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Text
CUBE 2: SAUERBRATEN
Before You Start. Take some time to read the rest of this document, as it describes options and commands that may be crucial to a successful experience with Cube 2: Sauerbraten.. Binding keys, as well as performance and gameplay related settings are documented below, these commands can be used in both the console and configuration scripts. SAUERBRATEN RPGSEE MORE ON SAUERBRATEN.ORGCUBE 2: SAUERBRATEN
Preface. IMPORTANT NOTE: When dealing with array attributes (getting a piece of information from a set of values) it is important to know that most start at zero (0) and count upwards from there. This means that the first value is 0, the second is 1, the third is 2 and so forth. Please keep this in mind, especially when dealing with entity attributes, as zero is always considered to be the LEE SALZMAN'S PAGE OF RANDOM STUFF Lee Salzman's Page of Random Stuff Stuff I've programmed: Tesseract A fork of Sauerbraten with fully dynamic lighting and many modern FX bullet-points: deferred shading, HDR, MLAA, SSAO, global illumination, screen-space reflection and refraction, and more; Sauerbraten I am currently the main programmer/maintainer/organizer of the Sauerbratenproject.
CUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
MD2 Format. MD2 files must be located in a directory in packages/models/, you must provide a skin (either skin.jpg or skin.png) and the md2 itself (tris.md2).Optionally you may provide a masks.jpg that holds a specmap in the R channel, a glowmap in the G channel, and a chrome map in the B channel. The engine will apply it automatically. If either of these files is not found, the engine will CUBE 2: SAUERBRATENDOCSCONFIGURATIONLEE SALZMAN'S PAGE OF RANDOM STUFFMODELSEDITING REFERENCEHISTORY Cube 2: Sauerbraten is a free multiplayer & singleplayer first person shooter, the successor of the Cube FPS.. Much like the original Cube, the aim of this game is fun, old school deathmatch gameplay and also to allow map/geometry editing to be done cooperatively in-game. INTER-QUAKE MODEL (IQM) FORMAT Inter-Quake Model (IQM) Format. The Inter-Quake Model (IQM) format is a binary skeletal-animation format designed for extensibility, efficiency, and ease of loading. CUBE 2: SAUERBRATENSEE MORE ON SAUERBRATEN.ORGCUBE 2: SAUERBRATEN
Before You Start. Take some time to read the rest of this document, as it describes options and commands that may be crucial to a successful experience with Cube 2: Sauerbraten.. Binding keys, as well as performance and gameplay related settings are documented below, these commands can be used in both the console and configuration scripts. SAUERBRATEN RPGSEE MORE ON SAUERBRATEN.ORGCUBE 2: SAUERBRATEN
Preface. IMPORTANT NOTE: When dealing with array attributes (getting a piece of information from a set of values) it is important to know that most start at zero (0) and count upwards from there. This means that the first value is 0, the second is 1, the third is 2 and so forth. Please keep this in mind, especially when dealing with entity attributes, as zero is always considered to be the LEE SALZMAN'S PAGE OF RANDOM STUFF Lee Salzman's Page of Random Stuff Stuff I've programmed: Tesseract A fork of Sauerbraten with fully dynamic lighting and many modern FX bullet-points: deferred shading, HDR, MLAA, SSAO, global illumination, screen-space reflection and refraction, and more; Sauerbraten I am currently the main programmer/maintainer/organizer of the Sauerbratenproject.
CUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
MD2 Format. MD2 files must be located in a directory in packages/models/, you must provide a skin (either skin.jpg or skin.png) and the md2 itself (tris.md2).Optionally you may provide a masks.jpg that holds a specmap in the R channel, a glowmap in the G channel, and a chrome map in the B channel. The engine will apply it automatically. If either of these files is not found, the engine willCUBE 2: SAUERBRATEN
2020_11_29. added new MP maps; aastha by firefly & Nieb; abyss, eris, exo, ferguson, fragnostic, hektik, overdrive, phrantic, regal, zavial by Fatum; access by SATAN PROTOTYPES WITH MULTIPLE DISPATCH: AN EXPRESSIVE AND Prototypes with Multiple Dispatch: An Expressive and Dynamic Object Model Lee Salzman and Jonathan Aldrich Carnegie Mellon University, Pittsburgh, PA 15217, USA,SAUERBRATEN
dispatch cloning method update inheritance Self prototypes methods dictionaries containing specific objects or objects inheriting them methods constrained to SAUERBRATEN SCREENSHOTS Not seen enough? Not convinced? Even MORE screenshots! Not seen enough? Not convinced? Even MORE screenshots!CUBE 2: SAUERBRATEN
Sauerbraten initial development documentation ===== This document describes the state of sauerbraten at the moment of its initial opensource release.
CUBE 2: SAUERBRATEN
MD2 Format. MD2 files must be located in a directory in packages/models/, you must provide a skin (either skin.jpg or skin.png) and the md2 itself (tris.md2).Optionally you may provide a masks.jpg that holds a specmap in the R channel, a glowmap in the G channel, and a chrome map in the B channel. The engine will apply it automatically. If either of these files is not found, the engine willCUBE 2: SAUERBRATEN
IQE: Inter-Quake Export format April 20, 2010 * Header The first line of an IQE file must be: # Inter-Quake Export No spaces precede the #, and any characters after the word Export (such as spaces, line feeds, new lines, etc.) are ignored. SAUERBRATENTRANSLATE THIS PAGESauerbraten
CUBE 2: SAUERBRATENTRANSLATE THIS PAGECube 2: Sauerbraten
CUBE 2: SAUERBRATENTRANSLATE THIS PAGE d9$F }|Tյ8 s& ` 3⠱ 2 62P 619!H ' $DH Vrc V (ՙ : asж J1 z po Җ LB T Kq ' A 0 L ~ | 4s { k ߾ { x ^e C ~ ^ }}݆u [ O~ [p+> [ y - A S CUBE 2: SAUERBRATENDOCSCONFIGURATIONLEE SALZMAN'S PAGE OF RANDOM STUFFMODELSEDITING REFERENCEHISTORY Cube 2: Sauerbraten is a free multiplayer & singleplayer first person shooter, the successor of the Cube FPS.. Much like the original Cube, the aim of this game is fun, old school deathmatch gameplay and also to allow map/geometry editing to be done cooperatively in-game. INTER-QUAKE MODEL (IQM) FORMAT Inter-Quake Model (IQM) Format. The Inter-Quake Model (IQM) format is a binary skeletal-animation format designed for extensibility, efficiency, and ease of loading. It is intended to serve as a replacement for the aging MD5 and SMD skeletal-animation formats used in Quake-derived and Quake-like 3D engines.CUBE 2: SAUERBRATEN
Before You Start. Take some time to read the rest of this document, as it describes options and commands that may be crucial to a successful experience with Cube 2: Sauerbraten.. Binding keys, as well as performance and gameplay related settings are documented below, these commands can be used in both the console and configuration scripts. CUBE 2: SAUERBRATENSEE MORE ON SAUERBRATEN.ORG LEE SALZMAN'S PAGE OF RANDOM STUFF Lee Salzman's Page of Random Stuff Stuff I've programmed: Tesseract A fork of Sauerbraten with fully dynamic lighting and many modern FX bullet-points: deferred shading, HDR, MLAA, SSAO, global illumination, screen-space reflection and refraction, and more; Sauerbraten I am currently the main programmer/maintainer/organizer of the Sauerbratenproject.
SAUERBRATEN RPGSEE MORE ON SAUERBRATEN.ORGCUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
editface D N. This is the main editing command. D is the direction of the action, -1 for towards you, 1 for away from you (default: scroll wheel). N=0 to push all corners in the white box (hold F). N=1 create or destroy cubes (default). N=2 push or pull a corner you are pointing at (hold Q). gridpower N.CUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
MD2 Format. MD2 files must be located in a directory in packages/models/, you must provide a skin (either skin.jpg or skin.png) and the md2 itself (tris.md2).Optionally you may provide a masks.jpg that holds a specmap in the R channel, a glowmap in the G channel, and a chrome map in the B channel. The engine will apply it automatically. If either of these files is not found, the engine will CUBE 2: SAUERBRATENDOCSCONFIGURATIONLEE SALZMAN'S PAGE OF RANDOM STUFFMODELSEDITING REFERENCEHISTORY Cube 2: Sauerbraten is a free multiplayer & singleplayer first person shooter, the successor of the Cube FPS.. Much like the original Cube, the aim of this game is fun, old school deathmatch gameplay and also to allow map/geometry editing to be done cooperatively in-game. INTER-QUAKE MODEL (IQM) FORMAT Inter-Quake Model (IQM) Format. The Inter-Quake Model (IQM) format is a binary skeletal-animation format designed for extensibility, efficiency, and ease of loading. It is intended to serve as a replacement for the aging MD5 and SMD skeletal-animation formats used in Quake-derived and Quake-like 3D engines.CUBE 2: SAUERBRATEN
Before You Start. Take some time to read the rest of this document, as it describes options and commands that may be crucial to a successful experience with Cube 2: Sauerbraten.. Binding keys, as well as performance and gameplay related settings are documented below, these commands can be used in both the console and configuration scripts. CUBE 2: SAUERBRATENSEE MORE ON SAUERBRATEN.ORG LEE SALZMAN'S PAGE OF RANDOM STUFF Lee Salzman's Page of Random Stuff Stuff I've programmed: Tesseract A fork of Sauerbraten with fully dynamic lighting and many modern FX bullet-points: deferred shading, HDR, MLAA, SSAO, global illumination, screen-space reflection and refraction, and more; Sauerbraten I am currently the main programmer/maintainer/organizer of the Sauerbratenproject.
SAUERBRATEN RPGSEE MORE ON SAUERBRATEN.ORGCUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
editface D N. This is the main editing command. D is the direction of the action, -1 for towards you, 1 for away from you (default: scroll wheel). N=0 to push all corners in the white box (hold F). N=1 create or destroy cubes (default). N=2 push or pull a corner you are pointing at (hold Q). gridpower N.CUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
MD2 Format. MD2 files must be located in a directory in packages/models/, you must provide a skin (either skin.jpg or skin.png) and the md2 itself (tris.md2).Optionally you may provide a masks.jpg that holds a specmap in the R channel, a glowmap in the G channel, and a chrome map in the B channel. The engine will apply it automatically. If either of these files is not found, the engine willCUBE 2: SAUERBRATEN
fixed lightmap blurring (controlled via "blurlms" var) at lightmap borders. normals are now sampled at all t-joints for smoothing rather than speculatively subdividing edges. improved packing of lightmaps when a cube face has more than one plane. added "guispring" for creating springs inside a list.CUBE 2: SAUERBRATEN
editface D N. This is the main editing command. D is the direction of the action, -1 for towards you, 1 for away from you (default: scroll wheel). N=0 to push all corners in the white box (hold F). N=1 create or destroy cubes (default). N=2 push or pull a corner you are pointing at (hold Q). gridpower N.CUBE 2: SAUERBRATEN
MD2 Format. MD2 files must be located in a directory in packages/models/, you must provide a skin (either skin.jpg or skin.png) and the md2 itself (tris.md2).Optionally you may provide a masks.jpg that holds a specmap in the R channel, a glowmap in the G channel, and a chrome map in the B channel. The engine will apply it automatically. If either of these files is not found, the engine will SAUERBRATEN SCREENSHOTS Not seen enough? Not convinced? Even MORE screenshots! Not seen enough? Not convinced? Even MORE screenshots! PROTOTYPES WITH MULTIPLE DISPATCH: AN EXPRESSIVE AND Prototypes with Multiple Dispatch: An Expressive and Dynamic Object Model Lee Salzman and Jonathan Aldrich Carnegie Mellon University, Pittsburgh, PA 15217, USA,SAUERBRATEN
dispatch cloning method update inheritance Self prototypes methods dictionaries containing specific objects or objects inheriting them methods constrained toCUBE 2: SAUERBRATEN
Sauerbraten initial development documentation ===== This document describes the state of sauerbraten at the moment of its initial opensource release.
CUBE 2: SAUERBRATEN
IQE: Inter-Quake Export format April 20, 2010 * Header The first line of an IQE file must be: # Inter-Quake Export No spaces precede the #, and any characters after the word Export (such as spaces, line feeds, new lines, etc.) are ignored. SAUERBRATENTRANSLATE THIS PAGESauerbraten
CUBE 2: SAUERBRATENTRANSLATE THIS PAGE d9$F }|Tյ8 s& ` 3⠱ 2 62P 619!H ' $DH Vrc V (ՙ : asж J1 z po Җ LB T Kq ' A 0 L ~ | 4s { k ߾ { x ^e C ~ ^ }}݆u [ O~ [p+> [ y - A S CUBE 2: SAUERBRATENDOCSCONFIGURATIONLEE SALZMAN'S PAGE OF RANDOM STUFFMODELSEDITING REFERENCEHISTORY Cube 2: Sauerbraten is a free multiplayer & singleplayer first person shooter, the successor of the Cube FPS.. Much like the original Cube, the aim of this game is fun, old school deathmatch gameplay and also to allow map/geometry editing to be done cooperatively in-game. INTER-QUAKE MODEL (IQM) FORMAT Inter-Quake Model (IQM) Format. The Inter-Quake Model (IQM) format is a binary skeletal-animation format designed for extensibility, efficiency, and ease of loading. It is intended to serve as a replacement for the aging MD5 and SMD skeletal-animation formats used in Quake-derived and Quake-like 3D engines.CUBE 2: SAUERBRATEN
Before You Start. Take some time to read the rest of this document, as it describes options and commands that may be crucial to a successful experience with Cube 2: Sauerbraten.. Binding keys, as well as performance and gameplay related settings are documented below, these commands can be used in both the console and configuration scripts.CUBE 2: SAUERBRATEN
MD2 Format. MD2 files must be located in a directory in packages/models/, you must provide a skin (either skin.jpg or skin.png) and the md2 itself (tris.md2).Optionally you may provide a masks.jpg that holds a specmap in the R channel, a glowmap in the G channel, and a chrome map in the B channel. The engine will apply it automatically. If either of these files is not found, the engine will SAUERBRATENSEE MORE ON SAUERBRATEN.ORG LEE SALZMAN'S PAGE OF RANDOM STUFF Lee Salzman's Page of Random Stuff Stuff I've programmed: Tesseract A fork of Sauerbraten with fully dynamic lighting and many modern FX bullet-points: deferred shading, HDR, MLAA, SSAO, global illumination, screen-space reflection and refraction, and more; Sauerbraten I am currently the main programmer/maintainer/organizer of the Sauerbratenproject.
SAUERBRATEN RPGSEE MORE ON SAUERBRATEN.ORGCUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
editface D N. This is the main editing command. D is the direction of the action, -1 for towards you, 1 for away from you (default: scroll wheel). N=0 to push all corners in the white box (hold F). N=1 create or destroy cubes (default). N=2 push or pull a corner you are pointing at (hold Q). gridpower N.CUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATENDOCSCONFIGURATIONLEE SALZMAN'S PAGE OF RANDOM STUFFMODELSEDITING REFERENCEHISTORY Cube 2: Sauerbraten is a free multiplayer & singleplayer first person shooter, the successor of the Cube FPS.. Much like the original Cube, the aim of this game is fun, old school deathmatch gameplay and also to allow map/geometry editing to be done cooperatively in-game. INTER-QUAKE MODEL (IQM) FORMAT Inter-Quake Model (IQM) Format. The Inter-Quake Model (IQM) format is a binary skeletal-animation format designed for extensibility, efficiency, and ease of loading. It is intended to serve as a replacement for the aging MD5 and SMD skeletal-animation formats used in Quake-derived and Quake-like 3D engines.CUBE 2: SAUERBRATEN
Before You Start. Take some time to read the rest of this document, as it describes options and commands that may be crucial to a successful experience with Cube 2: Sauerbraten.. Binding keys, as well as performance and gameplay related settings are documented below, these commands can be used in both the console and configuration scripts.CUBE 2: SAUERBRATEN
MD2 Format. MD2 files must be located in a directory in packages/models/, you must provide a skin (either skin.jpg or skin.png) and the md2 itself (tris.md2).Optionally you may provide a masks.jpg that holds a specmap in the R channel, a glowmap in the G channel, and a chrome map in the B channel. The engine will apply it automatically. If either of these files is not found, the engine will SAUERBRATENSEE MORE ON SAUERBRATEN.ORG LEE SALZMAN'S PAGE OF RANDOM STUFF Lee Salzman's Page of Random Stuff Stuff I've programmed: Tesseract A fork of Sauerbraten with fully dynamic lighting and many modern FX bullet-points: deferred shading, HDR, MLAA, SSAO, global illumination, screen-space reflection and refraction, and more; Sauerbraten I am currently the main programmer/maintainer/organizer of the Sauerbratenproject.
SAUERBRATEN RPGSEE MORE ON SAUERBRATEN.ORGCUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
editface D N. This is the main editing command. D is the direction of the action, -1 for towards you, 1 for away from you (default: scroll wheel). N=0 to push all corners in the white box (hold F). N=1 create or destroy cubes (default). N=2 push or pull a corner you are pointing at (hold Q). gridpower N.CUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
MD2 Format. MD2 files must be located in a directory in packages/models/, you must provide a skin (either skin.jpg or skin.png) and the md2 itself (tris.md2).Optionally you may provide a masks.jpg that holds a specmap in the R channel, a glowmap in the G channel, and a chrome map in the B channel. The engine will apply it automatically. If either of these files is not found, the engine willCUBE 2: SAUERBRATEN
fixed lightmap blurring (controlled via "blurlms" var) at lightmap borders. normals are now sampled at all t-joints for smoothing rather than speculatively subdividing edges. improved packing of lightmaps when a cube face has more than one plane. added "guispring" for creating springs inside a list. LEE SALZMAN'S PAGE OF RANDOM STUFF Lee Salzman's Page of Random Stuff Stuff I've programmed: Tesseract A fork of Sauerbraten with fully dynamic lighting and many modern FX bullet-points: deferred shading, HDR, MLAA, SSAO, global illumination, screen-space reflection and refraction, and more; Sauerbraten I am currently the main programmer/maintainer/organizer of the Sauerbratenproject.
SAUERBRATEN SCREENSHOTS Not seen enough? Not convinced? Even MORE screenshots! Not seen enough? Not convinced? Even MORE screenshots! PROTOTYPES WITH MULTIPLE DISPATCH: AN EXPRESSIVE AND Prototypes with Multiple Dispatch: An Expressive and Dynamic Object Model Lee Salzman and Jonathan Aldrich Carnegie Mellon University, Pittsburgh, PA 15217, USA,SAUERBRATEN
dispatch cloning method update inheritance Self prototypes methods dictionaries containing specific objects or objects inheriting them methods constrained toCUBE 2: SAUERBRATEN
Sauerbraten initial development documentation ===== This document describes the state of sauerbraten at the moment of its initial opensource release.
CUBE 2: SAUERBRATENTRANSLATE THIS PAGECube 2: Sauerbraten
SAUERBRATENTRANSLATE THIS PAGESauerbraten
CUBE 2: SAUERBRATENTRANSLATE THIS PAGE d9$F }|Tյ8 s& ` 3⠱ 2 62P 619!H ' $DH Vrc V (ՙ : asж J1 z po Җ LB T Kq ' A 0 L ~ | 4s { k ߾ { x ^e C ~ ^ }}݆u [ O~ [p+> [ y - A S CUBE 2: SAUERBRATENDOCSCONFIGURATIONLEE SALZMAN'S PAGE OF RANDOM STUFFMODELSEDITING REFERENCEHISTORY Cube 2: Sauerbraten is a free multiplayer & singleplayer first person shooter, the successor of the Cube FPS.. Much like the original Cube, the aim of this game is fun, old school deathmatch gameplay and also to allow map/geometry editing to be done cooperatively in-game.CUBE 2: SAUERBRATEN
Before You Start. Take some time to read the rest of this document, as it describes options and commands that may be crucial to a successful experience with Cube 2: Sauerbraten.. Binding keys, as well as performance and gameplay related settings are documented below, these commands can be used in both the console and configuration scripts. INTER-QUAKE MODEL (IQM) FORMAT Inter-Quake Model (IQM) Format. The Inter-Quake Model (IQM) format is a binary skeletal-animation format designed for extensibility, efficiency, and ease of loading. It is intended to serve as a replacement for the aging MD5 and SMD skeletal-animation formats used in Quake-derived and Quake-like 3D engines. SAUERBRATENSEE MORE ON SAUERBRATEN.ORGCUBE 2: SAUERBRATEN
editface D N. This is the main editing command. D is the direction of the action, -1 for towards you, 1 for away from you (default: scroll wheel). N=0 to push all corners in the white box (hold F). N=1 create or destroy cubes (default). N=2 push or pull a corner you are pointing at (hold Q). gridpower N. LEE SALZMAN'S PAGE OF RANDOM STUFF Lee Salzman's Page of Random Stuff Stuff I've programmed: Tesseract A fork of Sauerbraten with fully dynamic lighting and many modern FX bullet-points: deferred shading, HDR, MLAA, SSAO, global illumination, screen-space reflection and refraction, and more; Sauerbraten I am currently the main programmer/maintainer/organizer of the Sauerbratenproject.
SAUERBRATEN RPGSEE MORE ON SAUERBRATEN.ORGCUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
MD2 Format. MD2 files must be located in a directory in packages/models/, you must provide a skin (either skin.jpg or skin.png) and the md2 itself (tris.md2).Optionally you may provide a masks.jpg that holds a specmap in the R channel, a glowmap in the G channel, and a chrome map in the B channel. The engine will apply it automatically. If either of these files is not found, the engine will CUBE 2: SAUERBRATENDOCSCONFIGURATIONLEE SALZMAN'S PAGE OF RANDOM STUFFMODELSEDITING REFERENCEHISTORY Cube 2: Sauerbraten is a free multiplayer & singleplayer first person shooter, the successor of the Cube FPS.. Much like the original Cube, the aim of this game is fun, old school deathmatch gameplay and also to allow map/geometry editing to be done cooperatively in-game.CUBE 2: SAUERBRATEN
Before You Start. Take some time to read the rest of this document, as it describes options and commands that may be crucial to a successful experience with Cube 2: Sauerbraten.. Binding keys, as well as performance and gameplay related settings are documented below, these commands can be used in both the console and configuration scripts. INTER-QUAKE MODEL (IQM) FORMAT Inter-Quake Model (IQM) Format. The Inter-Quake Model (IQM) format is a binary skeletal-animation format designed for extensibility, efficiency, and ease of loading. It is intended to serve as a replacement for the aging MD5 and SMD skeletal-animation formats used in Quake-derived and Quake-like 3D engines. SAUERBRATENSEE MORE ON SAUERBRATEN.ORGCUBE 2: SAUERBRATEN
editface D N. This is the main editing command. D is the direction of the action, -1 for towards you, 1 for away from you (default: scroll wheel). N=0 to push all corners in the white box (hold F). N=1 create or destroy cubes (default). N=2 push or pull a corner you are pointing at (hold Q). gridpower N. LEE SALZMAN'S PAGE OF RANDOM STUFF Lee Salzman's Page of Random Stuff Stuff I've programmed: Tesseract A fork of Sauerbraten with fully dynamic lighting and many modern FX bullet-points: deferred shading, HDR, MLAA, SSAO, global illumination, screen-space reflection and refraction, and more; Sauerbraten I am currently the main programmer/maintainer/organizer of the Sauerbratenproject.
SAUERBRATEN RPGSEE MORE ON SAUERBRATEN.ORGCUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
MD2 Format. MD2 files must be located in a directory in packages/models/, you must provide a skin (either skin.jpg or skin.png) and the md2 itself (tris.md2).Optionally you may provide a masks.jpg that holds a specmap in the R channel, a glowmap in the G channel, and a chrome map in the B channel. The engine will apply it automatically. If either of these files is not found, the engine willCUBE 2: SAUERBRATEN
MD2 Format. MD2 files must be located in a directory in packages/models/, you must provide a skin (either skin.jpg or skin.png) and the md2 itself (tris.md2).Optionally you may provide a masks.jpg that holds a specmap in the R channel, a glowmap in the G channel, and a chrome map in the B channel. The engine will apply it automatically. If either of these files is not found, the engine willCUBE 2: SAUERBRATEN
fixed lightmap blurring (controlled via "blurlms" var) at lightmap borders. normals are now sampled at all t-joints for smoothing rather than speculatively subdividing edges. improved packing of lightmaps when a cube face has more than one plane. added "guispring" for creating springs inside a list. SIMPLER SOFT SHADOW MAPPING to be shadow against s, and if it is farther, then use the mask m as the intensity of shadowing to apply. Implementation The steps to apply this representation become: 1) clear the shadow map so all depth values are at the far plane 1, and all mask values are 0 2) for each occluder render depth d as in a normal shadow map, but also a mask value of 1 3) apply a desired linear filter as with SAUERBRATEN SCREENSHOTS Not seen enough? Not convinced? Even MORE screenshots! Not seen enough? Not convinced? Even MORE screenshots! PROTOTYPES WITH MULTIPLE DISPATCH: AN EXPRESSIVE AND Prototypes with Multiple Dispatch: An Expressive and Dynamic Object Model Lee Salzman and Jonathan Aldrich Carnegie Mellon University, Pittsburgh, PA 15217, USA,SAUERBRATEN
dispatch cloning method update inheritance Self prototypes methods dictionaries containing specific objects or objects inheriting them methods constrained toCUBE 2: SAUERBRATEN
Sauerbraten initial development documentation ===== This document describes the state of sauerbraten at the moment of its initial opensource release.
CUBE 2: SAUERBRATENTRANSLATE THIS PAGECube 2: Sauerbraten
SAUERBRATENTRANSLATE THIS PAGESauerbraten
CUBE 2: SAUERBRATENTRANSLATE THIS PAGE d9$F }|Tյ8 s& ` 3⠱ 2 62P 619!H ' $DH Vrc V (ՙ : asж J1 z po Җ LB T Kq ' A 0 L ~ | 4s { k ߾ { x ^e C ~ ^ }}݆u [ O~ [p+> [ y - A S CUBE 2: SAUERBRATENDOCSCONFIGURATIONLEE SALZMAN'S PAGE OF RANDOM STUFFMODELSEDITING REFERENCEHISTORY Cube 2: Sauerbraten is a free multiplayer & singleplayer first person shooter, the successor of the Cube FPS.. Much like the original Cube, the aim of this game is fun, old school deathmatch gameplay and also to allow map/geometry editing to be done cooperatively in-game.CUBE 2: SAUERBRATEN
Before You Start. Take some time to read the rest of this document, as it describes options and commands that may be crucial to a successful experience with Cube 2: Sauerbraten.. Binding keys, as well as performance and gameplay related settings are documented below, these commands can be used in both the console and configuration scripts. INTER-QUAKE MODEL (IQM) FORMAT Inter-Quake Model (IQM) Format. The Inter-Quake Model (IQM) format is a binary skeletal-animation format designed for extensibility, efficiency, and ease of loading. It is intended to serve as a replacement for the aging MD5 and SMD skeletal-animation formats used in Quake-derived and Quake-like 3D engines. SAUERBRATENSEE MORE ON SAUERBRATEN.ORGCUBE 2: SAUERBRATEN
editface D N. This is the main editing command. D is the direction of the action, -1 for towards you, 1 for away from you (default: scroll wheel). N=0 to push all corners in the white box (hold F). N=1 create or destroy cubes (default). N=2 push or pull a corner you are pointing at (hold Q). gridpower N. LEE SALZMAN'S PAGE OF RANDOM STUFF Lee Salzman's Page of Random Stuff Stuff I've programmed: Tesseract A fork of Sauerbraten with fully dynamic lighting and many modern FX bullet-points: deferred shading, HDR, MLAA, SSAO, global illumination, screen-space reflection and refraction, and more; Sauerbraten I am currently the main programmer/maintainer/organizer of the Sauerbratenproject.
SAUERBRATEN RPGSEE MORE ON SAUERBRATEN.ORGCUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
MD2 Format. MD2 files must be located in a directory in packages/models/, you must provide a skin (either skin.jpg or skin.png) and the md2 itself (tris.md2).Optionally you may provide a masks.jpg that holds a specmap in the R channel, a glowmap in the G channel, and a chrome map in the B channel. The engine will apply it automatically. If either of these files is not found, the engine will CUBE 2: SAUERBRATENDOCSCONFIGURATIONLEE SALZMAN'S PAGE OF RANDOM STUFFMODELSEDITING REFERENCEHISTORY Cube 2: Sauerbraten is a free multiplayer & singleplayer first person shooter, the successor of the Cube FPS.. Much like the original Cube, the aim of this game is fun, old school deathmatch gameplay and also to allow map/geometry editing to be done cooperatively in-game.CUBE 2: SAUERBRATEN
Before You Start. Take some time to read the rest of this document, as it describes options and commands that may be crucial to a successful experience with Cube 2: Sauerbraten.. Binding keys, as well as performance and gameplay related settings are documented below, these commands can be used in both the console and configuration scripts. INTER-QUAKE MODEL (IQM) FORMAT Inter-Quake Model (IQM) Format. The Inter-Quake Model (IQM) format is a binary skeletal-animation format designed for extensibility, efficiency, and ease of loading. It is intended to serve as a replacement for the aging MD5 and SMD skeletal-animation formats used in Quake-derived and Quake-like 3D engines. SAUERBRATENSEE MORE ON SAUERBRATEN.ORGCUBE 2: SAUERBRATEN
editface D N. This is the main editing command. D is the direction of the action, -1 for towards you, 1 for away from you (default: scroll wheel). N=0 to push all corners in the white box (hold F). N=1 create or destroy cubes (default). N=2 push or pull a corner you are pointing at (hold Q). gridpower N. LEE SALZMAN'S PAGE OF RANDOM STUFF Lee Salzman's Page of Random Stuff Stuff I've programmed: Tesseract A fork of Sauerbraten with fully dynamic lighting and many modern FX bullet-points: deferred shading, HDR, MLAA, SSAO, global illumination, screen-space reflection and refraction, and more; Sauerbraten I am currently the main programmer/maintainer/organizer of the Sauerbratenproject.
SAUERBRATEN RPGSEE MORE ON SAUERBRATEN.ORGCUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
MD2 Format. MD2 files must be located in a directory in packages/models/, you must provide a skin (either skin.jpg or skin.png) and the md2 itself (tris.md2).Optionally you may provide a masks.jpg that holds a specmap in the R channel, a glowmap in the G channel, and a chrome map in the B channel. The engine will apply it automatically. If either of these files is not found, the engine willCUBE 2: SAUERBRATEN
MD2 Format. MD2 files must be located in a directory in packages/models/, you must provide a skin (either skin.jpg or skin.png) and the md2 itself (tris.md2).Optionally you may provide a masks.jpg that holds a specmap in the R channel, a glowmap in the G channel, and a chrome map in the B channel. The engine will apply it automatically. If either of these files is not found, the engine willCUBE 2: SAUERBRATEN
fixed lightmap blurring (controlled via "blurlms" var) at lightmap borders. normals are now sampled at all t-joints for smoothing rather than speculatively subdividing edges. improved packing of lightmaps when a cube face has more than one plane. added "guispring" for creating springs inside a list. SIMPLER SOFT SHADOW MAPPING to be shadow against s, and if it is farther, then use the mask m as the intensity of shadowing to apply. Implementation The steps to apply this representation become: 1) clear the shadow map so all depth values are at the far plane 1, and all mask values are 0 2) for each occluder render depth d as in a normal shadow map, but also a mask value of 1 3) apply a desired linear filter as with SAUERBRATEN SCREENSHOTS Not seen enough? Not convinced? Even MORE screenshots! Not seen enough? Not convinced? Even MORE screenshots! PROTOTYPES WITH MULTIPLE DISPATCH: AN EXPRESSIVE AND Prototypes with Multiple Dispatch: An Expressive and Dynamic Object Model Lee Salzman and Jonathan Aldrich Carnegie Mellon University, Pittsburgh, PA 15217, USA,SAUERBRATEN
dispatch cloning method update inheritance Self prototypes methods dictionaries containing specific objects or objects inheriting them methods constrained toCUBE 2: SAUERBRATEN
Sauerbraten initial development documentation ===== This document describes the state of sauerbraten at the moment of its initial opensource release.
CUBE 2: SAUERBRATENTRANSLATE THIS PAGECube 2: Sauerbraten
SAUERBRATENTRANSLATE THIS PAGESauerbraten
CUBE 2: SAUERBRATENTRANSLATE THIS PAGE d9$F }|Tյ8 s& ` 3⠱ 2 62P 619!H ' $DH Vrc V (ՙ : asж J1 z po Җ LB T Kq ' A 0 L ~ | 4s { k ߾ { x ^e C ~ ^ }}݆u [ O~ [p+> [ y - A S CUBE 2: SAUERBRATENDOCSCONFIGURATIONLEE SALZMAN'S PAGE OF RANDOM STUFFMODELSEDITING REFERENCEHISTORY Cube 2: Sauerbraten is a free multiplayer & singleplayer first person shooter, the successor of the Cube FPS.. Much like the original Cube, the aim of this game is fun, old school deathmatch gameplay and also to allow map/geometry editing to be done cooperatively in-game.CUBE 2: SAUERBRATEN
Before You Start. Take some time to read the rest of this document, as it describes options and commands that may be crucial to a successful experience with Cube 2: Sauerbraten.. Binding keys, as well as performance and gameplay related settings are documented below, these commands can be used in both the console and configuration scripts. INTER-QUAKE MODEL (IQM) FORMAT Inter-Quake Model (IQM) Format. The Inter-Quake Model (IQM) format is a binary skeletal-animation format designed for extensibility, efficiency, and ease of loading. It is intended to serve as a replacement for the aging MD5 and SMD skeletal-animation formats used in Quake-derived and Quake-like 3D engines. LEE SALZMAN'S PAGE OF RANDOM STUFF Lee Salzman's Page of Random Stuff Stuff I've programmed: Tesseract A fork of Sauerbraten with fully dynamic lighting and many modern FX bullet-points: deferred shading, HDR, MLAA, SSAO, global illumination, screen-space reflection and refraction, and more; Sauerbraten I am currently the main programmer/maintainer/organizer of the Sauerbratenproject.
SAUERBRATENSEE MORE ON SAUERBRATEN.ORGSAUERBRATEN CHEATSSAUERBRATEN DOWNLOADSAUERBRATEN GAMESAUERBRATEN CUBE 3CUBE 2 SAUERBRATEN DOWNLOADSAUERBRATEN CUBE 2 CROSSHAIRS SAUERBRATEN RPGSEE MORE ON SAUERBRATEN.ORGCUBE 2: SAUERBRATEN
MD2 Format. MD2 files must be located in a directory in packages/models/, you must provide a skin (either skin.jpg or skin.png) and the md2 itself (tris.md2).Optionally you may provide a masks.jpg that holds a specmap in the R channel, a glowmap in the G channel, and a chrome map in the B channel. The engine will apply it automatically. If either of these files is not found, the engine willCUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
editface D N. This is the main editing command. D is the direction of the action, -1 for towards you, 1 for away from you (default: scroll wheel). N=0 to push all corners in the white box (hold F). N=1 create or destroy cubes (default). N=2 push or pull a corner you are pointing at (hold Q). gridpower N. PROTOTYPES WITH MULTIPLE DISPATCH: AN EXPRESSIVE AND Prototypes with Multiple Dispatch: An Expressive and Dynamic Object Model Lee Salzman and Jonathan Aldrich Carnegie Mellon University, Pittsburgh, PA 15217, USA, CUBE 2: SAUERBRATENDOCSCONFIGURATIONLEE SALZMAN'S PAGE OF RANDOM STUFFMODELSEDITING REFERENCEHISTORY Cube 2: Sauerbraten is a free multiplayer & singleplayer first person shooter, the successor of the Cube FPS.. Much like the original Cube, the aim of this game is fun, old school deathmatch gameplay and also to allow map/geometry editing to be done cooperatively in-game.CUBE 2: SAUERBRATEN
Before You Start. Take some time to read the rest of this document, as it describes options and commands that may be crucial to a successful experience with Cube 2: Sauerbraten.. Binding keys, as well as performance and gameplay related settings are documented below, these commands can be used in both the console and configuration scripts. INTER-QUAKE MODEL (IQM) FORMAT Inter-Quake Model (IQM) Format. The Inter-Quake Model (IQM) format is a binary skeletal-animation format designed for extensibility, efficiency, and ease of loading. It is intended to serve as a replacement for the aging MD5 and SMD skeletal-animation formats used in Quake-derived and Quake-like 3D engines. LEE SALZMAN'S PAGE OF RANDOM STUFF Lee Salzman's Page of Random Stuff Stuff I've programmed: Tesseract A fork of Sauerbraten with fully dynamic lighting and many modern FX bullet-points: deferred shading, HDR, MLAA, SSAO, global illumination, screen-space reflection and refraction, and more; Sauerbraten I am currently the main programmer/maintainer/organizer of the Sauerbratenproject.
SAUERBRATENSEE MORE ON SAUERBRATEN.ORGSAUERBRATEN CHEATSSAUERBRATEN DOWNLOADSAUERBRATEN GAMESAUERBRATEN CUBE 3CUBE 2 SAUERBRATEN DOWNLOADSAUERBRATEN CUBE 2 CROSSHAIRS SAUERBRATEN RPGSEE MORE ON SAUERBRATEN.ORGCUBE 2: SAUERBRATEN
MD2 Format. MD2 files must be located in a directory in packages/models/, you must provide a skin (either skin.jpg or skin.png) and the md2 itself (tris.md2).Optionally you may provide a masks.jpg that holds a specmap in the R channel, a glowmap in the G channel, and a chrome map in the B channel. The engine will apply it automatically. If either of these files is not found, the engine willCUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
editface D N. This is the main editing command. D is the direction of the action, -1 for towards you, 1 for away from you (default: scroll wheel). N=0 to push all corners in the white box (hold F). N=1 create or destroy cubes (default). N=2 push or pull a corner you are pointing at (hold Q). gridpower N. PROTOTYPES WITH MULTIPLE DISPATCH: AN EXPRESSIVE AND Prototypes with Multiple Dispatch: An Expressive and Dynamic Object Model Lee Salzman and Jonathan Aldrich Carnegie Mellon University, Pittsburgh, PA 15217, USA,CUBE 2: SAUERBRATEN
fixed lightmap blurring (controlled via "blurlms" var) at lightmap borders. normals are now sampled at all t-joints for smoothing rather than speculatively subdividing edges. improved packing of lightmaps when a cube face has more than one plane. added "guispring" for creating springs inside a list.CUBE 2: SAUERBRATEN
MD2 Format. MD2 files must be located in a directory in packages/models/, you must provide a skin (either skin.jpg or skin.png) and the md2 itself (tris.md2).Optionally you may provide a masks.jpg that holds a specmap in the R channel, a glowmap in the G channel, and a chrome map in the B channel. The engine will apply it automatically. If either of these files is not found, the engine willCUBE 2: SAUERBRATEN
Links. First of all, welcome to Cube 2: Sauerbraten! To start off, if you are looking for help with the game itself, refer to the Documentation below. Here are some places of interest on the internet, which are related to Cube / Cube 2: Sauerbraten. Cube and Cube 2 Engines: Start Page for the Cube Engine series.; Cube 2: Sauerbraten: The Sauerbraten FPS (First Person Shooter) Homepage.CUBE 2: SAUERBRATEN
The Basics. Go into edit mode (E) and press ` to open a console (pressing T then / has the same effect) and run the command /newmap 7 . This command creates a blank map, where smaller numbers create smaller maps and larger numbers create larger maps. Editing commands are performed on the cube you selected by clicking and dragging, orthe face
SAUERBRATEN SCREENSHOTS Not seen enough? Not convinced? Even MORE screenshots! Not seen enough? Not convinced? Even MORE screenshots!SAUERBRATEN
dispatch cloning method update inheritance Self prototypes methods dictionaries containing specific objects or objects inheriting them methods constrained toCUBE 2: SAUERBRATEN
Sauerbraten initial development documentation ===== This document describes the state of sauerbraten at the moment of its initial opensource release.
CUBE 2: SAUERBRATENTRANSLATE THIS PAGECube 2: Sauerbraten
SAUERBRATENTRANSLATE THIS PAGESauerbraten
CUBE 2: SAUERBRATENTRANSLATE THIS PAGE d9$F }|Tյ8 s& ` 3⠱ 2 62P 619!H ' $DH Vrc V (ՙ : asж J1 z po Җ LB T Kq ' A 0 L ~ | 4s { k ߾ { x ^e C ~ ^ }}݆u [ O~ [p+> [ y - A S CUBE 2: SAUERBRATENDOCSCONFIGURATIONLEE SALZMAN'S PAGE OF RANDOM STUFFMODELSEDITING REFERENCEHISTORY Cube 2: Sauerbraten is a free multiplayer & singleplayer first person shooter, the successor of the Cube FPS.. Much like the original Cube, the aim of this game is fun, old school deathmatch gameplay and also to allow map/geometry editing to be done cooperatively in-game.CUBE 2: SAUERBRATEN
Before You Start. Take some time to read the rest of this document, as it describes options and commands that may be crucial to a successful experience with Cube 2: Sauerbraten.. Binding keys, as well as performance and gameplay related settings are documented below, these commands can be used in both the console and configuration scripts. INTER-QUAKE MODEL (IQM) FORMAT Inter-Quake Model (IQM) Format. The Inter-Quake Model (IQM) format is a binary skeletal-animation format designed for extensibility, efficiency, and ease of loading. LEE SALZMAN'S PAGE OF RANDOM STUFF Lee Salzman's Page of Random Stuff Stuff I've programmed: Tesseract A fork of Sauerbraten with fully dynamic lighting and many modern FX bullet-points: deferred shading, HDR, MLAA, SSAO, global illumination, screen-space reflection and refraction, and more; Sauerbraten I am currently the main programmer/maintainer/organizer of the Sauerbratenproject.
SAUERBRATENSEE MORE ON SAUERBRATEN.ORGSAUERBRATEN CHEATSSAUERBRATEN DOWNLOADSAUERBRATEN GAMESAUERBRATEN CUBE 3CUBE 2 SAUERBRATEN DOWNLOADSAUERBRATEN CUBE 2 CROSSHAIRS SAUERBRATEN RPGSEE MORE ON SAUERBRATEN.ORGCUBE 2: SAUERBRATEN
MD2 Format. MD2 files must be located in a directory in packages/models/, you must provide a skin (either skin.jpg or skin.png) and the md2 itself (tris.md2).Optionally you may provide a masks.jpg that holds a specmap in the R channel, a glowmap in the G channel, and a chrome map in the B channel. The engine will apply it automatically. If either of these files is not found, the engine willCUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
Preface. IMPORTANT NOTE: When dealing with array attributes (getting a piece of information from a set of values) it is important to know that most start at zero (0) and count upwards from there. This means that the first value is 0, the second is 1, the third is 2 and so forth. Please keep this in mind, especially when dealing with entity attributes, as zero is always considered to be the PROTOTYPES WITH MULTIPLE DISPATCH: AN EXPRESSIVE AND Prototypes with Multiple Dispatch: An Expressive and Dynamic Object Model Lee Salzman and Jonathan Aldrich Carnegie Mellon University, Pittsburgh, PA 15217, USA, CUBE 2: SAUERBRATENDOCSCONFIGURATIONLEE SALZMAN'S PAGE OF RANDOM STUFFMODELSEDITING REFERENCEHISTORY Cube 2: Sauerbraten is a free multiplayer & singleplayer first person shooter, the successor of the Cube FPS.. Much like the original Cube, the aim of this game is fun, old school deathmatch gameplay and also to allow map/geometry editing to be done cooperatively in-game.CUBE 2: SAUERBRATEN
Before You Start. Take some time to read the rest of this document, as it describes options and commands that may be crucial to a successful experience with Cube 2: Sauerbraten.. Binding keys, as well as performance and gameplay related settings are documented below, these commands can be used in both the console and configuration scripts. INTER-QUAKE MODEL (IQM) FORMAT Inter-Quake Model (IQM) Format. The Inter-Quake Model (IQM) format is a binary skeletal-animation format designed for extensibility, efficiency, and ease of loading. LEE SALZMAN'S PAGE OF RANDOM STUFF Lee Salzman's Page of Random Stuff Stuff I've programmed: Tesseract A fork of Sauerbraten with fully dynamic lighting and many modern FX bullet-points: deferred shading, HDR, MLAA, SSAO, global illumination, screen-space reflection and refraction, and more; Sauerbraten I am currently the main programmer/maintainer/organizer of the Sauerbratenproject.
SAUERBRATENSEE MORE ON SAUERBRATEN.ORGSAUERBRATEN CHEATSSAUERBRATEN DOWNLOADSAUERBRATEN GAMESAUERBRATEN CUBE 3CUBE 2 SAUERBRATEN DOWNLOADSAUERBRATEN CUBE 2 CROSSHAIRS SAUERBRATEN RPGSEE MORE ON SAUERBRATEN.ORGCUBE 2: SAUERBRATEN
MD2 Format. MD2 files must be located in a directory in packages/models/, you must provide a skin (either skin.jpg or skin.png) and the md2 itself (tris.md2).Optionally you may provide a masks.jpg that holds a specmap in the R channel, a glowmap in the G channel, and a chrome map in the B channel. The engine will apply it automatically. If either of these files is not found, the engine willCUBE 2: SAUERBRATEN
CUBE 2: SAUERBRATEN
Preface. IMPORTANT NOTE: When dealing with array attributes (getting a piece of information from a set of values) it is important to know that most start at zero (0) and count upwards from there. This means that the first value is 0, the second is 1, the third is 2 and so forth. Please keep this in mind, especially when dealing with entity attributes, as zero is always considered to be the PROTOTYPES WITH MULTIPLE DISPATCH: AN EXPRESSIVE AND Prototypes with Multiple Dispatch: An Expressive and Dynamic Object Model Lee Salzman and Jonathan Aldrich Carnegie Mellon University, Pittsburgh, PA 15217, USA,CUBE 2: SAUERBRATEN
2020_11_29. added new MP maps; aastha by firefly & Nieb; abyss, eris, exo, ferguson, fragnostic, hektik, overdrive, phrantic, regal, zavial by Fatum; access by SATANCUBE 2: SAUERBRATEN
MD2 Format. MD2 files must be located in a directory in packages/models/, you must provide a skin (either skin.jpg or skin.png) and the md2 itself (tris.md2).Optionally you may provide a masks.jpg that holds a specmap in the R channel, a glowmap in the G channel, and a chrome map in the B channel. The engine will apply it automatically. If either of these files is not found, the engine willCUBE 2: SAUERBRATEN
Links. First of all, welcome to Cube 2: Sauerbraten! To start off, if you are looking for help with the game itself, refer to the Documentation below. Here are some places of interest on the internet, which are related to Cube / Cube 2: Sauerbraten. Cube and Cube 2 Engines: Start Page for the Cube Engine series.; Cube 2: Sauerbraten: The Sauerbraten FPS (First Person Shooter) Homepage.CUBE 2: SAUERBRATEN
Editing In Cube 2. Editing isn't like editing in any other game/engine; it is done within the program itself, and the structure of the map is comprised of octrees. SAUERBRATEN SCREENSHOTS Not seen enough? Not convinced? Even MORE screenshots! Not seen enough? Not convinced? Even MORE screenshots!SAUERBRATEN
dispatch cloning method update inheritance Self prototypes methods dictionaries containing specific objects or objects inheriting them methods constrained toCUBE 2: SAUERBRATEN
Sauerbraten initial development documentation ===== This document describes the state of sauerbraten at the moment of its initial opensource release.
CUBE 2: SAUERBRATEN
Cube 2: Sauerbraten
SAUERBRATEN
Sauerbraten
CUBE 2: SAUERBRATEN
d9$F }|Tյ8 s& ` 3⠱ 2 62P 619!H ' $DH Vrc V (ՙ : asж J1 z po Җ LB T Kq ' A 0 L ~ | 4s { k ߾ { x ^e C ~ ^ }}݆u [ O~ [p+> [ y - A Shome
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CUBE 2: SAUERBRATEN is a free multiplayer & singleplayer first person shooter, the successor of the CubeFPS.
Much like the original Cube, the aim of this game is fun, old school deathmatch gameplay and also to allow map/geometry editing to be done cooperatively in-game. The engine supporting the game is entirely original in code & design, and its code is Open Source (ZLIB license, read the docs for more on how you can use the engine). Authors, feature list and more: see the reference documentationor the wiki .
COLLECT EDITION (JANUARY 4, 2013): Download for Windows - 576 MB Download for Linux - 590 MB Download for MacOS X - 602 MBLINKS:
Quadropolis (community site for maps etc.) SauerDuels (competitive league) Sauerworld (community blog/news/forum) sourceforge project page (downloads/subversion) Wouter's homepage (developer/designer) Lee's homepage (developer)Details
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