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Messages - unixfreak

#106
News & Discussions / Re: Forum Layout Changes
May 21, 2013, 08:26:51 PM
The icons look great.  :soniccmon:
Quote from: vampirefrog on May 21, 2013, 08:24:21 PM
Do you think we should just rename 'Cube Engine' to 'Games', and then move the Xonotic board inside that too, so as not to have a separate category just with xonotic?

Sure, that's a good idea actually.
#107
Tutorials / Trigger activated doors
May 21, 2013, 08:24:36 PM
Start by adding a new mapmodel entity
/newent mapmodel



Press and hold "1" and scroll through until you find the door model you want. As of RE 1.4, there are 2 mapmodels which have door/opening animations. They are type: 8 and type: 9.

Next up, you want to add a new trigger entity
/newent trigger




While the trigger is selected, add the mapmodel to the selection
/entfind mapmodel 9



Press "L" whilst both entities are selected to link them.



These are several methods to open the doors, the first one being proximity (they open automatically as you cross the radius on the trigger entity). To get this working, set "action" to 1.



You might also want to set "type" to 1, so that it reads "link, proximity, off". This stops the door repeatedly opening/closing (spammy) while you are standing in the radius.

By setting "action" to 2, you can make the doors open by pressing "E" to interact with the trigger. Useful for having a computer console or a keypad which opens the door.



By changing the "state" parameter of the trigger, this makes it decide if the door defaults to being open or closed when the map is first loaded.

To make things more interesting, you can also link a sound to the same trigger, so that when the door is opened or closed, a sound effect is played.

To do this, add a new sound entity, and find the sound that you want to use
/newent sound

A good choice for doors is 'sounds/ambience/switch' (type: 25)

Select the sound entity, and also the trigger entity
/entfind trigger

Finally, press "L" to link the trigger to the sound entity, and you should get a setup similar to this:



You should now have a fully functioning door with sound fx,
#108
News & Discussions / Re: Forum Layout Changes
May 21, 2013, 07:24:22 PM
Also, here's those icons in an alpha form, that can be used with that mod like so...

Opaque icons: New posts
Transparent icons : Read posts

#109
News & Discussions / Re: Forum Layout Changes
May 21, 2013, 07:04:37 PM
Maybe need a mod? This one looks like it can do it, and seems to be recently updated. http://custom.simplemachines.org/mods/index.php?mod=3209

As for the AC icon, this one might be better:
#110
News & Discussions / Forum Layout Changes
May 21, 2013, 06:52:11 PM
Some sub-forums have been re-organized to make things easier to navigate.


  • A new category has been created for "Games" which categorizes the following games:
    Sauerbraten
    Tesseract
    Red Eclipse
    Assault Cube
    Xonotic
  • All existing threads from the old "Maps" forum have been merged/moved into the relevant forum for each game.
  • The "Mapshots" forum has been moved under "General Category" which is non-specific to Sauerbraten, so that we don't end up having 5 different mapshot threads.

If there's any threads that seem out of place or something more that can be improved, explain why  :D


(note to vampi; here's some icons attached; for the Cube Engine category if it is possible to change them.)
#111
The Mega Archive / Re: Forum restructuring idea
May 21, 2013, 06:06:35 PM
Ok. Just did that  :D

Have a look now. Also, added a "Cube Engine" category, so it splits up the page nicer. could have an "Other Game Engines" or similar i guess... there was discussion of some of you starting in xonotic. There's also now a Tesseract forum.
#112
Pictures / Re: Metal Gear Eclipse :D
May 21, 2013, 12:46:49 AM
Yeah the elevator is the only problem so far with map flow, the teleporter works best.

It looks good with pushers (kinda like jumppads) although the effect becomes silly when you point your camera to the floor the lift stays at the bottom. Another thing with pushers is that you can't jump back down the elevator.
#113
The Mega Archive / Re: Forum restructuring idea
May 19, 2013, 08:48:25 PM
Quote from: vampirefrog on May 19, 2013, 08:42:17 PM
Did you go to Admin -> Forum -> Boards -> Modify Boards?

