#26 2015-10-20 13:38:15

MCMiic
Member

Re: Anticube 2

I sure think it’s a game. I played it and liked it, and never played tesseract itself :-P
The package is a git package, they get a special treatment by the package manager meaning they are updated separately, basicallly. But yeah the users will easily be able to update the game after you update the git (without me doing anything to the package)

I will remove the ao option when adding the icon and desktop file.

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#27 2015-10-20 16:45:15

Lord Kv
Member

Re: Anticube 2

I've made an icon and also used it to be the map loading picture, here it is.

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#28 2015-11-26 21:07:33

Hiradur
Member

Re: Anticube 2

Finally got around to playing it and I really liked it but I found it a bit too easy. Didn't found all easter eggs though so I'm going to take another look soon.

@Lord Kv: With this link users will always download the latest version:
https://github.com/Kvaleya/Anticube2/archive/master.zip

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#29 2015-12-08 12:10:57

Julius
Member

Re: Anticube 2

Any chance that Tesseract could also be hacked to support placeable portals like in the game Portal? Would be awesome ;)

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#30 2015-12-08 14:01:12

Hypernova^
Member

Re: Anticube 2

Yes, has been done many times already x)

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#31 2015-12-08 15:08:02

Lord Kv
Member

Re: Anticube 2

Julius wrote:

Any chance that Tesseract could also be hacked to support placeable portals like in the game Portal? Would be awesome ;)

Hypernova^ wrote:

Yes, has been done many times already x)

Non that I know of. This should be, and probably is, impossible without heavy source code modding. However IIRC there was a sauerbraten map/script that allowed you to shoot portals, but they were just teleport models. Search quadropolis.

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#32 2015-12-08 16:08:37

Hypernova^
Member

Re: Anticube 2

Oh I meant sauerbraten mods like you described. Launchable portals would be easy to implement, but most people try to hack something with scripting so everyone could use their sauerbraten client. I might put one in my game, it will be cool for deathmatch gameplay x)

Last edited by Hypernova^ (2015-12-08 16:09:56)

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#33 2015-12-09 10:25:05

chasester
Member

Re: Anticube 2

Technically to do portals you would need more than a script hack,because your nodes (player object) could be in multipul position locations(meaning the object is in the 2 places at once :)

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#34 2015-12-09 11:06:43

Julius
Member

Re: Anticube 2

eh, yes, placable teleporter models really isn't the same at all. Portals are mainly defined by their preservation of movement so that you can do all these crazy jump-pad puzzles and the like.

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#35 2015-12-09 12:11:11

ImNotQ009
Moderator

Re: Anticube 2

Julius wrote:

eh, yes, placable teleporter models really isn't the same at all. Portals are mainly defined by their preservation of movement so that you can do all these crazy jump-pad puzzles and the like.

FYI the current teleporters DO preserve your velocity.

Last edited by ImNotQ009 (2015-12-09 12:11:27)

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#36 2015-12-09 22:24:38

chasester
Member

Re: Anticube 2

ImNotQ009 wrote:
Julius wrote:

eh, yes, placable teleporter models really isn't the same at all. Portals are mainly defined by their preservation of movement so that you can do all these crazy jump-pad puzzles and the like.

FYI the current teleporters DO preserve your velocity.

+1
But just throwing teleports around really isn't portals. The idea of a portal is that an area in space is a gateway to another area. Teleports are just transportations between two locations very different conceptually.

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#37 2017-05-25 06:14:52

Rvach
Member

Re: Anticube 2

How is triggering works? There is no any level_trigger_12 in ac2.cfg
For instance there are entries like actrig19 which fires when cube has been picked up, but how do they invoked?

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#38 2017-05-25 12:06:43

Lord Kv
Member

Re: Anticube 2

Rvach wrote:

How is triggering works? There is no any level_trigger_12 in ac2.cfg
For instance there are entries like actrig19 which fires when cube has been picked up, but how do they invoked?

There is a loop in the scripts that checks the camera's position (using getcampos command) every 15 milliseconds. If the camera's position is inside a trigger's bounding box, the trigger's script is executed. A trigger bounding box is defined in the script by two sets of 3 coordinates which correspond to two opposing corners of the box and a trigger ID, which controls what trigger script is executed upon trigger activation.

See ac2.cfg line 2010 for the loop and line 708 for trigger bounding boxes. Also you can start up the map and type /aceditmode = 1 to enable printing of debug messages when a trigger is activated.

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#39 2017-05-25 16:21:10

Rvach
Member

Re: Anticube 2

Thank you very much for explanation!

Now I'm scratching my head while trying to find out how to get selected area coordinates...
Please, do not say that corners can be obtained only with $getcampos, I beg you!

Last edited by Rvach (2017-05-25 17:05:17)

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#40 2017-05-28 23:12:38

chasester
Member

Re: Anticube 2

you can also use getcamyaw *pitch and *roll. I theory you could interface with shaders to get more info than that but this gets complex very fast. Like some of the matrixes like camera projection hud projection wold projection etc are accessible using shaders in glsl, And to some extent glsl is ingrained into cube script so one could use some of this info along with the glsl to make some interesting results, but fishing this info out and turning it into 3 dimensional vectors, or setting up your own sudo 4x4 matrix would be the hardest part due to the lack of functions classes and type checking. But in theory its possible

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