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Topics - Catelite

#1
Resources / V6 Sauerbraten mod
September 14, 2010, 08:03:17 PM
I spent a long time working on this about six months ago, and so I'm finally posting it here.

This requires you to paste the files here on top of an older Sauerbraten install. It might be wise to make a copy of your sauerbraten folder, just in case. The file that needs to be changed and not copied in is Config.cfg, where you add in the contents of ConfigAdd into your normal Config.cfg (which is why you should make a backup copy.)


Otherwise it's very easy to operate. Right click flips gravity, and middle click jumps.



It's styled after a game called VVVVVV. You can play a demo off of google if you search, it's awesome. :O



You can walk on the floor.



Or the ceiling! Though I don't have the physics right, it works mostly. @_@



I like colors. >_>




http://www.box.net/shared/pyphrpl9ao
Anyway, tell me if you have any issues running it. I don't know of any big problems yet.


*Edit: Uses Justice edition, btw. :O
#2
The Mega Archive / Screenshots folder
March 16, 2010, 01:19:05 PM
Call it a picture album if you will, but I've been collecting cool things recently in the form of screenshots. I thought I'd post a few of them here for giggles. :D


Vampi made this, and it was AWESOME



The basement room of Disconnect map using negative bloom >.>


The "rolling hills" of the enormous heightmap in Motion map, but seen through a refracting waterfall.


Sometimes the size of fractals can get out of hand >.>


BACKFLIPS
#3
Resources / Wireframe Mod
March 16, 2010, 01:06:22 PM
This is the start of a slightly more serious mod I want to undertake. Specifically, I want to make the physics of Sauerbraten -scriptable-. And this is the first attempt. \o/

In this mod, wireframe is allowed in any mode, simply enough. But in particular, I have added a new variable named "gravityframe" that directly controls gravity in-game. To use it, you can either use script or commands like /gravityframe 0  (the default is 200). I included a script for the Mouse3 key in the readme file for the mod.

Also randomly, the goto command works in this .exe file without checking for edit mode or spectator mode as well, and can be used in normal play modes. However, it doesn't calculate the distance from the destination player, so you'll be teleported into their spot directly.
#4
Maps / "Paint" Map, in progress
January 28, 2010, 05:33:29 PM
I'm uploading this map so Oldgit can catch it, but it's up for anyone else who wants to play with the template.

If anyone has any ideas of black and white patterns that would make cool patterns when in motion (and that do make looping patterns), please do tell!



I realize this doesn't look impressive, but it MOVES and flows! And stuff.
#5
The Mega Archive / Unfamiliar glitch?
August 06, 2009, 02:21:00 PM
Something possessed me to make a grid of cubes using the absolute smallest gridsize possible, and this happened after a few repeats...

https://www.yousendit.com/download/Y1RwMFhrNkc5eFZjR0E9PQ

I'll upload it as an attachment on the second try.
#6
Resources / Crazy Mod
July 22, 2009, 08:51:01 PM
...It's like it sounds. Really.
#7
Maps / "Test" map, unnamed as of yet.
July 14, 2009, 06:38:23 PM
...Making this link for Max, actually.

*Posts*

http://tinyurl.com/ldm66d
#8
News & Discussions / Huzzah!
July 13, 2009, 12:27:21 AM


Is it a lunch box... Or a toaster? The handle is an ILLUSION



I'm called Cate, also. I'm somewhat eccentric, but not crazy.


I have a preference for painfully bright and vivid colors, and if you were around when Cube 1 was dying, you probably already know me for perpetually being in edit mode while in FFA in multiplayer. :P
#9
The Mega Archive / Bot Nickname Discussion
June 10, 2009, 01:29:14 PM
Since we can name bots on Sauer now, we can affort to pick silly nicknames (or awesome ones) for the bots on the servers.


...Any suggestions?



(Noobinator would be nice)
#10
The Mega Archive / Cooperative match thought.
March 27, 2009, 06:21:50 PM



Would it be possible for several of us to get together and build castles and such on a large map like this one? (It's bigger than it looks, really!)

Wouldn't have to be perfect or anything, so long as it's fun to run around on.

#11
Resources / Generic Spam Scripts
March 26, 2009, 05:19:30 PM
Here I'll post all of the spamming scripts I've got here, none of which are especially detailed, but may be useful as skeletons.

"Dancer" script makes a stick figure appear, dance, and then poof. :D

"Namer" makes spam that you can see through, but others cannot.

"Randomer" generates random numbers, of course.....

"Teamer" switches teams quickly. However, it's best used on a key bind, like all of these others, if you don't want to do /teamer when you feel like it. (Useful for playing tricks in multiplayer)
#12
Maps / Maps to date
March 13, 2009, 03:35:17 PM

An old Cube 1 map, with virtually nothing changed except for the particles and lightmaps.
The underground passageways were originally covered with identically-textured mapmodels, though.
#36. : D



Another old Cube 1 map, similarily unchanged since being imported to Cube 2. It's not the exact likeness of a Pac-Man maze, but it's close enough. I've changed the door in the ghost cage to be an invisible one way wall. : D

...There's a quad in every corner, too.


The screenshot doesn't do this map justice, since 90% of the textures move about on their own.
Taken from the model of the previous (above) map but modified in shape to be perfectly symmetric, this map is meant specifically for CTF mode, possibly Capture.

..I'll eventually get rid of the lava and replace it with something else.


This map wouldn't convert over to Cube 2 well (It was made almost entirely of mapmodels.)
Though no one actually -uses- the stairs. The main mode of travel is downwards, though the portal on the floor.

Try it, it'll make more sense. : D




A map called "Rail" for testing faster-than-missle speeds.
Haven't done anything special with it, though.


A map called Diamond that makes a distinct diamond shape when viewed from outside.



A map called "Maze" (Not the most creative name.)
It's actually exactly what it says.
A 5x5x5 maze, which doesn't neglect a single tile of space. It's more difficult that it looks...
(Really)



A map called "Core."
Also an old Cube 1 map I finally got around to fixing, this one named "Core2" glows brightly with the CFG.

The map "Core" uses the default texture set.


This map was an experiment to see whether invisible walls would prevent light from moving.
(Called "Virus")
...It turns out, they do.