Yeah. It only allows you to move a sub-forum though. What i mean is to "empty" the 'Maps' forum, and move each individual post into the Sauerbraten/Assault Cube/ Red Eclipse  sub-forums which are currently in 'Cub Engine'.

Was wondering is there not a page where you can select/tick a whole bunch of threads and just click "move-->some forum" in one click?
#114
The Mega Archive / Re: Forum restructuring idea
May 19, 2013, 06:22:14 PM
Oh gosh. I'll try not to do anything stupid.  :rockin:

edit: Ok, i just moved 'Cube Engine' to the main forum, that was it. I was going to move all the posts from 'Maps' into relevant sub-forums under 'Cube Engine'. (maps/tutorials etc. in the proper game's sub-forum).

Can't see how to do it though. Is there a batch/mass method of moving loads of posts to another sub-forum?

Also, instead of 'Cube Engine', what do you think of having the main page structured like this:

General Discussion
Mapping Hell Clan
Frogmod
Sauerbraten
Assault Cube
Red Eclipse



Cube, Blood Frontier, (and possibly Intensity Engine) could go back into the archive?
#115
Old screenshots.
r637 screenshots:

(gallery link http://imgur.com/a/nDlcV#0 )

Old Screenshots:
r475 screenshots:

(gallery link http://imgur.com/a/c4WHE )

r559 screenshots:

(gallery link http://imgur.com/a/2KrQT#0 )


Editing Resources
This post is a collection of screenshots & radar maps for reference.

Radar map of shadow moses:


Dock:


Helipad:


Radar map of Hangar B1:


Radar map of Hangar B2 (armoury):



64bit PSX Emulator:
http://pcsxr.codeplex.com/

Very useful for looking around in the actual game using snake's scope!

Misc Screenhosts:
http://imgur.com/a/okp6R
#116
Maps / Shadow Moses (Metal Gear Solid, map+vars)
May 18, 2013, 01:59:20 PM
Latest Version = r748 (August 19th 2015)
Video Tour: https://www.youtube.com/watch?v=S83H8G-SINY (r688)

Shadow Moses - Metal Gear Solid Map for Red Eclipse

Click here to download map
[attachimg=1]

Latest screenshots can be found in the gallery link here:
https://imgur.com/a/zo5an#0


About this project:

An attempt at making a playable version of 'Shadow Moses' (the nuclear disposal complex that houses metal gear in Metal Gear Solid). So far there's no planned limit to the maps potential size, if possible it would be awesome to rebuild most of the entire island (i'd probably need some help with that!).

The main idea, is to only use assets that are included in the RE release, for the sake of being able to simply /sendmap and play with people who haven't downloaded any additional content. Such as vscaling/vrotating many textures to emulate certain patterns where a matching texture does not exist. The scale/ratio doesn't have to be a perfect copy-for-copy from the PSX version, as long as the atmosphere is close enough to be easily recognized, then the goal is reached. this is not a map designed for any Red Eclipse specific game mode (such as deathmatch), it's more of a place to explore and admire.


Completion Status:
(estimate)
Dock  = Finished
Heliport = Finished
Hangar = Finished (excluding small rooms)
Hangar B1 = 25%
Hangar B2 = 20%
Canyon = Finished
Nuclear Weapon Storage Facility = Finished
Commanders Room = 10%



Variables:



(note: weapon config files are removed at the moment, outdated and broken)


Credits/License

Map and contents is CC-BY-SA (reverted since r637)

unixfreak (almost everything at this time)
SniperGoth >DooM<  (smoke/atmosphere particles on the helipad)
Greaserpirate (fine tuned alot of weapon vars)

Thanks!

NOTE: This has been edited/built using the current svn branch of Red Eclipse. As of r637 the map has been edited using r6550 of red eclipse, so it should be compatible with v1.4 of the game too. If there are any strange glitches, try using the latest svn version of red eclipse.
#117
The Mega Archive / Forum restructuring idea
May 18, 2013, 01:06:52 PM
Alot of the subforums under the Archive board are mostly empty, but they are organized rather neat and tidily.

Just thought it could be worth moving these ones in particular back into the main forum (and merging posts into the proper sub-forums).

QuoteChild Boards: Sauerbraten, Cube, Assault Cube, Blood Frontier, Red Eclipse, Intensity Engine

Obviously, remove blood frontier (and intensity *i think*) are dead projects, so those can stay in the archive.
Just an idea. Could  make things easier to navigate, rather than hunting for stuff in "maps" forum?
#118
Pictures / Re: Metal Gear Eclipse :D
May 17, 2013, 06:22:26 PM
Thanks guys. If anyone is free sometime, come work on it with me if you'd like to.

Quote from: Mr.Fixxit694 on May 16, 2013, 11:50:42 PM
wheres the gunship? joking, looks great man!

Ha. I don't even want to attempt making that... lol.

Also, here's a whole gallery of high-res (1440x900) screenshots. Thought i'd just link to them, as they are like 2MB each in size. fixed the sky lighting to be more accurate (more of a blue tint now) and toched up some details, like the storage room on the helipad and the truck. About to start on the tank hangar when i get round to it.

Here's the gallery link: http://imgur.com/a/U7Uan#0
#119
Pictures / Re: Metal Gear Eclipse :D
May 14, 2013, 12:17:15 PM
As of 14th May... two sections mostly finished

Dock
[attachimg=1]

Helipad
[attachimg=2]


Just gotta check for buggy cubes/textures and finish the truck. Next part is gunna be the tank hangar!

P.S; It's a single map.
#120
Pictures / Re: Metal Gear Eclipse :D
April 30, 2013, 12:11:35 AM
Cleaned it up a bit, dimensions more accurate, added the rusty metal girder with chains/hook too  :P Also fixed lighting to be more accurate

[attachimg=1]

[attachimg=2]

[attachimg=3]

[attachimg=4]

[attachimg=5]

[attachimg=6]

[attachimg=7]

[attachimg=8]
#121
Pictures / Metal Gear Eclipse :D
April 26, 2013, 03:46:11 PM
Have been playing around with Red Eclipse's server config and made (most of) the first level from metal gear solid  ;D
All the bots, teamnames, colours, weapons etc are MGS style.

[attachimg=1]

[attachimg=2]

[attachimg=3]

[attachimg=4]
#122
Maps / Re: To-Ru Octavus [red eclipse]
April 08, 2013, 07:04:09 PM
Thinking that the textures i originally chose are looking too plain (especially closer up), what about a more neutral color scheme? Anyone think this could look better?

[attachimg=1]

Not a finished idea, just a quick tex change. Just that the orange will clash horibbly with red/blue colour coded parts. Because it's turned into a symetrical/flipped ctf style map with 2 bases, thought a grey/neutral colour scheme could fit better along with appropriate team colours to the two halfs of the bases.

Any ideas?
#123
Maps / Re: To-Ru Octavus [red eclipse]
April 08, 2013, 01:35:08 AM
Quote from: vampirefrog on April 07, 2013, 05:28:44 AM
huge tower in the middle of the map

Hadn't thought of that. I tried it out with a few different designs, although can't seem to get a decent feel to it. For now it's a central door/gateway with a wall to stop "across the map" sniping, or at least give a bit of cover to hide from snipers.  Seems to work good with a central platform on top this way... for bomber-ball as example.

Latest overhead screenie:
[attachimg=1]

Video:
http://www.youtube.com/watch?v=3_NfcZUUHj4
(is a bit jumpy/laggy)
#124
General Discussion / Re: Screenshots General
April 08, 2013, 12:25:45 AM
Quote from: Suicizer on March 13, 2013, 09:42:20 PM

I remember the Nibelheim  re-made; I've helped you once with one of the roofs of the buildings as far as I know ^^!

:) Yeah. I remember you helped out with that, you did a nice job on the front trim of the roof. Haven't got round to doing much on that map since as i figured i needed several map models for a ramp and some other things (i suck at texturing models).


To add to the screenshots; just spotted this is red eclipse SVN repository lol  :P
#125
News & Discussions / Re: Upgraded forum to 2.0.4
April 07, 2013, 03:32:34 PM
Oh it's not inline attachments then.

Well, maybe it's the blackbox theme.
If you use the [url] tag around an image, when you click it, it doesn't go to the url, but instead just focuses the image like this:
[attachimg=1]


#126
News & Discussions / Re: Upgraded forum to 2.0.4
April 07, 2013, 02:03:53 AM
Noticed a small bug after the upgrade  :D

[url=http://google.com/][img]http://mappinghell.net/forum/Smileys/frog/games-emoticon-0003.gif[/img][/url]
=


Is that to do with in-line attachments?
Maybe have an exception for when the [url] tags are used around an image?
#127
Maps / Re: To-Ru Octavus [red eclipse]
April 07, 2013, 01:56:37 AM
An improvised attempt at a satellite dish:


Sorta came out as a laser gun thingy majiggy, though i'm happy with it  for now ;D

Also, done alot today; and added a  perimeter zone (sand = death) with obitdeath set to "_____ left the perimeter". Any opinion on that would be nice. Reason i've done it that way is... well the map is getting quite detailed, i'm still trying to keep it as simple as possible but adding a load of scenery buildings/walls etc was making it lag to hell! lol.


Starting to come together i think.

Although i still haven't decided on the central part of the map, still might need to be changed if it's unbalanced (i don't want a huge sniper corridor down the middle of the map).

:rockin:

#128
The Mega Archive / Re: New theme
April 06, 2013, 07:33:26 PM
Can you have a different icon for each sub-forum?
Could use the game logos (Sauer, RE, Tesseract, etc) instead of these:

By the way, this could work; adds a bit more colour:


#129
The Mega Archive / Re: New theme
April 06, 2013, 04:54:08 PM
Liking the blackbox theme the best. Goes well.

Here's an idea i just thought... if we can decide on a default theme (votes?) then use parts of the css style to spice up the homepage?
#130
Maps / Re: To-Ru Octavus [red eclipse]
April 04, 2013, 01:10:39 AM
Needs one of these!

I've been looking all day for "parabolic satellite dish" models. Can't seem to find any (that have  generous licensing). Any of you guys know where to find one that would be awesome.

Wanting to stick something like that in the middle of this roof:


Some more low gfx setting screenshots of how it's looking now:
#131
Quote from: vampirefrog on March 30, 2013, 11:19:39 PM

Updated to 1.4. That's the latest, right?

Yup. Awesome.
#132
Yeehh. I still play sauer every now and then btw (i haven't abandoned it!).
Also, vampi's running a RE server i believe, called funtime-island. We should edit on there sometime.

PS: Just noticed it's running an older protocol (needs to updated)  :gaysquirrel:
#133
The Mega Archive / Re: eehhh
March 26, 2013, 05:02:12 PM
Quote from: vampirefrog on March 26, 2013, 01:26:22 PM
Just get a cheapo nVidia card, and it should run fine. I have an nvidia GT240, which is pretty low end, and I get 60FPS with vsync on. Newegg reveals the average price of $50 for a GT 560.

Ardelico: the positive thing to do is to at least submit a bug report to eihrul. Or just tell us your system specs and I'll show him this thread. You can post your specs in this section: http://mappinghell.net/forum/index.php/board,56.0.html .

Yeah, the prices for a gpu in that range are pretty cheap. Problem is i'd need to upgrade my psu, last time i checked (think i was looking at the GT520) i worked out i'd need to upgrade it. Isn't worth the effort of upgrading my current computer, probably better to save up for a whole new rig.
#134
The Mega Archive / Re: eehhh
March 26, 2013, 11:27:00 AM
Quote from: Ardelico on March 25, 2013, 09:56:26 AM
Tesseract won't have many players unless the framerate problem is fixed.

The framerate is an issue for me and maybe quite a few other cube players.  In your case, it could be your graphics card drivers or whatever if you are able to play other games on high settings.

Problem from my point of view is that tesseract requires high-end hardware. As it stands... cube/sauerbraten in general runs okay on mid settings for me, and runs VERY good on low settings, and yet i have (as do many others) an integrated/crappy graphics card.

Tesseract on the other hand, lowest possible settings gives me no higher than a framerate of 1-2. Pretty impossible to do anything. The same reason as to why i can't play other games such as xonotic. I think real-time lighting (or maybe it's another isssue) takes alot of graphical power.

The good thing about cube engine (sauerbraten, assaultcube, red eclipse, etc) is that they can all function well on high end equipment, pretty graphics/effects and the likes. BUT can also run nicely on older hardware.

I know there's the argument of "buy a better computer/graphics card", but i think we'll find alot of people are playing these games because they are affordable to play (in terms of not having to upgrade your hardware). I'd love to go out and get a new computer, but i just can't afford it.

Sauerbraten will still have many players online for those reasons. (as long as the master server stays up).
#135
The Mega Archive / Red Eclipse 1.4 (Elara Edition)
March 23, 2013, 12:00:57 AM
Was just released a few hours ago!
Quote
    Vanity items and improved colours: dress up and frag with style.
    Visible legs in first person: know where you are kicking and parkouring.
    New and revamped maps: bringing you even more variety.
    Better viewing: level flythroughs, improved third and first person cameras.
    Better menus and other HUD elements: easier to see and read at a glance.
    New weapon: Mines add a new dimension to the existing gameplay.
    New mode: attack and defend in Gauntlet, competing for the most laps.
    Automatic demo recording: for those times you just have to watch it again.
    User Accounts: donate or contribute, and wear the in-game supporter badge.
    Improved weapon balance and gameplay rules, bugs fixed, and much more.
http://forum.freegamedev.net/viewtopic.php?f=72&t=4305

Download:
http://sourceforge.net/projects/redeclipse/files/redeclipse_1.4/
#136
Joining / Re: Suicizer's Application.
March 18, 2013, 09:02:27 AM
all i can say is yes
#137
General Discussion / Re: Screenshots General
March 11, 2013, 10:13:22 PM
#138
Maps / Re: To-Ru Octavus [red eclipse]
March 06, 2013, 09:17:48 PM
Quote from: Ardelico on March 05, 2013, 12:54:47 PM
The blue pillar room looks trippy o.O

It's orange now. Also had to remove alpha, cause the window in that room is alpha'd (so when you're outside looking in, the damned pillar thing disappears).
#139
Maps / Re: To-Ru Octavus [red eclipse]
March 04, 2013, 07:21:32 AM
Couldn't sleep, so i ended up doing alot tonight, here's how it's looking now:





:soniccmon:
#140
Maps / To-Ru Octavus
March 03, 2013, 01:45:10 PM
Updated
Download:
[attachurl=1]



---------------------------------------------------------------------


To-Ru is derived from this..
Ocatavus is simply latin for eighth.

So... To-Ru Octavus, basically means "Eight planet from the sun used as remote space control". Think of an outpost with a command center or something like that.

I think i've spent at least 20hours total working on this so far. (far from finished, but really motivated to actually make this into a finished map quite soon). Here are some screenies:




(they are only 800x600 because my graphics card is poop on high gfx settings).

I'll post the map file/cfg soon, when i've got most of the layout done.