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Messages - unixfreak

#36
Cool, i'd love to see what you made in assaultcube. I never got the hang of the old cube engines editor.
Not too familiar with the cheathacks in emulators either  ??? Mostly i'm editing from memory, looking up some screenshots of areas for the texturing.

Hopefully i'll start expanding it again soon. Been caught up in some things lately. There's a few small changes added recently to the map, but not updated here, just some small texture/light bugs fixes and finally connected the air ducts to the hangar.

BTW
I've got a (crap-)server running the map/vars on redeclipse.anarchy.info:33333, it should be up often.

Also, with licensing, apparently it should be fine with CC-BY-SA ? Someone on #redeclipse  asked me why i changed it to NC for "obvious reasons", apparently, map design/layout isn't copyrightable unless it's a perfect copy for copy (as in ripping the entire mesh), but because this has been built by hand, it's not the same thing. I'm not sure, but i may change it back to CC-BY-SA in the next update.
#37
Tesseract / Tesseract (first edition)
May 12, 2014, 11:15:34 PM
Hey guys, just saw tesseract has its first release since yesterday.

First Edition (May 11, 2014)
http://tesseract.gg/
#38
General Discussion / Re: Unreal Tournament 4
May 10, 2014, 06:10:36 PM
QuoteA game being free and not f2p is also a whole new concept for AAA titles and a steam marketplace-like system that allows modders to earn money from their creations is also a great idea
It's kinda sad how people are shocked (i am) when you hear about a "free" game, we instantly assume it is bogged down with micro-transaction BS. It really only caters to the people who either smuggle their parents credit cards into their bedrooms or those who want to watch the world burn, lol. The amount of games out there that require you to spend in excess of £100 to fully own the game (all content) is ridiculous.

Micro-transactions has killed so many great games. I'm just happy to see that UT isn't going to be using them. Otherwise i could just picture everyone running around with a stick and a loin cloth unless they shell out £10 for some consumable weapons and a pair a degradable shoes.
#39
General Discussion / Unreal Tournament 4
May 09, 2014, 05:49:17 PM
Windows, Mac, and Linux ........... NO COST!

QuoteEpic's decision to build the game in public isn't the only change that reflects the passage of time. Unreal Tournament will be free â€" but not free-to-play, according to the developer.

"Free means free â€" no microtransactions," he said. "Just free."

http://www.phoronix.com/scan.php?page=news_item&px=MTY4NTM
http://www.polygon.com/2014/5/8/5695404/unreal-tournament-new-2014-free-unreal-engine-4-epic-games

What do you guys think? I'm chuffed at just official linux support... but they also seem to be going the quasi-opensource path too (good and bad depending on how you look at licensing). But they're gunna be developing it in the open via github.

;D ;D ;D
#40
Maps / Re: Decay
April 06, 2014, 01:30:08 AM
#41
Maps / Decay
April 06, 2014, 01:27:06 AM
An abandoned Space-station or something like that.  :-/
Designed for FFA / Team matches (not base orientated... so ctf doesn't work well)

[attachimg=1]

[attachurl=2]

Screenshots:




(gallery link: http://imgur.com/a/CeuZu )
#42
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
April 06, 2014, 01:19:29 AM
Started on the Hanger B2 Floor (armoury):


Including working trapdoors that you can fall into/die! Luckily... one of the default door models fits this texture combination.
#43
Hey that's awesome. I could browse the sega section for hours....
I don't know much about it, but is it like ROM dumps? Just, only the music parts? Or are they processed?

Curious, cause i know most emulators don't play back the true sounds. IE; Sonic the hedgehog on sega mega drive sounds different when you play it through an emulator (pitch and tone changes etc). Would be awesome to listen to the music tracks as they actually sounded.
#44
The Mega Archive / Re: Ukraine Discussion Thread
March 28, 2014, 01:11:33 PM
Quote from: Sweet on March 28, 2014, 02:37:44 AM
You're absolutely right about it being an action that is strategically justified. It reminds me of the situation of North Korea, where China has, in the past, backed North Korea almost solely because it's on their doorstep.

You make it seem as if the conflict solely exists of two sides- NATO backed rebels and the Pro-Russian Ukranian government. But do you think that there is a legitimacy to the protests? I mean, it seemed to me that at least SOME of the protesters were actually protesting for real- presumably the Ukraine's troublesome relationship with Russia. Is it safe to lump them in with neo-nazis?

There would be legitimacy, but i'd say it was hijacked for political interference. Kinda like what's going on Syria. Where you had a legitimate protest group deciding they didn't want the current government/regime, and then along came the foreign backed groups (al Qa’ida, etc) which have hijacked the protest movement. By foreign backed, it could be arms/supplies/funds or simply media bias. The case in Ukraine, has it's legitimate protesters, but looks like it's been hijacked by neo-nazi fascists, or the "far-right" leaning groups. It gets to a point where people who initially protested, start to see the previous government as better, then stop protesting because the far-right (in this case) isn't what they wanted.
#45
The Mega Archive / Re: Ukraine Discussion Thread
March 28, 2014, 02:28:03 AM
The people of Crimea voted to become part of Russia, and that is what happens when "Democracy" is carried out. The ironic thing is, the Western world (particularly UK / US and other NATO countries) always blab on about how they want to deliver "Democracy" to the people of other nations, and yet the current Ukrainian government wasn't even elected, but the West fully backs them and condemns Russias actions. It's laughable but unexpected that NATO countries support a fascist regime taking control of Ukraine.

Personally, i think the UK and the US have no business in the situation. I say that because of what happened in Iraq, they travelled halfway around the world to destroy a country on false pretenses and ruin its infrastructure and communities to the point of it becoming a third world country. Sure, Saddam wasn't a nice guy, but the state of Iraq was much better compared to how it is now (the same even applies to Libya after being pummeled by Western backed jihadists). How can they "condemn" Russia for taking strategic action on it's borders... they even have a naval base in Crimea -- which is there due to aggreements during the post soviet era when Ukraine became an independent nation. It simply has nothing to do with the US / UK. Russia has everything to do with it, imagine if China started a government coup in Mexico, right on the US borders...

The "opposition" in Ukraine, being the ones supporting the neo-nazi movement, are being backed by the West to destabilize the region (this is why the US/UK are calling 'bloody murder' over the Crimea refferendum, they didn't expect it would happen). I honestly think it's just a coup for imposing sanctions on Russia, and thus attempting to destroy its economy. With the state of the US defecit being in the trillions.... Russia and China are the two dominant countries just behind the US in the worlds economy. If the US can "indirectly" place sanctions on Russia, then it keeps them ahead on the world stage in terms of the global economy. After all, war makes money (sad, but true) -- with the US government pulling out of Iraq/Afghanistan, they need to start another war. Hopefully it doesn't come to that, because Russia has a detterent, unlike the countless nations that the West has bullied in the past.

The real problem for the US now, is that Russia is more likely to retalite the sanctions by dumping the US petro-dollar. That would be a HUGE problem, as it would allow smaller nations to follow, and become independent of the US dollar for trade in oil/gas and it would more than likely cripple the US economy even further. The crusade over the past few years in Libya... actually started because Gaddafi wanted to dump the US dollar for trade, and wanted to be paid in gold for the countries exported oil... as soon as that went 'official', NATO had to eliminate the threat by proxy, which is where your Western backed jihadists come into play -- or "rebels". The situation in Ukraine is unsurprisingly similar... in that it has one of the largest shale gas reserves in Europe.

If there were no gas. There would be no condemnation from the West. Or rather.... they would be condemning the current Ukrainian government. their involvement is to persue control of oil/gas reserves. A Ukrainian government that is allied with Russia, is not preferable for the West. They want to place a government that is allied to themselves.
#46
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
March 26, 2014, 06:52:25 PM
Quote from: Sauce on March 24, 2014, 04:15:10 AM
Rock on bro. Still pumping shit out, nice fucking work.

Thanks! Will do.  :D

New version;

r559

Updated screenshots in OP post

* map enlarged / relocated
* extended dock entrance tunnel
* blendmap redone
* lots of tiny texture/geometry fixes
* tank turret now more "tank" shaped at the back
* keycard 5 laser corridor, done
* raven tank boss area started (mountains not finished)
* hangar elevator textured
* hangar b1 layout started (jail/torture chamber)
* redone environment lighting
* redone environment particles
* redone fog/fogdome/clouds
* better suited skybox

* temporary teleport chamber with quick area travel added

I haven't fixed any of the weapons for now, they are still unbalanced. I'm waiting for the weapon vars gui to be re-added in svn

Hopefully, it will be possible to have a trigger event in the elevator to open a gui floor selecter, although it's not possible right now, i rmeember seeing a request for triggered teleport activation on the Re tracker, so if that gets implemented sometime in the future.... it will be perfect for getting on the other floors easily. For now, i'm not too sure how to have a multi floor teleport that would work.

I'll add the download/zip to the top post of this thread shortly.
#47
Maps / Re: Genesis Tesseract Play Test
March 26, 2014, 05:57:57 PM
Quote from: Sauce on March 26, 2014, 05:41:47 PM
Thanks man! I'm glad you like it bro. I got the cfg finished, I just now have to physically retexture it haha, what a bitch. Do you use skype or anything?

Nah, i don't use any voice software, not too keen on it. Besides i don't have a microphone hanging around.
If you mean, just an app that i'm always signed onto, you could add me on steam i guess, that's usually running all the time on here. Or spam me on irc lol.
#48
Maps / Re: Genesis Tesseract Play Test
March 26, 2014, 02:07:16 PM
That's awesome man. Can't wait to see it textured.
I love the opening in the ceiling with the tower going through at the side. Makes the map appear bigger than it really is.
#49
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
March 14, 2014, 01:06:18 AM
Short update; Started the snowfield(?), not the Sniper Wolf area, but the place connected to the tank hangar where you first fight Raven.

Finished most of the Tank Hanger, just some of the small rooms behind keycard doors need doing. Also, the upper air vent needs connecting.

* Elevator interior decorated.
* Connected keycard 5 hanger door to the snowfield(?) area.
* Started rough mountain layout for snowfield(?).

Map is at around r520 now. Will update the download link after getting the mountains clipped off.

One issue, that i can't be arsed fiddling around with is the daytime progression. In Metal Gear Solid, each level which is outside, eventually creeps from dawn to dusk. I'm going to keep the outside atmosphere to the heliport environment. As you can't dynamically change the skybox and skylighting.
#50
Applications / Re: Current member list
January 19, 2014, 01:50:26 PM
To be honest, i think alot of inactivity is due to the fact (in the case of sauer) it hasn't got a new release coming up.
I think many people start mapping all of a sudden with hopes of getting a map into the release etc.

For instance, alot of maps will come out of nowhere on quadropolis when a new release is in the works. Maybe when tesseract gets an approximate release date, there'll be a surge of maps and activity.

I'm just speaking my mind here really.
Personally, i haven't been on sauer that much (semi-inactive) but have been on RE almost every other day. Found myself hoarding humblebundle games lately and playing through them. I'm like a woman buying shoes, but in the form of steam sales. As it stands though, i've gotten a few ideas from playing some other games.

I say that because sometimes, if you takea  break form mapping, you learn a hoard of new things. Some inactivity isn't always a bad thing in that sense.
#51
The Mega Archive / Re: Happy New Year!
January 01, 2014, 02:37:53 AM
 :anisan: :anisan: :anisan: :anisan: :anisan:
#52
System Specs / Re: Amd/Nvidia galaxy evo setup
December 31, 2013, 01:09:46 PM
Hey guys i have been away for a while as my PSU exploded (well, not really, it just kept turning off and power surging because it was rubbish). I couldn't even open firefox for more than 5minutes without it powering down.

Just this morning put in one of these:
OCZ ModXStream Pro 600W ATX.
Also upgraded to a GTX 650 ti 2GB.

TesseractTesseractTesseractTesseract
#53
Past few weeks i've been playing duke nukem forever and half life series.
And then i bought some humblebundles and been trying to play 100 games in steam library. ffffff.

I'm still here though, and slowly editing some maps offline. Problem is, it's hard to be on at the right time as others. I would idle in some coop servers but alot of the time they are locked/private.
#54
Maps / Re: Teh Club
November 05, 2013, 11:51:35 AM
Quote from: Yoddle on November 02, 2013, 11:51:00 AM
Please make it, so much love for vice city XD

vice city is best GTA so far  :gaysquirrel:
#55
Maps / Re: To-Ru Octavus
November 05, 2013, 05:42:18 AM
Some more updates:
http://forum.freegamedev.net/viewtopic.php?f=73&t=5020&p=51671#p51998

Has been added to svn also!
Not 100% finished though.
#56
Maps / Re: To-Ru Octavus
October 23, 2013, 04:12:50 PM
Latest change:
Added a frame/structure to the middle center to provide a bit more cover
Finished blendmap
Removed the air vent/duct system under the map
More variety on the roofs (not copy/paste both sides)
Vpallete textures added to team bases
Waypoints
Affinitys/weapon entities added
;D
Check the  first post for the map file.

