General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12549637 views, last view: 11/05/2024 10:30 |
|
for questions, announcements etc.
|
|
Board Index
|
|
#10290: Re: HELP NEEDED big time!!! |
by Julius
on 03/25/2008 22:13, refers to #10287
|
|
"One part of Sauerbraten that I dislike myself is the license. Or rather, licenses. Many of the coremost gamedata isn\'t in a too well \'moddable\' license, which means that if anyone wants to make a mod of Sauer, they will need to redo or reimplement a lot of content. Is there perhaps any chance that the IronSnout can be licensed under a license that allows redistribution as part of something else (either an entirely different project, or a sauerbraten-derived project)? That would be really awesome indeed, although I ofcourse respect the authors of said data if they would rather not have something like that happening..."
Restrictive art licenses are actually a if not the core problem of open-source game projects since quite some time.
It's getting a bit better lately but there are still way to many unfree projects out there :(
oh and:
freegamearts.tuxfamily.org
plus
www.freegamedev.net
:p
reply to this message
|
|
#10291: Lego beta... er something with lego stuff |
by Poopface
on 03/26/2008 02:34
|
|
Hi guys iv been editing a lot more than playing so id like to ask a question about a good editing idea. Here is a link to what looks like a beta or something of cube 2
http://sauerbraten.sourceforge.net/screenshots4.html
... scroll down to the \"Lego\" picture and take a look at it.. different eh? Then the one below it. Hope fully someone can here can get the \"beta\" or data for for those textures cause I dont feel like ding it myself
reply to this message
|
|
#10292: Re: HELP NEEDED big time!!! |
by x0220
on 03/26/2008 03:13, refers to #10289
|
|
ok enough with grammer and yes i have done research for about two years and i have been looking at different engines and i found a really good one at theganecreators.com where u can save it as an .exe and then i bought a software that converts .exe's into shockwave. but thankyou for your help and many critisims but your all right i wont be taken seriously, thankyou for opening my eyes
reply to this message
|
|
#10293: Re: Lego beta... er something with lego stuff |
by Oh No Ghost!
on 03/26/2008 04:01, refers to #10291
|
|
That map is in an older version of Sauer- 06 or so. Go onto the sourceforge site and download it, you shouldn't have too much trouble finding the textures in the Packages file.
reply to this message
|
|
#10294: Regen Capture Flags |
by Zoozie
on 03/26/2008 21:10
|
|
i have a map ready, almost done it just needs some regen capture flags.... how do i make them?
pls help
reply to this message
|
|
#10295: Re: Regen Capture Flags |
by SheeEttin
on 03/26/2008 21:31, refers to #10294
|
|
/newent base
Didn't occur to you to look at other maps with flags?
reply to this message
|
|
#10296: Particles |
by }NP{Zantik
on 03/27/2008 04:13
|
|
ok i know that in sauerbraten you can use 3 diffrent particles but how do you make fancier ones? i wanna know like today or tommorow or just contact me at the np website or this thread but i wanna know!
reply to this message
|
|
#10297: Re: Particles |
by demosthenes
on 03/27/2008 06:07, refers to #10296
|
|
You might try this: http://www.quadropolis.us/node/1005
reply to this message
|
|
#10298: Specular Map Problems |
by Xannin.
on 03/27/2008 07:33
|
|
Hey, I'm having problems getting a specular map I've created to work. When I load it up in game, it seems to have no effect on the specularity of the texture. It is just as shiny as if I used an all white spec map.
This is how I have it defined in the cfg:
setshader bumpspecmapparallaxworld
texture 0 xannin/pillar_0.png 0 0 0 .0625
texture n xannin/pillar_n.png 0 0 0 .0625
texture s xannin/pillar_s.jpeg 0 0 0 .0625
texture z xannin/pillar_z.png 0 0 0 .0625
Is there something wrong with my cfg or am I just completely missing something?
Thanks
reply to this message
|
|
#10299: Re: Specular Map Problems |
by Hirato Kirata
on 03/27/2008 09:48, refers to #10298
|
|
you can try to raise the scale for one, setting it to such a low value will make it extremely small. and no, you're NOT missing anything. but you have to keep in mind, that you need to calculate lightmaps before it's even visible.
so can you type /calclight 3, and increase the scale to say 0.25 instead of keeping it at 0.0625
~Hriato Kirata
reply to this message
|
|
#10300: Re: Specular Map Problems |
by Xannin.
on 03/27/2008 19:47, refers to #10299
|
|
The scale is so small because I was testing to see how much of a performance loss you get from textures (512x512) when put on a small sized cube.
I rewrote the cfg and got it to work, so I'm guessing I had mistyped the name of the texture or something like that.
Thanks for the help.
reply to this message
|
|
#10301: Sauerbraten error |
by Coincoll12
on 03/27/2008 23:54
|
|
Every time i click e to edit maps, it gives me this error... what does it meen?
Sauerbraten Win32 Exeption: 0xc0000005 [0x195232f0]
Please help!
-Dillon
reply to this message
|
|
#10302: hey read this |
by x0220
on 03/28/2008 04:53
|
|
do you want to make fps and beable to save it as an .exe and then sell it!!
go here (http://www.fpscreator.com)
reply to this message
|
|
#10303: Re: hey read this |
by MovingTarget
on 03/28/2008 05:12, refers to #10302
|
|
And who says you can't do that with the Cube 2 Engine?
reply to this message
|
|
#10304: Re: hey read this |
by tentus_
on 03/28/2008 05:26, refers to #10302
|
|
I kinda feel like I'm violating the unspoken "nothing productive to say, don't say anything" rule, but eh.
Guess what? You can compile the Sauer engine as an exe (gasp!) and sell it too! Without having to spend any money! It's a revolution in economics!
*serious now*
If you take a look at it in terms of paying for what you get, Sauer's got FPS creator trumped in almost every regard (being free carries a lot of weight in these kind of equations). The fact of the matter is, if you're willing to spend the same money they're asking for, you'll be able to get a lot more out of the Sauer community. There's a lot of content that can be used for commercial use if you just take the time to ask the author, and in situations where the content doesn't already exist, it'd be pretty easy to hire some of us. Heck, for 20 USD I'd spend an afternoon making you some models, tailored to your specific wants. I can't speak for dot3labs' prices, but from what I understand it's pretty reasonable, and they'll make the engine work specifically how you need it to.
OK, enough blathering from me.
reply to this message
|
|
#10305: Sauerbraten - "could not find core textures" |
by ej159
on 03/28/2008 13:24
|
|
I just ran the patch-2007-12-27_win32_setup to update Sauerbraten and now it doesn't work giving a dialog box saying "could not find core textures" and I get this with it:
"init: sdl
init: enet
init: video: mode
init: video: misc
init: gl
Renderer: RADEON X850 XT x86 (ATI Technologies Inc.)
Driver: 2.0.6956 WinXP Release
WARNING: ATI cards may show garbage in skybox. (use "/ati_skybox_bug 1" to fix)
Rendering using the OpenGL 1.5 GLSL shader path.
WARNING: Non-power-of-two textures not supported!
could not load texture data\notexture.png
could not find core textures"
It worked perfectly before I tried to patch it. I'm running windows xp pro x64 and have an Ati X850.
What can I do to fix it?
Thanks
reply to this message
|
|
#10306: Re: Sauerbraten - "could not find core textures" |
by Megagun_0
on 03/28/2008 17:46, refers to #10305
|
|
Don't run sauerbraten.exe in the BIN folder.
Run the .bat file in the 'root' Sauerbraten folder.
reply to this message
|
|
#10307: Re: Sauerbraten - "could not find core textures" |
by jbuk2k7s cookie has gone
on 03/28/2008 17:46, refers to #10305
|
|
Run the 'sauerbraten.bat' file in the main Sauerbraten directory.
(What that error actually means is that the exe is being run inside the 'bin' subdirectory instead of in the the root Sauerbraten directory.)
reply to this message
|
|
#10308: Re: Sauerbraten - "could not find core textures" |
by jbuk2k7s cookie has gone
on 03/28/2008 17:47, refers to #10307
|
|
Gah too slow :P.
reply to this message
|
|
#10309: Re: hey read this |
by KillHour_
on 03/28/2008 23:07, refers to #10304
|
|
You do realize this is just spam, right?
reply to this message
|
|
|
Board Index
|
|