INFO: Submit your content for inclusion

INFO: Submit your content for inclusion

Postby qreeves » 14 May 2012, 05:31

Due to the ever-increasing amount of great content you all are creating for Red Eclipse, I'm here to provide you with a one-stop place to submit your creations. This thread will serve as a central location for you to submit your finished works for possible inclusion in the game, be they maps, mods, or other bits of content you would like to see put in to Red Eclipse. Note that this thread is for official submissions only, if you are creating a piece of content and want feedback from the community, you should create your own thread then provide the link to that thread here if you want to submit it.

THIS TOPIC IS NOW SUPERCEDED! The updated topic can be found at: http://forum.freegamedev.net/viewtopic.php?f=72&t=4038
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
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Re: INFO: Submit your content for inclusion

Postby ZeroKnight » 14 May 2012, 17:06

I still have that GUI crosshair changer that you helped get working right (damn weird ass CubeScript). It works flawlessly, really, and I stuck it as a linked gui via button underneath the crosshair size guifield in the options menu. Oh, and I added an extra field for zoom crosshair size. Would you still want that included?
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Re: INFO: Submit your content for inclusion

Postby DroiD » 21 May 2012, 17:14

Factory revised and finished.
Image
factory.zip
Get it!
(332.35 KiB) Downloaded 351 times
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Re: INFO: Submit your content for inclusion

Postby DroiD » 21 May 2012, 18:28

Here! Done the same with Campgrounds.
Image
campgrounds.zip
Proper File :3
(934.29 KiB) Downloaded 394 times



EDIT: Didnt include proper waypoints
Last edited by DroiD on 22 May 2012, 13:50, edited 1 time in total.
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Re: INFO: Submit your content for inclusion

Postby TristamK » 22 May 2012, 13:21

Hawk
Map name : Hawk
Game mode : Time-trial
Map creator : Kirill "TristamK" Kolesnikov
Map version : 1.3
Date of start creating : 23 April 2012
Last ver. date : 22 may 2012 .
Links :
http://www.mediafire.com/download.php?ta9dbd3acqdad48 -v1.3
Screenshots :
http://s2.ipicture.ru/uploads/20120425/rmssFZhp.png
http://s2.ipicture.ru/uploads/20120425/7oMj3wfI.png
http://s2.ipicture.ru/Gallery/Viewfull/10154155.html
About map from author :
That a final version of map . i can't find here anything to change . Only 1 problem here - that this blinked texture . I don't know how did that better . That all.
Sorry for my bad English. Sometimes i use google translator.
The official group of the Cube 2 Sauerbraten and Red Eclipse in vkontakte -> https://vk.com/cube_engine_news - VK support English too ;) . Also you can find all news about Cube 2\Red Eclipse in this group too
Topic with FULL information about Time-Trial . All maps , video , tutorials here . Also here you can see all best times on maps .
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Re: INFO: Submit your content for inclusion

Postby D.A.M.I.E.N. » 23 May 2012, 00:32

Maps:

Harmony
License: CC BY-SA 3.0

Star Libida + Star Libido

License: CC BY-SA 3.0
Attachments
harmony.zip
final version, changed preview screenshot and "obitdeath" message
(5.59 MiB) Downloaded 396 times
starlibida1.2b.zip
(1.23 MiB) Downloaded 392 times
starlibido1.2b.zip
(1.25 MiB) Downloaded 330 times
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Re: INFO: Submit your content for inclusion

Postby DroiD » 23 May 2012, 16:14

Star libido #1 map of RE :D (seriously)
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Re: INFO: Submit your content for inclusion

Postby 4rson » 07 Jun 2012, 16:14

Map name: Pumpstation
version: 1.3b
License CC by-sa
Authors: 4rson and D.a.M.i.E.n.
Download: First post of this thread:
viewtopic.php?f=53&t=3101
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Re: INFO: Submit your content for inclusion

Postby D.A.M.I.E.N. » 08 Jun 2012, 00:07

Map:

Fourplex (by me and Korsi)
License: CC BY-SA 3.0

File to download on: http://forum.freegamedev.net/viewtopic.php?f=53&t=3137
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Re: INFO: Submit your content for inclusion

Postby DroiD » 08 Jun 2012, 23:33

Lol RE is starting to have the same amount of maps that sauer has...
Just that RE's are better!
Keep making good maps guys, thats what ppl want. Go! Go! Go!
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Re: INFO: Submit your content for inclusion

Postby greaserpirate » 10 Jun 2012, 01:45

Just that RE's are better!

debatable.. but we can play all of their maps and they can play none of ours. :D

I've always seen RE's main strength as gameplay and agility. Like if I play Halo or some other game I'll think "this is alright, but why can't I wallrun/doublejump/impulse dash?" and go back to Red Eclipse, because everything else feels like a downgrade.

In other games, you are a human... but in Red Eclipse you're a god.

anyway...
Is there anywhere we can vote for maps to included in the next release? If so, I think the maps "cutec" and "industrial_ctf" (formerly doppelfort) should be included.

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Re: INFO: Submit your content for inclusion

Postby inpersona64 » 30 Jun 2012, 06:10

greaserpirate {l Wrote}:
In other games, you are a human... but in Red Eclipse you're a god.


I was thinking more in reference to a comparison between games like COD and games like Crysis, in Red Eclipse you are more like a 'supersoldier'.
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Re: INFO: Submit your content for inclusion

Postby Ulukai » 03 Jul 2012, 09:09

Ares (updated and polished): http://www.mediafire.com/?kmbruf5wprbavzw
Conflict: http://www.mediafire.com/?z1v5xm2dvnl6ecv

I'm still working on a big map named Canals but it will take many hours to finish that one. Once I have a playable version, I will create a seperate topic first.
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Re: INFO: Submit your content for inclusion

Postby 4rson » 19 Jul 2012, 22:27

Crater stable release:

viewtopic.php?f=53&t=3219

cc-by-sa license.
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Re: INFO: Submit your content for inclusion

Postby John_III » 27 Jul 2012, 01:52

Industrial

Industrial_1-0-7.zip
(10.7 MiB) Downloaded 376 times


Image

Industrial is designed for CTF and bomber ball.
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Re: INFO: Submit your content for inclusion

Postby blesius » 28 Jul 2012, 15:41

Map: Frigidus Ignis (by me (aka blesius(hun) [Blaze]), helped by FelixFox and TrisamK)
License: CC BY-SA 3.0 (link: http://creativecommons.org/licenses/by-sa/3.0/legalcode)
download link: http://db.tt/Nm4ntHkq (version 1.0.1)

Update: some annoying, but hard-to-see texture bugfixes, hope wont left more.

/*
Story: This map was earlier known as dutility2, because it was looking like the mod of the original dutility. After about a month building, (i was stucked at the textures), finally it have been finished. The map includes waypoints for bots, so i hope they won't fall. Have fun!
*/
Last edited by blesius on 04 Aug 2012, 17:28, edited 3 times in total.
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Re: INFO: Submit your content for inclusion

Postby TristamK » 28 Jul 2012, 21:02

Capinox

Map : capinox
License: CC BY-SA 3.0 (link: http://creativecommons.org/licenses/by-sa/3.0/legalcode)
Link to topic : viewtopic.php?f=73&t=3331
Link for download : http://forum.freegamedev.net/download/file.php?id=3535 - v1.6 FINAL


*UPDATE*
Some small but useful changes
Last edited by TristamK on 01 Aug 2012, 18:02, edited 2 times in total.
Sorry for my bad English. Sometimes i use google translator.
The official group of the Cube 2 Sauerbraten and Red Eclipse in vkontakte -> https://vk.com/cube_engine_news - VK support English too ;) . Also you can find all news about Cube 2\Red Eclipse in this group too
Topic with FULL information about Time-Trial . All maps , video , tutorials here . Also here you can see all best times on maps .
My youtube chanel
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Re: INFO: Submit your content for inclusion

Postby raiden » 31 Jul 2012, 11:31

Last edited by raiden on 12 Sep 2012, 10:13, edited 1 time in total.
sorn
cutec
syndicate
metalhead

ingame: .uEn|r4iden
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Re: INFO: Submit your content for inclusion

Postby greaserpirate » 01 Aug 2012, 00:21

This might be a slightly long post. Please nobody quote this in its entirety! :)

First of all, I'd like to submit the map "Overdrive-re."

And now, a bunch of source modifications I've made:

Not-In-The-Way Thirdperson (With lots of help from Sireus):
After Line 48 in game.cpp:
{l Code}: {l Select All Code}
    FVAR(IDF_PERSIST, thirdpersonheight, FVAR_MIN, 1.5, FVAR_MAX); //Greaser
    FVAR(IDF_PERSIST, thirdpersonshoulder, FVAR_MIN, 3.5, FVAR_MAX); //Greaser


After Line 2209 in game.cpp: (2208 on SVN)
{l Code}: {l Select All Code}
         vec offset = vec(thirdpersonshoulder, 0, thirdpersonheight);
         offset.rotate_around_z(player1->yaw * RAD);
         camera1->o.add(offset);
         //^Sireus
                      findorientation(camera1->o, (self ? player1 : focus)->yaw, (self ? player1 : focus)->pitch, worldpos);
         //^taken from above (Greaser)


Next, included from the Killer Mode mod: (I decided that having my server to play it on should be enough, so I decided not to submit it because I don't want to bother testers to see if my mode should be included)
Defensive Bots (only attack people who attack them and 'forgive' them when they die; turned on/off by server var "aidefensive")
After line 69 in "ai.cpp":
{l Code}: {l Select All Code}
       if ((GAME(aidefensive) == 1 ) && (d->knownenemies.find(e) < 0)) return false; //added by GP: if "aidefensive" is set to 1 and "e" is not a known enemy, it's not ok to kill e.


After Line 609 in "ai.cpp": (Line 604 for SVN)
{l Code}: {l Select All Code}
                //add the attacker to the list of known enemies
      d->knownenemies.add(e);


After Line 1771 in "ai.cpp": (1762 for SVN)
{l Code}: {l Select All Code}
    void aipacify(int botnumber) //added by Greaser. "Botnumber" is optional. ("botnumber 0" means pacify everyone)
    {
   loopv(game::players) if (game::players[i] && game::players[i]->ai)
   if ((game::players[i]->clientnum == botnumber) || (botnumber == 0))
       {
      game::players[i]->knownenemies.shrink(0); //delete all known enemies
   }
    }

    ICOMMAND(0, aipacify,"i", (int *botnumber), aipacify(*botnumber)); //make into a console-executable command

    void addenemyall(gameent *accused) //add to everyone's list of known enemies
    {
   loopv(game::players) if (game::players[i])
   {
      if (game::players[i]->knownenemies.find(accused) < 0 && game::players[i]->knownenemies.find(game::player1) < 0) // if enemy isn't there, and the player who accused isn't an enemy
      {
         game::players[i]->knownenemies.add(accused);
      }
   }   
    }

    void cleardeadgrudges(gameent *d) //removes dead players from known enemies
    {
   loopv(d->knownenemies) if (d->knownenemies[i])
   {
      if ((d->knownenemies[i]->state != CS_ALIVE) && (d->dominating.find(d->knownenemies[1]) < 0)) d->knownenemies.remove(i); //remove dead players, but don't remove dominators
   }
    }

    void aiincriminate(string accusedname, int accusednumber) //accuse a player
    {
   int accusedpresent = 0; //to make sure accused player exists
        loopv(game::players) if (game::players[i]) //go through players
        {
       gameent *candidate = game::players[i];
       const char *cstringname;
       cstringname = accusedname;
            if(strcmp(cstringname, candidate->name) == 0) //if names match
       {
      // if the numbers match, or the number is 0:
      if(game::players[i]->clientnum == accusednumber || accusednumber == 0)
      {
         accusedpresent = 1;
         addenemyall(game::players[i]);
      }
       }
        }
        // if nothing found, try case insensitive
   if (accusedpresent == 0)
   {
           loopv(game::players) if (game::players[i])
           {
             const char *cstringname;
             cstringname = accusedname;
                  if(strcasecmp(cstringname, game::players[i]->name) == 0)
             {
            if(game::players[i]->clientnum == accusednumber || accusednumber == 0)
            {
               accusedpresent = 1;
               addenemyall(game::players[i]);
            }
             }
      
           }
   }
   if (accusedpresent == 0) //still nothing found:
   {
      conoutft(CON_SELF, "No matches found.");
   }
    }
    ICOMMAND(0, aiattack,"si", (string accusedname, int *accusednumber), aiincriminate (accusedname, *accusednumber)); //make into a console-executable command


After Line 795 in "game.h": (800 for SVN)
{l Code}: {l Select All Code}
    vector<gameent *> knownenemies; //for A.I. (added by Greaser)


In the first line (or anywhere, really) in "vars.h":
{l Code}: {l Select All Code}
GVAR(0, aidefensive, 0, 0, 1); //AI Defensive mode (Greaser)


Radar Modes:

After Line 1461 in "hud.cpp": (1464 for SVN)
{l Code}: {l Select All Code}
      if (GAME(radarmode) == 2) //Greaser's idea
      {
         if (d->actiontime[0] > d->actiontime[1])
         {
            if (d->actiontime[0] > d->actiontime[2])
            {
               fade = 1 - ((lastmillis - d->actiontime[0]) * 0.001); //fade over time after a player shoots (primary)
            }
            else
            {
               fade = 1 - ((lastmillis - d->actiontime[2]) * 0.001); //fade over time after a player reloads
            }
         }
         else
         {
            if (d->actiontime[1] > d->actiontime[2])
            {
               fade = 1 - ((lastmillis - d->actiontime[1]) * 0.001); //fade over time after a player shoots (2ndary)
            }
            else
            {
               fade = 1 - ((lastmillis - d->actiontime[2]) * 0.001); //fade over time after a player reloads
            }
         }
      }
      else if (GAME(radarmode) == 3) //Riidom's idea (inverted)
      {   
                   fade *= (0.02 / clamp(vec(d->vel).add(d->falling).magnitude()/movespeed, 0.f, 1.f));
         fade *= (1 / clamp(vec(d->vel).add(d->falling).magnitude(), 0.f, 1.f));
      }
      else if (GAME(radarmode) != 1) //1 = always shown
      {
                   fade *= clamp(vec(d->vel).add(d->falling).magnitude()/movespeed, 0.f, 1.f); //normal
         fade *= clamp(vec(d->vel).add(d->falling).magnitude(), 0.f, 1.f);
      }
      if (GAME(radarhealthfade) != 0)
      {
         fade *= (6.7 / (GAME(radarhealthfade) * (GAME(spawnhealth) - d->health))); // fade damaged players (Fallen's idea, works w/ other 3)
      }


Anywhere in "vars.h":
{l Code}: {l Select All Code}
GVAR(0, radarmode, 0, 0, 3); //when do players show up on radar? 0 = normal, 1 = always, 2 = Riidom's inversion, 3 = shooting, 4 = Fallen's health-based idea
GFVAR(0, radarhealthfade, 0, 0, FVAR_MAX); //how much damaged players fade on radar


I hope you like these!

LICENCE FOR ALL OF THIS: CC-BY ATTRIBUTION LICENCE :by: (You have to attribute the 3rdperson mod to Sireus as well.)
By the way, is there a better place to post the source modifications I make to see if they should be included?

Anyway, here are the files.
Attachments
vanilla-mods.zip
Modified source code for non-SVN (AKA "vanilla") modifications
(80.84 KiB) Downloaded 347 times
svn-mods.zip
Modified source code for the SVN modifications
(84.75 KiB) Downloaded 314 times

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Re: INFO: Submit your content for inclusion

Postby TristamK » 08 Aug 2012, 13:06

Neodrive

Map name : Neodrive
Map creator : Kirill [TristamK] Kolesnikov
Map version : r59
Date of start creating : 06/07/2012
Last ver. date : 29/07/2012
Link :
http://www.mediafire.com/download.php?54xd3ut4y2tkc04
License: CC BY-SA 3.0 (link: http://creativecommons.org/licenses/by-sa/3.0/legalcode)
Link to topic: viewtopic.php?f=73&t=3373

MAP UPDATED
Sorry for my bad English. Sometimes i use google translator.
The official group of the Cube 2 Sauerbraten and Red Eclipse in vkontakte -> https://vk.com/cube_engine_news - VK support English too ;) . Also you can find all news about Cube 2\Red Eclipse in this group too
Topic with FULL information about Time-Trial . All maps , video , tutorials here . Also here you can see all best times on maps .
My youtube chanel
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Re: INFO: Submit your content for inclusion

Postby Spiney » 10 Aug 2012, 14:38

Skybox: Cloudy

http://opengameart.org/content/cloudy-skyboxes

It's a sky, mirrored top/bottom -- personally I just care about the 'sky' part, really :P
1024*1024 -- CC-BY 3.0 -- it's all in the readme
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Re: INFO: Submit your content for inclusion

Postby Ulukai » 12 Aug 2012, 10:53

Map: Canals
License: CC BY-SA 3.0, license file included
Link to thread: viewtopic.php?f=73&t=3378
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Re: INFO: Submit your content for inclusion

Postby Spiney » 18 Aug 2012, 15:31

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Re: INFO: Submit your content for inclusion

Postby Calinou » 24 Aug 2012, 20:56

Bot waypoint pack: https://dl.dropbox.com/u/82342922/downl ... t_pack.zip
License: CC-BY-SA 3.0
Description: Some improved bot waypoints for several maps. :)
[EDIT #1] Quite a lot now.
[EDIT #2] It has been added by quin now. Thanks!
Last edited by Calinou on 01 Sep 2012, 18:00, edited 1 time in total.
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Re: INFO: Submit your content for inclusion

Postby Calinou » 01 Sep 2012, 18:00

Map improvements: https://dl.dropbox.com/u/82342922/maps/canals_.mpz and https://dl.dropbox.com/u/82342922/maps/biolytic_.mpz
License: CC BY-SA 3.0
Description: Edited canals map with 25% lower "ond" and 15% lower "wtr" for better performance. Edited biolytic map for better playability (edited clip/noclip around).
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