General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12554782 views, last view: 11/05/2024 22:28 |
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for questions, announcements etc.
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#10249: Sepultura? |
by djGentoo
on 03/15/2008 09:52
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I just noticed there\'s a song by the Brazilian thrash-metal band called \"Ratamahatta\". Sound familiar to anyone?
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#10250: new ban faggot |
by Deo Favente
on 03/15/2008 17:19
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theres a new ban faggot banning everyone from all the servers named something like blazey. erase your ban lists
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#10251: Getting strange errors when starting o0 |
by n1cK
on 03/15/2008 20:14
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Hi,
after all those exciting screenshots i downloaded sauerbraten - and guess what: it doesn't start (i've got the newest (K)ubuntu, intel cpu and nvidia 8600) check this out:
root@n1ck-desktop:/media/sdb3/sauerbraten# ./sauerbraten_unix -w1280 -h1024
Using home directory: /root/.sauerbraten
init: sdl
Xlib: connection to ":0.0" refused by server
Xlib: No protocol specified
Xlib: connection to ":0.0" refused by server
Xlib: No protocol specified
---------------------- DirectFB v0.9.25 ---------------------
(c) 2000-2002 convergence integrated media GmbH
(c) 2002-2004 convergence GmbH
-----------------------------------------------------------
(*) DirectFB/Core: Single Application Core. (2007-08-07 19:21)
(*) Direct/Memcpy: Using MMX optimized memcpy()
(!) Direct/Util: opening '/dev/fb0' and '/dev/fb/0' failed
--> No such file or directory
(!) DirectFB/FBDev: Error opening framebuffer device!
(!) DirectFB/FBDev: Use 'fbdev' option or set FRAMEBUFFER environment variable.
(!) DirectFB/Core: Could not initialize 'system' core!
--> Initialization error!
Unable to initialize SDL: DirectFBCreate: Initialization error!
what the... ?
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#10252: Re: Shader Help? |
by demosthenes
on 03/15/2008 23:06, refers to #10233
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Hey, would still appreciate a little help with a shader, as mentioned in post #10285.
:)
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#10253: Re: Shader Help? |
by MovingTarget
on 03/15/2008 23:44, refers to #10252
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I seriously need to learn shaders myself. I'm working on GLSL, but I'm assuming you're working in ARB. I still can't figure out what glsltest does yet though :-)
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#10254: Texture Quality |
by jjsailors
on 03/16/2008 02:02
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Hey--in an earlier version of Sauerbraten I made a map that includes textures that look like advertisements (trying to make things look a little more life-like with ads for energy drinks, etc).
In that version, the text in the "ad" showed up fine when I played, but since upgrading to the newest version, the text is quite blurry and now it can't really be read.
Any ideas on what I might be able to do to sharpen it up?
Even some help on the largest size/resolution jpg that can be used as a texture would be helpful.
Thanks much!
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#10255: Re: Shader Help? |
by demosthenes
on 03/16/2008 02:31, refers to #10253
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Yeah, working in ARB. The problem is that I have something that *should* work, but it doesn't. I can't get anything inside the copied bloom shaders to turn stuff green, unfortunately.
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#10256: Re: Shader Help? |
by a`baby`rabbit
on 03/16/2008 05:09, refers to #10255
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bah - using latest cvs...
to the final 3rd of the shader added commented lines
....
] (+ $i 1)
])
MUL bloom.rb, bloom, 0.5; // less red and blue
MOV sample.rb, 0; //green only
MAD result.color, bloom, program.env[0].x, sample;
END
]
]
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#10257: Re: Shader Help? |
by demosthenes
on 03/16/2008 05:42, refers to #10256
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Thank you!
I now galumph off to see if that works as I wish it to, and modify if it does not. :)
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#10258: Re: Shader Help? |
by demosthenes
on 03/16/2008 05:58, refers to #10256
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That worked, though I tweaked the multiplication all the way down to 0.1, 'cause too much color was still getting in. I wish I could exclude rb values in that where the g value is greater than or equal to the rb value, but this works well enough.
With that modification, a bloom of 200 gives approximately the feel I was looking for. Thanks again! :)
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#10259: scripting seems very touchy to formatting... |
by SwissCheese
on 03/16/2008 13:55
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Seems like you have to make sure you get the '[' ']' placement right or your scripts/binds will fail. Almost like the software doesn't like carriage-returns/line-feeds in certain places. At least for me on Ubuntu Linux using mousepad.
doesn't work:
if ( some comparison)
[
code
]
does work:
if ( some comparison) [
code
]
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#10260: Can the cube 2 engine be scripted to run an rts game |
by Grimreaper1050
on 03/17/2008 01:13
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Can the basic mechanics of the game be changed, so that the fps style shooting will be replaced by the large-scale warefare. Mostly will the ai be able to transition for the small scale indivdual shooting to large tactics such as Flanking, ambushes, and such.
Will you please supply me with the answer.
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#10261: Re: Can the cube 2 engine be scripted to run an rts game |
by MovingTarget
on 03/17/2008 01:27, refers to #10260
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You can do pretty much anything with the Cube 2 Engine (it's an engine, *not* a game). While making those kinds of modifications will be extremely difficult, it is possible.
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#10262: Calling the Engine form an External Lib? |
by bigsofty
on 03/17/2008 01:37
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Hi,
I would like to use the engine with a different language. Is it possible to compile it into a linkable fileformat, ala DLL, .so, etc...?
Many thanks for any info,
Ian
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#10263: Re: Calling the Engine form an External Lib? |
by MovingTarget
on 03/17/2008 02:35, refers to #10262
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Yes, it's possible. If you were going to use just the engine, and not Sauerbraten, you'd need to remove all fpsgame and rpggame files from the project, but after that, just change the build target to a shared library instead of a console application (I think).
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#10264: Re: Calling the Engine form an External Lib? |
by MovingTarget
on 03/17/2008 02:48, refers to #10263
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Will you please disregard my earlier post. I wasn't thinking correctly for some reason :D
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#10265: Perfectionism |
by tentus_
on 03/17/2008 05:42
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http://www.escapistmagazine.com/articles/view/editorials/gamedesignsketchbook/3018-Game-Design-Sketchbook-Perfectionism
This little article and demo that might interest a number of you.
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#10266: Re: Perfectionism |
by SheeEttin
on 03/17/2008 20:21, refers to #10265
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Oh god, I can't stand that feeling... I get it all the time, especially when mapping. There's always just ONE MORE LITTLE BITTY THING that just NEEDS to be done.
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#10267: .. |
by Julius
on 03/18/2008 16:33
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http://www.insomniacgames.com/tech/articles/0308/files/progressive_mesh.pdf
maybe this could be of use for implementing automatic model LODs?
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#10268: Re: Perfectionism |
by IllvilJa
on 03/18/2008 18:41, refers to #10266
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Actually, I just felt the opposite with one (probably quite crappy) map I've created. Nothing more SHOULD be improved... it is OK as it is (probably not, as the detail is far excessive for old, relatively low-end hardware).
Or to put it another way... if I decide to add YET another aspect to the map or design principle/convenion to implement all over the place THEN I open up a veritable can of worms of changes that need to be done "everywhere".
Kinda like of reaching a point of picking "all more or nothing more" and deciding to pick "nothing".
(As an example of such a step of improvment one does not want to take too lightly is to add that black/yellow-striped kind of warning paint at the ends of platforms and other places where the player might fall over. If added at one place on the map, one is compelled to add it at ALL platform edges. Another example: "oh my, my houses does not have any chimneys! Should I add chimneys to each of them our should I just take two aspirin and forget about the concept?")
Then of course it helps to be a minimalist who has the ultimate goal of squeezing all the map data (and model data) into a video RAM of 2MB. With those limits the question is rather, what aspect of the damn map should I REMOVE (and make sure to remove from EVERYWHERE)...
(Minimalism is nice. It gives you the illusion of saving time ;-) )
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