I was looking through my documents today when I discovered that I still have all my old map files from Blood Frontier. I've long since uninstalled that game and switched over to it's continuation, Red Eclipse, but there's some good stuff on those map files, so I want to open them in Red Eclipse.
Sounds simple enough right? Just import the map into the maps folder and start up the game. Although I tried that, I found a problem. Blood Frontier used map files known as BGZs, instead of the MPZs Red Eclipse uses. Red Eclipse is supposed to be able to open these, but for some reason, all I get is a blank map. When I change the extension of the file to MPZ by renaming it, the game attempts to load the map, but then crashes and gives me "Fatal Signal 11, Segmentation Violation".
I've tried many things to open it, and it fails to open, giving me one of these two errors. Can anyone help me open my BGZ files in Red Eclipse?
Hi.I working on a new weapon model. I would like to place the mini map upon it the weapon display. I do not have a concept unfortunately how it would be possible to solve it. somebody here possibly skilled in this?
Photoshop illustration : http://kepfeltoltes.hu/110522/shotgun_radar_www.kepfeltoltes.hu_.jpg
I have looked into MD5 content creation and have come up short. The modelers working under Iron Fist for me have been able to find nothing on this matter. So I am asking you if anyone would point me in the correct direction, how can I modify/update MD5 models and animations? I would be extreamly thankful if someone may enlighten me on this issue.
regards, Tempris
I'm a little bit confused (again) about scripting:
I have read some documentation about sauerbraten scripting, during my tests i found an intresting scripting example by MeatROme (MapTriggerTest) a demonstration map (i found it in the cube wiki) but i suppose you already know about it.
the script is old but marked "for Sauerbraten" in the readme. The cfg shows a counter system.
but Im' focused on the function called beam_me.
This one seems switch in edit mode (during gameplay) add a new teleport in front of the player and returns in game mode.
In my mind this mean the player will teleported away on a specific event. but it seems not work.
I tray to play this level in sp but nothing happend, the level ended with no teleport. and executing this function the console shows some error.
what's the problem?
1-i'm a dumb and i miss understood the script
2-the justice edition scripting system is no more compatible with older scripts
in case 2 : there's some way to in newest scripting mode to do something similar?
thanks
hi all,
I'm playing on sauerbraten editor, poke around i notice some things I do not understand in various maps,
and i don't find any useful help for some questions in the editing reference sheets or googling arount the web.
first question:
i notice editing some maps the use of the green material (noclip) to cover some non-cube elements.
what's the real purpose of this?
ref.sh. says : (cubes are always treated as empty in physics.)
it seems the map works in the same way with or without it. I'm wrong?
The Challenge has ended, though there are a few less finished maps than expected.
You may access and vote on maps here: Here
If you think you may enter but are unsure, I urge you to do it anyways. Some people might not think they can finish in time, but they can still try.
You may get noticed for even a partial map.
After making my 100 particle I have desided its annoying and I'm looking for a UI that has better menus than the default Sauerbraten one. I used to have one back in CTF edition but I kind of forgot where to get it could anyone direct me to a good interface.
I would just like to share this blender file of a stun baton with the community.
It is based on the png image attached.
My intention was to complete the animation with an electricity effect, and jaws style zapping sound. (da, dump, da, dump etc. za, zap, za, zap etc.)
Other commitments are taking my time at present. Please use this if you wish it is 100% my work and GPL.
It would be great to know if anyone moves it forward, please post to this thread.
MaggotSplick
As some of you may know, I've been working on an extenxive campaign game for Sauerbraten,and I've run into a point where I think falshing/flickering lighting would add a cool effect to the map. I was wondering if there were anyway to create a changing lightmap for the map. I know that you can deposit the light maps into a set of .bmps, and I was wodering if there was a command that I could use in the .cfg that would allow me to switch between two different lightmaps to creat this effect. Is this possible? or is there any other way that this can be achieved?
Ok,so i am an EPIC FAIL coder, no matter the engine. I wanted to create a game mode, but i am, shamefully horrid at coding, so because of my "disability" if you will, i am posting this as an official request at a new set of game modes: Infection/InstaInfection. If anyone would either help me learn the bare essentials of cubescript, or make these game modes, i would be very grateful.