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Messages - unixfreak

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71
The Mega Archive / Re: Forum is dead?
« on: September 26, 2013, 12:15:26 pm »

72
The Mega Archive / Re: Minecraft next-gen?
« on: September 20, 2013, 02:44:41 am »
Halo craft, brought to you by MicroNotch.  :anisan:

Looks cool though.

73
The Mega Archive / Re: Forum is dead?
« on: September 16, 2013, 07:22:45 pm »
Has anyone tried Cube 2 Metalheart? It uses the tesseract engine so might be worth looking into, also a howto in getting tesseract running would be nice  :P

Tesseract requires SDL2 libraries:
http://libsdl.org/download-2.0.php

I think you have to build it too, unless eihrul is making prebuilt windows binaries.

74
The Mega Archive / Re: Forum is dead?
« on: September 09, 2013, 02:31:54 pm »
The thread has progressed from clan activity to Sauerbraten community activity. Thread title is wrong. And I guess in a sense Tesseract will cause a few old players to come back and play again. Just thinking bout it has made me play sauer a few nights in a row lately.

Maybe something to do, add some tutorials or guides for editing. Simplify it down with screenshots etc, will apply to tesseract too, as it has new stuff. That could boost forum activity, even if it's just discussion.

Tbh, there isn't alot of detailed tutorials on even the most basic sauer/cube editing methods (that are easy to find). That might encourage some people who are browsing, to sign up or apply to join MH, and boost forum activity.

As for tesseract, I can't wait to finally try it when my new computer gets here.

75
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
« on: August 31, 2013, 01:02:44 am »
Got the emulator out to get a better look at scaling, resized dimensions of tank hangar (it was a little too big), started doing the floor design tonight:

2301-0

76
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
« on: August 29, 2013, 12:47:58 am »
Updated attachment to r440.
Screenshots in top post need to be updated, hopefully i'll do it tomorrow.

Changes
* Improved lighting and floor decoration in a storage room (heliport)
* Added pipe texture across the balcony (heliport)
* Lots of work done to tank hangar
* Texture fix on crates in storage room (heliport)
* Added an extra hatch to the floor of the helipad
* Sunlight lighting adjusted, a bit more brighter
* Started rough passage for air-vents (buggy at the moment)
* Tank Hangar rear wall moved in a little (next to the walkway)
* Added spotlightfx to the tank hangar
* Increased 'movecrawl' to travel faster in air-vents
* Other small things i've forgotten about


PS: Tank Hangar is still inaccessible outside of edit mode. I'm getting there though.

77
Maps / Floating Islands [Time Trial]
« on: August 27, 2013, 07:39:47 pm »
Whipped this up yesterday.
Demo file / tutorial included in the zip

Download * uf-islands.zip (209.84 kB - downloaded 246 times.)

2294-1



78
Red Eclipse / Re: Modular brush set (pipes)
« on: August 22, 2013, 09:23:48 pm »
Yeah, i saw those 45° ones on sauer several times, they give me a head ache just looking at them lol.

The best i could do was the 90° corner, if i try to add more of a curve, it goes beyond the 3x3 gridsize.

79
Red Eclipse / Modular brush set (pipes)
« on: August 21, 2013, 11:28:27 pm »

80
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
« on: August 19, 2013, 09:02:11 pm »
Raised the tank's height a little bit, looks better. Some more shots;
2268-0
2270-1
2272-2

81
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
« on: August 19, 2013, 08:39:10 pm »
Just made a quick attempt at the tank (well, hour and a half fiddling about, lol); using this picture:

2264-0

How it turned out:

2266-1

Needs abit of work, mostly textures and the trackwheels. Looks okay for now as a placeholder though!

82
Maps / Re: zephyr
« on: August 18, 2013, 02:04:03 pm »
You're doing well unix. Most active mh member currently it seems. Thanks for making such a big contribution to keep us alive.

I keep starting maps, but never finishing them. lol. We should work on a map sometime, more people usually means more ideas, and less chance of half finished maps!

83
Pictures / Re: some arches
« on: July 31, 2013, 12:28:09 am »
it's a bunch of mapmodels actually.

Just occured to me, they are mapmodels  :D

What do you do to get the texture to appear? Whenever i try exporting a mapmodel to sauer formats (obj / md2/3/5, the texture appears as a single "blended" colour, haven't quite figure it out.

84
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
« on: July 30, 2013, 07:21:38 pm »
Are you going to put  rax in the basement?

No idea haha. If the map get's that big to start on that area.... maybe.

85
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
« on: July 30, 2013, 12:50:29 am »
That map called Heliport looks promising.

You mean from a visual standpoint or playability?  ;)

When i've left a server up with bots and a few people at times, it seems the heliport area plays quite well for a deathmatch in terms of flow. The dock section is a little cramped though. Haven't really got playability in mind, other than being able to explore it similar to how you can in the playstation version.

At the moment it's more of a re-make / role-playing / fun map. If a whole bunch more sections get done in the future, areas like the dock will probably only have a single spawn to allow for better flow and less cramped gameplay.

nice catwalk

Did something i hadn't thought of before, the walking surface is all alpha material, but with "valpha 1" on the outer side texturing. I think it works well  :gaysquirrel:

86
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
« on: July 25, 2013, 08:38:48 pm »
Updated download link to r393
 *tank hangar expanded.
 *weapon vars improved (check out the stun grenades, and stinger)
 *all files are now in a zip archive (configs included)

Tank hangar


Closer look at the bridge/walkway details

87
The Mega Archive / Re: Inactive.
« on: July 17, 2013, 05:01:16 pm »
Hmmm. Well, people have started things and asked in irc many times about different maps.
What happened to the map you were supposedly starting based on a lord of the rings town? I haven't seen you editing that on any servers. If i did, i'd happily of joined and done some work.

I think that can work better than strictly having fixed times/plans. I know not many of you guys play RE, but i've been editing online (public/locked server) so that someone can join and help if they ask. Maybe try doing that on sauer? jim-dandy in particular.

 ???

88
The Mega Archive / Re: Query about server upgrade
« on: July 14, 2013, 06:51:11 am »
Instead of messing around with minecraft, why don't you ask people about a specific date when they would be willing to map in sauer?

I'd do it myself, but nobody would even open the thread.

In terms of myself, i absolutely suck at planning. But whenever i'm on, it seems no-one else is on as of late. Have been on sauer/re last few days in a row, haven't seen anyone!

89
The Mega Archive / Re: Query about server upgrade
« on: July 11, 2013, 06:50:58 pm »
Sounds good to me.

Not that i have any idea about minecraft servers, this seems relevant with a possible solution:
http://gaming.stackexchange.com/questions/104527/how-can-i-run-a-minecraft-server-on-multiple-cpu-cores

90
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
« on: July 10, 2013, 02:26:52 am »
Tank Hangar started:

Didn't take long to get the scale (almost) right. Textures fitting?



Haven't got time to upload map data (about ~r350 now), i'll try tomorrow.

-----  EDIT ------

Updated attachment to r346.

* vscale fixes
* sunlight lighting improvement
* snow is more dense
* started tank hangar
* many small bug/geometry fixes

Vars updated also:
* rifle fires more rapidly, but less damage.
* sword improved (reloadable cooldown)
* shotgun damage nerfed

91
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
« on: July 02, 2013, 10:49:53 pm »
Okay, decided to go ahead and rescale the entire map (one gridsize smaller). Some details have been lost due to gridsize changes on the smallest cubes (eg: staircase railing), and i've almost finished vscaling most of the textures to fit the new map scale.

Cons:
Can't crawl under the truck
Some areas are less open
Ventilation shaft's are square (height change)

Pros:
More flow
Accurate playermodel/environment scale
Feels better from a visual standpoint.

Will upload the files after i've finished updating the configs.  :P (maybe a few hours if i get round to it)


------------------- edit ----------------

UPDATED: r296 (3rd July 2013)

* actor/map scale fixed
* some weapon var improvements
* heliport 98% done
* weather effects updated
* air vents accessible
* waypoints fixed

2250-0  2252-1


Next part (has a rough layout already) is the Tank Hangar!

92
Maps / Re: zephyr
« on: June 05, 2013, 01:20:53 am »
Done a bit more tonight and got a rough texture idea down.



93
Maps / Re: zephyr
« on: June 04, 2013, 08:31:55 pm »
Latest:

94
Maps / Re: zephyr
« on: June 04, 2013, 06:49:53 pm »
You ever going to talk to me again unix? Lets chill on coop sometime.

 ::) I just haven't been on at the same time as you lately i guess.

95
Maps / Re: zephyr
« on: June 03, 2013, 11:16:25 pm »
Hmm? What do you mean?

...but yeah. You can re-use some ideas if you want to.

96
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
« on: May 31, 2013, 09:46:20 pm »
Opinions on scaling/gridsize?

Just scaled down the entire map by one gridsize, and it seems "right" but wondering what someone else thinks. Heres 2 screenies showing example:
They're both with actorscale set to 1.0.

Half gridsize
2212-0

Current gridsize
2214-1

I'm leaning towards the half gridsize as the scale seems alot closer. Only problems i can see are that air-vents need to be raised by about 25% and then you can't crawl under the truck (truck isn't an issue, not really needed to be crawled under). Of course if i choose half gridsize, gunna need to re-scale alot of textures and re-do some geometry that was using "smallest" cubes.

97
Maps / Re: corridor
« on: May 31, 2013, 01:54:46 am »
I left not long after you did, so there might not be many changes. Not sure if any others online carried on editing, but here it is anyway;

98
Maps / zephyr
« on: May 30, 2013, 01:08:01 am »
Random map i started a while ago, spontaneously worked on it tonight for a few hours.
Nothing is textured yet, just seeing where this goes with the layout and trying out some ideas

It's a CTF style / flipped symmetrical layout with a sort of industrial (powerplant? facility?) theme.

Feel free to work on it (or even better edit with me online!)  :P

99
Maps / Re: w.sc SourCity
« on: May 26, 2013, 10:49:08 am »
Oh wow. Seen this map alot in the past, but never noticed that face with the moving eyes illusion. That is creepy lol. Awesome though.

100
The Mega Archive / Re: Ancient Species...
« on: May 22, 2013, 12:30:58 pm »
You mean Stevejobs ?

101
Tutorials / Re: Trigger activated doors
« on: May 21, 2013, 06:00:04 pm »
Yes  :D
They work in all multiplayer modes.

102
News & Discussions / Re: Forum Layout Changes
« on: May 21, 2013, 05:48:40 pm »
Just edited to top post about Xonotic. renamed "Cube Engine" to "Games" which now also contains Xonotic.  :P

Icons:

103
News & Discussions / Re: Forum Layout Changes
« on: May 21, 2013, 05:26:51 pm »
The icons look great.  :soniccmon:
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.

104
Tutorials / Trigger activated doors
« on: May 21, 2013, 05:24:36 pm »

105
News & Discussions / Re: Forum Layout Changes
« on: May 21, 2013, 04:24:22 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


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