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Topics - unixfreak

Maps / Brink
December 07, 2020, 04:48:49 AM
Been working on this for a few months, struggling lately though (depression, covid, lockdown... etc) lol.

A video from september:


Lots of changes since (screenshot gallery here):
Maps / Conquest (Red Eclipse 2)
February 22, 2020, 07:14:41 PM
Here's a new map i started last month. Has an Earthy forest theme to it.
It's making use of the new "rails" feature to add some life to the map... flying butterflies and fish swimming in the rivers. Haven't posted the map anywhere yet, still need to clean it up and finish some details.

Red Eclipse / Red Eclipse 2 released on Steam
January 25, 2020, 09:05:22 AM
Should mention this on here;
Red Eclipse 2 is now available for download on the Steam store since late December 2019. Now features the Tesseract rendering pipeline, among many other new features.

Store Page:
(still 100% free)

Been a nice spike in online players since the release, usually a few servers populated with players at most hours of the day.
It's currently in need of some more maps, whether it's brand new creations or porting over some of the older maps.
Anyone still mapping in cube/tesseract? Go make some maps  ;D
Maps / Edge (Red Eclipse 2)
January 25, 2020, 08:58:21 AM
Been a while since i finished a map for Red Eclipse (or any other cube/tesseract game for that matter).
Got back into Red Eclipse lately after almost 2 years, started this map in October, recently finished it up.

It's a cyberpunk/industrial themed map, utilizing several new engine features, and properly setup for fxlevels (multiple entities for low/medium/high graphics). Also has built in map variants for day/night lighting.

Github issue here (download map/assets):

Some screenshots:

Resources / Glitchy cubes?
September 12, 2015, 10:55:02 PM
I've noticed  all the old maps i have lying around on sauer, from the previous edition -- none of the glitchy cubes (other than one-way cubes) are working as they used to.

Ladders/pushing cubes, etc. How do you guys make them nowadays?

Also, if anyone remembers these silly ramp things, where you charge up momentum by running backwards at the top, then you slide down it at crazy speeds:

Is there a new method of making these too?
Tesseract / What is the tesseract engine comparable to?
December 13, 2014, 02:56:50 PM
Tesseract uses alot of modern tech in terms of graphics. Most of which is lighting/shadow related.

From many screens i've seen of some maps, it has a feel not unlike Valve's source engine. Would that be a fair comparison?
In terms of what the engine is capable of graphically.

I'm still waiting for the second release of tesseract until i start fiddling with it more. Reason for that, is assets. Not many textures in the 1.0 release, and i'm not too great at making large texture packs. I usually end up taking ideas from available textures.

For comparison of shadows/hdr lighting:
complex (tesseract)

season (CS:GO)

What would you say is most comparable engine to tesseract in its current state? I ask, because it might help get some more ideas of what you can do with lighting/shadows by looking at other engines with similar capabilities.
Resources / Pumpkin head
October 21, 2014, 08:35:55 PM


license: Public Domain CC0
Resources / Witch hat vanity
October 21, 2014, 02:36:30 AM
Found a nice hat (with generous licensing) and converted it to iqm, after modifying it a little.

CC-BY-SA 3.0
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)
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."

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
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)




(gallery link: )
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"
          guistrut 10 1
          guilist [
             guilist [ genskyitems $skyboxlist1 ]
             guistrut 2
             guistrut 2
             guilist [ genskyitems $skyboxlist2 ]
             guistrut 2
             guistrut 2
             guilist [ genskyitems $skyboxlist3 ]


    skyboxes = [showgui skyboxes]

    skyboxlist1 = [

    skyboxlist2 = [

    skyboxlist3 = [

    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:

Make sure you're in editmode (derp).
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):


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.
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:

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
The Mega Archive / Chatting Hell?
October 02, 2013, 01:17:03 AM
Did the embedded chatbox get removed?

Just wondering as it hasn't appeared the past few days.

It's temping me to actually join IRC, i always forget. Maybe thats a good thing  :D
Maps / Floating Islands [Time Trial]
August 27, 2013, 10:39:47 PM
Whipped this up yesterday.
Demo file / tutorial included in the zip

Download [attachurl=2]


Red Eclipse / Modular brush set (pipes)
August 22, 2013, 02:28:27 AM
Something i made earlier out of boredom; it's a bunch of modular map pieces that fit together. This one lets you build a basic sewer system with pipe style pieces.


Might be useful if someone wants to build a maze, or add a pipe network to a map.

Just copy the *.obr files into brush/ , open a map in editmode, and type (for example)
/pastebrush pipe_corner

There's an example map below also. Kinda fun to play about with.
Maps / zephyr
May 30, 2013, 04:08:01 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
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,
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:
    Red Eclipse
    Assault Cube
  • 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.)
Maps / Shadow Moses (Metal Gear Solid, map+vars)
May 18, 2013, 01:59:20 PM
Latest Version = r748 (August 19th 2015)
Video Tour: (r688)

Shadow Moses - Metal Gear Solid Map for Red Eclipse

Click here to download map

Latest screenshots can be found in the gallery link here:

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:
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%


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


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)


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.
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?
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.




The Mega Archive / Red Eclipse 1.4 (Elara Edition)
March 23, 2013, 12:00:57 AM
Was just released a few hours ago!
    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.

Maps / To-Ru Octavus
March 03, 2013, 01:45:10 PM


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.
Maps / Cyanide
February 05, 2013, 01:21:15 AM
I actually finished a map!

I posted it on RE forums the other day:

Here's screenies and attachment is case you can't get them at the above link:

Maps / Can anyone think of a name for this map?
August 02, 2012, 07:32:36 PM
Here's a screenshot gallery
The map needs alot more work, but i'm stuck for a name to use. At the moment it's saved as "pt1", however that means nothing at all lol.

It's kind of like a futuristic/gothic/industrial/castle/factory all merged into one.
Any ideas?
Resources / Snow particles in svn :)
August 01, 2012, 09:21:27 PM
Just remembered the svn version has snow particles in the default textures, did anyone else know about this addition?
Not a massive feature but i'd love to work on a snow map of some kind, and this just urges me more.

Looks sweet.
Maps / cybershell
May 08, 2012, 12:34:11 PM
Random map i started several hours ago:

What you guys think of it?
So far it's a similar kind of layout to the release maps "keystone" and "warp", the reason for that, is so it can be used for multi-mode mutator (4 bases, symetrical layout etc).

Only made the lower section of the map so far.  :P

If anyone is on red eclipse later and wants to help or come up with ideas, feel free to ask.
Mapshots / rt6
April 10, 2012, 08:09:38 AM
(has no other name for now)

It's a map for red eclipse i started a few days ago. Trying to mash up some elements of metal gear solid along with resident evil into a story/campaign map. Pretty much a military style base/laboratory hidden in the side of a mountain, goes deep underground, dark gloomy environment etc.

Short walkthrough video of what can be done so far: