freariose | 2010-03-20 17:35
compiling?
6
points ]
 (1 vote)

i looked at the tutorial on the wiki, no help there. so i then looked around some more and found out the file that was for the current one, but then code::block was not working with me. how do you guys generally compile?

Mysterious | 2010-03-19 20:11
Funmaps into a sauer-Release ?
10
points ]
 (1 vote)

Do you know funmaps like slides , mxrace ... ?

They are really Funny to play and à good Change to the main sauerbraten game .
So Why shouldnt they get into à Release ?
Why don't make à rubric "Funmaps" ?

Off course they also have too Look good .

Pls leave your opinion here to See how you all think about this !

Greetings from Mysterious

byte512 | 2010-03-19 19:54

Hi everyone.
Since I have been trying to create some maps for a while now and am not happy with my results,
I have thought about some changes that would improve/enhance mapcreation in Sauer.

I personally want to see the following improvements in the next version of Sauer:

-editing the maps geometry with shapes (e.g. circle, half-circle, half-sphere, arches.....)
this would make mapping a lot easier, especially for beginners
alternatively: geometry templates for complex things

-direct painting onto map geometry

-a menu to add shaders to a texture used in the map(i didn't get how to work with shaders by now)

-browsing the mapmodels with preview pictures

-dynamic lists of mapmodels and textures

-angled materials and better material-shaders(you wont see lava that is right behind a glass layer and some more errors)

-some "pain-material" would be cool, too

-a mirror-texture

-working sp-elements for all gamemodes(like doors, triggers...)

-real-time lighting(though it isn't probably to have this integrated into Sauer)

Now some questions:
What do You think?
Any more suggestions?
Should I post this on sauerbraten.org?
Do You think that we can see some of this in Sauer in the future?

BULL3T | 2010-03-19 00:25
Files in this content are improperly packaged or presented.

Refer to the Packaging Guide for information on how to fix this.

I thought I would make a private server list with a bit of color, Hope you like it. Also this is the first thing I have made.
BULL3T's private server mod.
David | 2010-03-17 18:48
scedm3
46
points ]
 (7 votes)
Mysterious | 2010-03-17 15:31
Metal_City, Final
110
points ]
 (14 votes)
Metal City, a futuristic DM
Metal_City, Final
mc.zip (495.39 KB)
Chasester_aka_you | 2010-03-16 16:21
Complete function Revised
7
points ]
 (1 vote)

The complete function that is a built-in function, so i was wondering what exactly it is used for.

I am trying to dynamically load files from a file command. The complete command run to check to see if the givin information is found in a file directory. Example:

complete string directory *.extention

This function as far as i can tell is ran when some one hit the tab key to complete the function / varible / paramater that has been typed in, or return nothing if that is the case.

I was wondering how does it add it to the ccommand (console command) or does it add to some array that i could use that is found in the script.

What i am hoping this does is sets the return value of the function complete to an array, this way i can use it in a menu.

Derok | 2010-03-16 14:34
Adding new playermodels
3
points ]
 (1 vote)

very short question: how to add 4 playermodels? It says that it is an invalid range.

Chasester_aka_you | 2010-03-16 00:49
All Maps Oct 20, 2010 Update
32
points ]
 (5 votes)
Script that gets all the maps in your base and sorts them from lasted modified
AllMaps.cfg (5.31 KB)

I am somewhat new to scripting, but there is something I want to do in a single player map I'm creating that may or may not even be possible. I want a trigger to "enable", or "activate", or even "create" two entities, a teleport and a particle. Before the player activates the trigger, the entities must be "inactive" or maybe not even there.

I am familiar with the trigger test map from the cube wiki in which the command "beam_me" switches you into edit mode, places a teleport, and leaves edit mode, but this is hardly what I want to do. I don't want the player to enter edit mode, and I want the teleport and the entity to be placed in a specific spot, not right in front of you like in the trigger test map.

Is there some kind of script I can use to make a trigger activate an entity or place an entity in an exact location?

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