General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12547979 views, last view: 11/05/2024 06:34 |
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for questions, announcements etc.
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Board Index
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#10416: Re: Lack of Ati support |
by darkwade
on 04/24/2008 17:20, refers to #10394
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My problem is not with sauerbraten but with just this newest ver of sauerbraten.
I use to get 60 to 150 fps now I get 12 to 0.
maby 30 with all shaders turned off!
I do agree Onboard graphics suck but this card runs most every thing I throw at it(at least its playable).
Doom3 gets 30+ fps avg high settings 15 on ultra @ 1500 x 800
Quake4 gets 25fps on high till the last level when it craps out at 5 lol(to many moveing parts)
ut2004 as high as it goes not sure but must be around 75 - 120 fps.
GRAW med graphics not sure but runs clean with no pinching or spikes.
Cube not sure the fps is a blur someware in the triple dige.
and as far as I know Its coreclock is 400Mhz(dxDiag + some sort of ubuntu linux system checker) not all that bad for Onboard with 800Mb ram 128 of witch not shared.
I was not meaning to critasize sauerbraten and the hard work being put in to the game to make it look cool.
but is there some way to shut off the latest inprovement beacuse its makeing my game play suck(not just bad fps but a freeze of 30ms then 12 frames and a freeze of 30ms)it looks like a slide show were each slide is its own tv screen.
also the title should be lack of radeon
support beacuse my old desktops ati radeon 9250 has problems too
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#10417: Re: music file |
by jbuk2k7s cookie has gone
on 04/24/2008 17:39, refers to #10415
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http://www2.fanaticalproductions.net:8080/
That's Fanatic (the person who writes Sauer's music)'s website. You can download all of his songs on there.
The Sauerbraten albums are 'Two Minute Warning', 'Sauer Anger', and 'Panexypnos Dimiourgia'.
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#10418: 3DS to MD2 Model conversion |
by LFCTigger
on 04/24/2008 18:28
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Hi to all of you sauerbraten fans.
Sorry to bother you with something that i think, can be of easy solution (hope so).
I'm trying to convert a .3ds model into .md2 model using blender, but I'm not being able to do it.
Can anyone help me on this?
The .3ds model in question are this ones:
http://www.turbosquid.com/FullPreview/Index.cfm/ID/239056
http://www.turbosquid.com/FullPreview/Index.cfm/ID/273235
TurboSquid need login to enter and my email is sended here in the message to for any further contact (that I would gladly accept).
Thanks to you all,
Luís Coutinho
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#10419: Message censored by administrator |
by Deviant Gamer
on 04/25/2008 14:24
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#10420: Re: .. |
by darkwade
on 04/25/2008 15:20, refers to #10419
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yea Crisis is great if you have the money for a 40$ game and a super computer.
I rather not spend my money on a half assed game(because it has just as many bugs as sauerbraten).
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#10421: Re: .. |
by noerrorsfound-on-windows
on 04/26/2008 17:58, refers to #10420
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Sauerbraten has many bugs? I don't notice any, and I've run it on Windows and Linux.
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#10422: Compiling |
by Develop
on 04/27/2008 08:20
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Is there any help compiling the source from scratch?
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#10423: Re: Compiling |
by Quin
on 04/27/2008 14:32, refers to #10422
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Sure is.
http://cube.wikispaces.com/Modding+Guide
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#10424: Running |
by DevelopII
on 04/27/2008 17:05
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Thanks :)
I tried installing the spring version(the latest version I saw) then the two updates, but when I start it it gives me the message, \\\"Could not find core textures\\\"
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#10425: Re: Running |
by tentus_
on 04/27/2008 17:49, refers to #10424
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http://sauerbraten.org/docs/config.html#running_sauerbraten
Be sure that you run the .bat file from the root directory, with the .exe in the /bin directory. Otherwise the exe won't be able to find all the other files it needs to run. To use a simle metaphor, it has got directions that say "drive up a directory, then turn left at /data street, and look for the house named 'crosshair.png'."
To answer a question before it gets asked: yes, you can rename the exe to whatever you want, so long as the batch file has the right name in it. If you're looking to make an addon mod or something, that's actually recommended.
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#10426: Re: Running |
by SheeEttin
on 04/27/2008 22:58, refers to #10424
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Assassin's the most recent. Get the main package (and the patch) here: http://sourceforge.net/project/showfiles.php?group_id=102911
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#10427: Is there any way to make a map outside the game? |
by DevelopII
on 04/28/2008 01:03
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Is there any way to make a map outside the game like Quake III?
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#10428: Re: Is there any way to make a map outside the game? |
by MovingTarget
on 04/28/2008 01:11, refers to #10427
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Don't think so. You can export .obj files with /writeobj, however.
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#10429: Re: Is there any way to make a map outside the game? |
by SheeEttin
on 04/28/2008 01:33, refers to #10428
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I think he means like skyrooms...
http://en.wikipedia.org/wiki/Skybox_%28video_games%29#Advanced_skyboxes
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#10430: .. |
by DevelopII
on 04/28/2008 02:04
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I meant, like Radiant can export .map files, is there a program that can create maps for the cube 2 engine, even if there not modifiable in game?
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#10431: Re: Is there any way to make a map outside the game? |
by MovingTarget
on 04/28/2008 03:34, refers to #10429
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If he had said "Is there any way to make a map outside the *level*", I would have thought the same as you. and @10488, not to my knowledge.
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#10432: Re: .. |
by tentus_
on 04/28/2008 03:34, refers to #10430
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No. The whole point is that it's ingame, and as close to realtime as is possible for a current-gen quality game.
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#10433: Re: .. |
by tman_elite
on 04/28/2008 03:51, refers to #10432
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I personally think it would be cool to have mapmodels be able to act as geometry, allowing you to make more complex maps.
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#10434: Re: .. |
by MovingTarget
on 04/28/2008 04:16, refers to #10433
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If you wanna make more complex maps, download CVS. I personally don't know what the problem with downloading it is around here; when I did it, I had no prior experience at all, and didn't look at any tutorials.
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#10435: Re: Is there any way to make a map outside the game? |
by SheeEttin
on 04/28/2008 05:20, refers to #10431
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I see your point now. Poor reading on my part. :P
On models as geometry, it's certainly possible... the model collision is currently just a box (or is it a cylinder?).
However, you could conceivable make a model non-clipping, and put some clip or geometry inside it to make it collide the way you want. I guess that'd work pretty well, actually.
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