General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12534232 views, last view: 11/02/2024 21:23 |
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#10380: Re: TEXT PROBLEM |
by MeatROme
on 04/12/2008 11:43, refers to #10374
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remove your config.cfg to eliminate your alias-gone-awry!
see : http://cube.wikispaces.com/FAQ#toc4
BTW: the correct form to bind would've been:
bind T [say Hello!]
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#10381: .. |
by 10hijop10
on 04/12/2008 15:06
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hello, if i make my one map and i whnna have a green light what i have too do than???
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#10382: Message censored by administrator |
by 10hijop10
on 04/12/2008 15:06
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#10383: Re: .. |
by tentus_
on 04/12/2008 18:05, refers to #10381
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Quoted from http://sauerbraten.org/docs/editref.html#_light_
"light" radius r g b
If G and B are 0 the R value will be taken as brightness for a white light. A good radius for a small wall light is 64, for a middle sized room 128... for a sun probably more like 1000. Lights with a radius of 0 do not attenuate and may be more appropriate for simulating sunlight or ambient light; however, this comes at the cost of slightly greater map file sizes. See the lighting commands for an indepth list of all lighting related commands.
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#10384: Multiplayer crashing |
by k7991
on 04/13/2008 03:08
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When i try to do anything related to connecting to someone else in the multiplayer menu (for example, Selecting "update from master server"), the game crashes, is there any reason for this? My PC isn't very good but it otherwise runs the game at quite a good framerate.
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#10385: Re: Multiplayer crashing |
by tentus_
on 04/13/2008 05:16, refers to #10384
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Please provide all the details you can on your machine and setup. What version of Sauer, what OS you're using, etc all help us figure out your problem faster.
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#10386: EisenStern Scripting |
by Xannin.
on 04/13/2008 05:57
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I've been trying to make a spell in EisenStern that, once it hits its target, will do damage over a period of time. Essentially its a poison spell.
Here is the action associated with the spell:
r_lastingdamage = [
damage = (r_get_damage)
r_pop
loop i 20 [
r_applydamage (div (* $damage $arg1) 100)
sleep 2000
]
]
The problem I'm having is that the sleep command doesn't appear to execute. What I get is 7 damage, 20 times, all at the same time. Am I using the sleep command correctly? If I am does anyone see what is wrong?
Thanks
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#10387: Re: EisenStern Scripting |
by jbuk2k7s cookie has gone
on 04/13/2008 20:42, refers to #10386
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I'm no expert with cubescript, but maybe swap the 'sleep 2000' and the 'r_applydamage...' lines around?
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#10388: .. |
by apflstrudl
on 04/13/2008 21:07
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sleeps in loops don't work. a sleep command normally works like this:
sleep 2000 [<command>]
you could do this:
r_lastingdamage = [
damage = (r_get_damage)
r_pop
count = 0
damage_apply = [
r_applydamage (div (* $damage $arg1) 100)
count = (+ $count 1)
if (< $count 20) [
sleep 2000 [ r_applydamage ]
]
]
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#10389: Re: .. |
by Xannin.
on 04/15/2008 06:27, refers to #10388
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Thanks for the help, however, I'm ditching the idea because there are way too many problems to work out.
I'm not sure why but when I tried your suggestion nothing happened. No damage was applied and the creature did not turn hostile.
It seems that there is a problem with having r_applydamage (div (* $damage $arg1) 100) inside another statement. I think for some reason it is unable to find $damage or $arg1.
I tried something like this to see if it would work at all:
sleep 750 [ r_applydamage (div (* 7 100) 100) ]
sleep 750 [ r_applydamage (div (* 7 100) 100) ]
sleep 750 [ r_applydamage (div (* 7 100) 100) ]
and so on...
with this, there is a wait and then all the damage is applied at the same time.
The biggest problem, thought, is that if the creature attacks you before it takes the damage, I think it puts you on top of the "stack" and you take all the damage. So any time something attacked me before it took damage, I took the 140 damage.
Thanks anyway, I think I'm just going to try to keep it simple.
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#10390: Music in sauerbraten |
by Deever
on 04/17/2008 18:08
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Hi folks!
Where is the music played in sauerbraten saved and how can i extract it? I'd like to listen to it on my work...
Greetings,
/dev
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#10391: Re: Music in sauerbraten |
by jbuk2k7s cookie has gone
on 04/17/2008 18:25, refers to #10390
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packages/fanatic
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#10392: Lack of Ati support |
by darkwade
on 04/19/2008 06:59
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In the last vershion of sauerbraten my edit mode was messed up with random lines everyware.
now in the assassin editon I get lower FPS with freez spikes.
Is there a patch for this problem?
any Ideas to help with this problem?
I hope they have better ATi radeon suppport in later releses.
2.2GHZ turion
Ati Radion 1100 latest drivers
2GHZ ram
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#10393: Re: Lack of Ati support |
by darkwade
on 04/19/2008 07:00, refers to #10392
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im tired sory 2Gb ram
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#10394: Re: Lack of Ati support |
by jbuk2k7s cookie has gone
on 04/19/2008 13:22, refers to #10393
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What is an 'ATi Radeon 1100'? I've never even heard of one of those.
Oh. Quick google reveals that it's an integrated chipset, so you're never going to get much performance at all.
Also, the ATi support is fine. All -real- cards work without hiccups, and the latest CVS has also developed a fix for the evil 'sparklies' which have plagued ATi cards on sauerbraten for ages.
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#10395: Re: .. |
by jbuk2k7s cookie has gone
on 04/19/2008 19:29, refers to #10395
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He's on a laptop though. Basically he's screwed.
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#10395: Player Speed |
by tman_elite
on 04/20/2008 04:29
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I'm working on a mod (mostly just for my own pleasure. Don't worry, I read all the liscenses and stuff, and I expect to do all of the work myself.) There are just a few things I'd like to know:
Is there a (simple) way to change the code so that the player speed is taken from a cfg file, instead of just being a concrete number? Or, an alternative, is there a way to have triggers disable movement (temporarily)?
My mod is mostly singleplayer, and in some levels you fight monsters and in some you fight robots. I tried disabling blood (for levels with robots) in the map config but it says something like "cannot override persistant variable." Any ideas?
Is there a way to have a trigger activated at the end of a level (after you kill the last monster)?
Any suggestions would be appreciated. I'll probably come up with a few more questions later.
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#10396: Re: Player Speed |
by SheeEttin
on 04/20/2008 04:54, refers to #10395
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It's certainly possible to freeze the player. Just look at the /taunt command and rip some of it out and use in in (e.g.) a /killmovement command.
For disabling blood, you'll find "IVARP(blood, 0, 1, 1);" in fpsgame/weapon.h (line 268ish). Just change that to "IVAR(...);" and it should work fine.
It might also be possible to change the blood texture (e.g. to transparent) if the above doesn't work.
As for a trigger activated after killing all monsters, you can certainly do that in the source. (Just poke around in fpsgame/monster.h, start from the bit about "only %d monster%s remaining".)
For CFG-only, you'd have to set up a button that you could only get to at the end.
Or you could create a new read-only var called monremaining or something, and only let the button work if monremaining == 1.
I should probably be going to bed, though...
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#10397: Re: Player Speed |
by tman_elite
on 04/20/2008 05:30, refers to #10396
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Thanks for the tips. I looked for the taunt command a little but I couldn't find it. I'll try again tomorrow. As for the blood thing, nothing really changed, but I'll try to recompile using the "clean" thing, because sometimes changes don't seem to work unless you do that (in my experience, at least.) I'll look into the code for the monsters thing tomorrow as well.
As for now, it's off to bed for me. Thanks again for the help.
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#10398: Re: Player Speed |
by yetanotherdemosthenescomputer
on 04/20/2008 06:35, refers to #10397
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For the blood, you might have to change one of the ones to a zero, because I think one is the default value and the other two are the range.
Am I right, code experts?
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