Thanks for the kind words, and the win-binarys :-) I'll add them to my next upload. I have been working on a classical rpg-style game that I hope to finish soon.
Regarding the code, some portions are better explained than others, and I had to do a lot of trial and error myself. I have tried to use explanatory names for things I have added myself. From what I understand, a shorter name might speed up execution (depending on your compiler), but imo it should still be possible to make them human readable.
Most of the documentation is scattered around the web, but I found this site to be very useful in understanding the mapformat, even if it isn't up to date: Incoherency.co.uk
The map-size have always been a problem with Cube, I have tried to work around it, but it makes it almost impossible to make an "open world" game. I have some ideas on how to make preloads faster, and use a lot of small maps tilled (like morrowind or half-life), but havent figured out how to make the monsters follow me from one "tile" to another, at least not yet.
I have thought about moving to TheDarkMod's engine, but even thou they have a lot of nice things, it's still a lot of work, so I'll stick with what I have for now, and try to find a way around the shortcomings of Cube2.
But if you ever manage to make a co-op editor for Ogre, I would love to see it, and the function for heightmap generating sounds intriguing, I love math, thou I might not always understand it :-)
sandsound
Sandie joined
Currently working on SabiCube, A single-player total conversion of Cube2-Sauerbraten with focus on adding rpg/adventure elements.