The source code for the engine used in these games is Open Source (ZLIB licence, read the 'License' section below carefully before starting ANY kind of project based on this engine). If your question isn't answered there, you can try posting to a relevant thread, or creating your own, being sure to supply a good description of your problem, and your operating system/hardware/software setup, while refraining from wild accusations.Ĭube 2: Sauerbraten is a multiplayer/singleplayer FPS freeware game project. Sauerbraten IRC Channel: Online public chat with Cube developers, supporters and fans, via the QuakeNet IRC Network.Ĭube Forums: If after reading the documentation and wiki you still have any questions, you can try searching the forums. Quadropolis: Online Cube Engine community, with user made maps, mods, and scripts. Here are some places of interest on the internet, which are related to Cube / Cube 2: Sauerbraten.Ĭube and Cube 2 Engines: Start Page for the Cube Engine series.Ĭube 2: Sauerbraten: The Sauerbraten FPS (First Person Shooter) Homepage. If you want that, now, use pisto's great spaghettimod.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. ![]() Writing a server that makes it easy to modify gameplay is not one of the goals of this project, neither is plugin support, although it might happen at some point. For example, making the server state and game events available via WebSockets in real-time, instead of the UDP-based extinfo protocol, and integrating a third-party auth system (spanning multiple servers). I started this mainly as a challenge to myself and because I have ideas to improve the integration of Sauerbraten servers with other services and interfaces. While you can use auth keys generated with Sauerbraten's /genauthkey command, genauth provides better output ( auth.cfg line for the player, JSON object for this server's users.json file). In cmd/genauth, there is a command to generate auth keys for users. Protocol definitions (like network message codes) can be found in pkg/protocol. pkg/game/ has game mode logic like teams, timing, flags, and so on. Detailed packet handling can be found in /pkg/server/ along with other server logic like managing the current game. configuration file parsing, initialization of all components, and preliminary handling of incoming packets. cmd/waiter/ contains the actual command to start a server, i.e. in case a player re-connectsĪll functionality is organized into packages.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |