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Requestion Comprehensive PAS 2.8 Controls List!

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DreamBliss
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Re: Requestion Comprehensive PAS 2.8 Controls List!

Post by DreamBliss »

I am working on a program that will update your various files as needed and write .cfgs as well as allow you to import and export your maps/models. Right now it's in the planning stages. Perhaps the devs will beat me to it by implementing this in game. Because it should be set up that way. Textures, Models, Maps, etc folders, then simply add a line to a cfg file for any custom paths. Here is a video where you can see how Unreal - UT3 set up stuff:
https://www.youtube.com/watch?v=EfoeZezddNM

It was meant to show Mappers how to set things up but will be of great use in seeing how this sort of thing should be done. As far as compiling information, I am providing videos until everything is covered -
- DreamBliss
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northstar
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Re: Requestion Comprehensive PAS 2.8 Controls List!

Post by northstar »

it's the complete lack of a solid documentation that made me stop trying to use this engine for my game. I am not the person to give up easily. I watched all PAS youtube video's, I read the wiki, I read cube.wikispaces.com, read sauerbraten.org docs, etc etc etc. But the simplest things stay unanswered. With a real dev kit and a proper complete manual this engine would be used by A LOT of games. But googling for games running on Cube 2 (PAS uses that too) gives a handful of dead links and very select group of games.

I really invested a lot of time trying to grasp how this Cube monster could be tamed, but every question asked raised even more questions. So a few days ago I found a better free engine, that supports all modern formats, called Unity3D. It has solid docs and a dev kit. I really recommend you check it out.
oy chaozz, 1500 for unity... wow... you know it seems everybody and their brother can write an FPS game, its the RPG that slows things down... i have two projects going on now, taking cube and adding rpg aspects from PAS and kinda making a hybrid, but i have to wait for cube 3 to move on that... but i'm also looking at the 'IRRLICHT' engine... in essence building your own game engine with 1200 pages of documentation and lots of already built tools like realtime lighting and guieditors etc... if anything i'll learn alot about it, and maybe come back and be of some real help here or in cube... irrlicht is also built on the quake 3 model btw...
chocolatepie33
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Re: Requestion Comprehensive PAS 2.8 Controls List!

Post by chocolatepie33 »

northstar wrote:but i have to wait for cube 3 to move on that
you keep bringing that up, I'd seriously like to see some links to what you're talking about.
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northstar
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Re: Requestion Comprehensive PAS 2.8 Controls List!

Post by northstar »

just go to the cube 2 forum and look in the 'november release' thread... i really dont think its going to be monumental, but i dont think its going to be backwards compatible... i looked thru the svn and it might have a few visible changes, but most of it will be under the hood... here is the svn link...

http://sourceforge.net/p/sauerbraten/code/4415/tree/
chocolatepie33
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Re: Requestion Comprehensive PAS 2.8 Controls List!

Post by chocolatepie33 »

I seriously doubt a few SVN changes constitute an entire engine upgrade being released. Plus, if you're always waiting for something new and better to work with, you're never going to get anything done. That's why you occasionally see people releasing stuff made in Blender 2.49 - the Blender releases come faster than they can work, and if you're used to something, you stick with it.

anyways, let's get /backontopic.
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