Screenies:







#57
Maps / Re: To-Ru Octavus
October 19, 2013, 06:10:18 PM
Dug out this map this morning, spent too many hours on it today.

Completely redone the middle, it's now a cratered dune looking thing, not too open, has elevation and cover. Seems like it works better for map flow , and blends in better with the surroundings ;D

Screeny:
[attach=1]

Won't post map for now, gotta vpallette some team textures inside the buildings and then finish the blendmap. Nearing completion, maybe just have to do waypoints and weapon/affinity entities. Should be finished soon!
#58
System Specs / Re: Amd/Nvidia galaxy evo setup
October 11, 2013, 08:36:16 AM

QuoteSeems like your specs wouldn't be the border line.
Runs sauer/red eclipse on full settings 1440x900 just about fine, i'd say thats more than borderline without having to spend a ridiculous amount on a PC.

QuoteEver tried using a Pentium 3 or 4 processor?
No, i have never needed a furnace for smelting gold before.

#59
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
October 11, 2013, 05:19:08 AM
Updated download to r475:
* mountains  extended on the heliport
* lower air vent (hangar) fixed
* wall details in hangar
* crane added to hangar
* started storage room in hangar
* fixed railings on walkway/bridge
* adjusted hangar lighting
* wall adjustments in hangar
* added rear side of hangar door entrance
* added level5 keycard door details


*achievement unlocked: carpal tunnel
:funneh:
#60
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
October 10, 2013, 04:35:39 AM
back wall finished!
[attach=1]
#61
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
October 09, 2013, 11:31:02 PM
Just had an awesome idea, kinda funny.

Copied the existing "crate" mapmodel into vanities/box and gave all the bots "box" vanity.
addvanity 9 "box"         "box"     "tag_wings"    1

Result:
http://www.youtube.com/watch?v=q1KNDQBDuXY

Now if only i could make a cardboard box texture.....
#62
System Specs / Re: Amd/Nvidia galaxy evo setup
October 09, 2013, 08:51:05 PM
Quote from: Suicizer on October 09, 2013, 02:23:32 AM
Why would someone bother about the properties which an other person has? It's not like you could borrow it. Telling to people what you own is 1 of things in life which I don't and probably never will understand...


Uhm, well the subforum is "Your system specs".
If anything, someone can look at a few threads here (knowing we all play sauer) and get an idea of what hardware is borderline for playing with whatever settings.
#63
System Specs / Re: Amd/Nvidia galaxy evo setup
October 08, 2013, 04:19:56 AM
@ArdTheSheep



RED ECLIPSE
YOU LOVE IT




@Mr.Fixxit694
ghost in the shell = best thing ever. tis' masterpiece.  :D
#64
Maps / Re: To-Ru Octavus
October 08, 2013, 01:07:10 AM
Gotten into a problem with this map, have been focusing on the exterior too much, and it completely destroyed the flow.

Might remove outside access.... just have a small view out the windows of a rocky planet (mars like).
AKA this will soon become an indoor map when i get round to it.
#65
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
October 08, 2013, 12:59:51 AM
Tank Hangar nearing completion: Main area is at least.  Still gotta do the rear wall (behind the player in screenshot) and the inside of the small storage rooms on the upper deck.

[attach=1]

Soon, i'll start on either the snowfield (first encounter area with vulcan raven), or maybe the upper section inside the lift. Haven't decided yet.
#66
Resources / Skybox menu w/ previews
October 07, 2013, 01:19:47 AM


Mostly  ported over from Sauerbraten, i made a few tiny changes and reorganized the menu.

Add this to your autoexec:
exec skyboxes.cfg

Copy this code into skyboxes.cfg:

    newgui skyboxes [
       guicontainer [
          guiheader "select skybox"
       
          guibar   
          guistrut 10 1
       
          guilist [
             guilist [ genskyitems $skyboxlist1 ]
             guistrut 2
             guibar
             guistrut 2
             guilist [ genskyitems $skyboxlist2 ]
             guistrut 2
             guibar
             guistrut 2
             guilist [ genskyitems $skyboxlist3 ]
              showskyshot
         
          ]
       ]

    ]


    skyboxes = [showgui skyboxes]

    skyboxlist1 = [
    elyvisions/arch3
    elyvisions/cave3
    elyvisions/dark
    elyvisions/hot
    elyvisions/rainbow
    elyvisions/sh
    elyvisions/skyast
    elyvisions/skyhsky
    elyvisions/skype
    elyvisions/sp2
    elyvisions/sp3
    elyvisions/tron
    jojo/city
    jojo/redcliff
    jwin/altitude
    jwin/space2
    jwin/space
    ]

    skyboxlist2 = [
    mayhem/afterrain
    mayhem/aqua4
    mayhem/aqua9
    mayhem/flame
    mayhem/grouse
    mayhem/h2s
    mayhem/prehistoric
    mayhem/scorched
    mayhem/shattered
    mayhem/trough
    penguins/arid2
    penguins/arid
    penguins/barren
    penguins/divine
    penguins/harmony
    penguins/kenon
    penguins/tropic
    ]

    skyboxlist3 = [
    penguins/violence
    penguins/wrath
    skyboxes/clouds2
    skyboxes/clouds
    skyboxes/gradient
    skyboxes/grey
    skyboxes/interstellar
    skyboxes/miramar
    skyboxes/skyhigh
    skyboxes/skylump2
    skyboxes/skylump
    skyboxes/stars
    skyboxes/stormydays
    skyboxes/sunsetflat
    skyboxes/yellow
    ulukai/corona
    ulukai/redeclipse
    ]


    genskyitems = [
        looplist cursky $arg1 [
            guibutton $cursky (concat skybox $cursky)
        ]
    ]

    alias showskyshot [ guibar; guiimage (concatword "<thumbnail:128>data/" (if (> $numargs 0) [result $arg1] [result (at $guirollovername 0)]) "_ft") $guirolloveraction 4 1 "textures/nothumb"]


Run it with:
/skyboxes

Make sure you're in editmode (derp).
#67
System Specs / Amd/Nvidia galaxy evo setup
October 06, 2013, 10:57:45 PM
Been running this for the past few months, purchase through ebay.
First desktop upgrade in about 6 years for me. Got a real GPU this time. Shaders = on  :anisan:

Processor: AMD FX(tm)-8320 Eight-Core Processor
Motherboard: ASUS M5A78L-M/USB3
PSU: 500 Watt
RAM:  Corsair Vengeance 8gb DDR3 1600mhz (x1)
Disk: 1TB Hitachi, 7200rpm
GPU: Palit NVIDIA GT 610 2gb
Sound: NVIDIA GF119 HDMI Audio Controller
Fans: 2x120mm (front/rear),  1x80mm (side)
Optical Drive : 24x Dual Layer DVD Writer
Connections : 6 x USB 2.0 / 2 x USB 3.0 / LAN / Sound
Case:  Galaxy Evolution (black)
OS: Kubuntu 13.04 x86_64

Price paid: £381.

Pic of case (fans can change colour on demand):
[attach=1]

Desktop:


Would have installed a dual boot Slackware/FreeBSD setup again, although i've taken an interest in Steam lately, and Kubuntu seems a sensible option cause it just works without any fiddling needed.

Cube2 based games run without obvious lag on full settings (minus motion blur/bloom) at 1440x900 resolution. So it's not too bad (even though cheap end GPU), cpu is wicked though, compiles Red Eclipse in 22 seconds after a `make clean' lol.
#69
Maps / Puzzle Chamber
October 03, 2013, 12:19:16 AM
Fun / gimmick map i've started, it's based on  ffa-onslaught-classic mutators along with time trial to serve as a time indicator and checkpoints, several rooms with puzzles or objectives in order to advance further through the map, almost like a maze. Has a few fun things to explore / look at along the way.

Got a few problems with scripting the 3rd challenge, hoping to figure it out within the day, or maybe scrap the idea for later on (change the puzzle for that room).

Heres a few screenies of the environment:
[attach=1]
[attach=2]

I'll get a map uploaded sooner or later, but if anyone wants to try and debug some scripting or edit with me, feel free to msg me, i'll try to be on irc.  :P
#70
The Mega Archive / Re: Chatting Hell?
October 02, 2013, 11:28:43 PM
Quote from: ArdTheSheep on October 02, 2013, 05:24:54 AM
the chatting hell thing is at the bottom left corner of the page for me
Now that you mention it, i can see this...
[attachimg=1]

Looks broken.  :rockin: