hill zone looks like  :), i'm not remaking the theme of it entirely.
Also trying to make the colours blend together more naturally than 16bit graphics.

I might play around with the colours later on, thats if i can somehow make a skybox with the image you posted. For now, with the skyboxes already in sauerbraten, i think the colour scheme i have at the moment fits the skybox perfectly.
#304
Changed skybox with matching fog to give it a more 'green' feeling... seeing as it resembles 'green hill zone' the most.  ;D
Added some more areas, weapon pickups, and a few small changes.


I might delete (or remake and move) the loop-the-loop in the far corner. Still not playable yet.
#305
Resources / Re: Minecraft Texture Pack
November 15, 2011, 08:52:07 PM
Just about to check it out, but i don't want your .DS_Store files  ;D

And another thing, in the config you used lower-case for your name, and the folder is upper-case... thought i'd mention as it will throw errors on anything (linux,bsd,mac) but windows.



Looks perfect though, right size for the textures.
All it needs now is a skybox (with the square clouds lol)

#306
The Mega Archive / Re: Frogmod Custom Addon
November 15, 2011, 08:43:03 PM
Quote from: Sweet on November 15, 2011, 02:03:32 PM
I'm admin on that server

Wallas is a cool guy

And his server mod works well

Same here, i used to be on his server alot and became an admin a while ago... though i rarely see his server up now (maybe i'm awake at the wrong time of day).
Have to admit, the weather/day system he made is awesome, and the only place i've seen something like this is on his server alone.

Great stuff
#307
Maps / sonic deathmatch WIP [11/01/13]
November 15, 2011, 05:52:53 PM
Started this 3 days ago, another sonic the hedgehog themed map. So far its made up completely (not based on an actual map/level in the games). Though i've tried to recreate obvious features and geometry to make it look like a map from sonic the hedgehog.

When it's finished it will hopefully be a fun deathmatch map.



I'll probably change the map name soon, so far its kind of a 3d mix between 'green hill zone' and 'autumn hill zone' from the old sonic games.

Tell me what you think  :P

PS. newer versions will be posted as a new reply.
#308
The Mega Archive / Re: avatar icons
November 15, 2011, 03:48:43 PM
What about dedicated image hosting sites where we've uploaded images ourselves?

I'll change mine for now anyway ;p
#309
The Mega Archive / Re: Modular maps.
November 13, 2011, 05:24:02 PM
This seems to work:

  • Gridpower = 6
  • Area = 3x3x4

A quick map is attached (took around 15minutes), works well for staircases if making a 'higher' corrider/room for each segment with the gridsize/area.

So far i made:

  • T-section
  • Corridor
  • Corner room
  • Staircase
  • Upper-corrider (to fit the staircase)
Haven't done much detail, but It all fits together nicely so far.  ;)
#310
Other / Re: Redesigning the main page.
November 08, 2011, 07:03:17 AM
If it will be redesigned, i think the image windecker made should be used as the banner/logo.

Quote from: Zoocata on November 08, 2011, 06:54:50 AM
So I have some experience in HTML and Java...
Think I could redesign the webpage? tbh it looks... amateur...
sorry :P
do you mean javascript?

#311
Resources / Re: the best lava texture ever
November 07, 2011, 12:21:02 PM
Quote from: vampirefrog on November 07, 2011, 11:03:53 AM
Yes! I love custom textures!

That's a plasma more than a lava.

Plasma yes, but hey it is using the lava material lol.
#312
The Mega Archive / Re: Modular maps.
November 07, 2011, 08:08:09 AM
Hey this is the exact same way i work with maps, i find it easier to come up with ideas in segments, and then copy/paste it all together afterwards to create the layout.

Sounds fun.

#313
Resources / Re: the best lava texture ever
November 07, 2011, 08:05:44 AM
err how did i end up here, could someone move this to general discussion lol.
#314
Resources / the best lava texture ever
November 07, 2011, 08:02:19 AM

<insert spontaneous fap attack here>

materialreset
texture lava "uf/eon/funky_texture_base_036.png" 0 0 0 5
texture 1 "uf/eon/funky_texture_base_036.png"


This has to be the most sexual texture i've ever seen  ;D:
http://www.art.eonworks.com/free/textures/funky_texture_base_036.png

Btw, that guy has 9 pages of 'free' textures for use in games and they look freakin' awesome, i have just started converting them all properly to sauer (normal maps, spec maps etc). Expect a sexual texture pack soon.  :-*
#315
Resources / free seamless texture pack
November 07, 2011, 02:47:00 AM


Created some normalmaps for these textures and packaged them for sauerbraten.
Did this because i had nothing else to do at the time  :P

Found them here: http://www.freeseamlesstextures.com/texture_gallery/index.htm

There is also a basic map/config inside the attached archive if you want to check them out in-game.