General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12558375 views, last view: 11/07/2024 00:41 |
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#10532: Problem in editing mod |
by SwëetMiserÿ
on 05/18/2008 09:28
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Hey, i've got a really big problem in editing mod.
I've got a lot of coloured lines on my screen ! And they are moving all the time.
Here's a screen :
http://img337.imageshack.us/img337/967/screenshot85889ls9.jpg
Config : Windows Vista Home Premium
Ati Radeon Xpress 1100
Need help, please :)
(Sorry for my english...)
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#10533: .. |
by ACCESS{-}DENIED
on 05/18/2008 09:52
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"NEXT TIME ON WHEN VISTA GO's BAD" We will see the latest bsod in eye popping 3d as well as a section on how badly ATI drivers SUCK :D
stay TUNED FOR MORE INFO
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#10534: Re: Problem in editing mod |
by crich70
on 05/18/2008 10:37, refers to #10532
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I've had something similar happen in edit mode. Usually it's just a matter of being in the wrong spot while trying to edit something (change texture etc.). I've found moving a little bit and making a fresh attempt at whatever I'm trying to edit helps. Or go out of edit mode and then re-enter it again. Sometimes it seems to get stuck when I try to exit edit mode so I press "esc" and when the menu pops up I find that I've become unstuck again. Course I use WinXP rather than Vista but that's what works for me.
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#10535: .. |
by SwëetMiserÿ
on 05/18/2008 16:27
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They are less lines, but they still here.
Maybe i have others things to desactivate ?
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#10536: Re: Default Keys |
by noerrorsfound-on-windows
on 05/18/2008 19:06, refers to #10526
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Command key as in Apple key? http://www.apple.com/keyboard/ I'd simply use my thumb if I needed that.
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#10537: .. |
by SwëetMiserÿ
on 05/18/2008 19:08
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News : the lines appears when the grid is out the screen.
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#10538: Re 10597 |
by ACCESS{-}DENIED
on 05/18/2008 19:13
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update your drivers
http://game.amd.com/us-en/drivers_catalyst.aspx?p=vista32/integrated-vista32
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#10539: .. |
by SwëetMiserÿ
on 05/18/2008 19:15
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I did it yesterday
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#10540: Re: .. |
by Quin
on 05/19/2008 01:54, refers to #10539
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Try turning off or down Catalyst AI.
ATI CC -> 3D -> Catalyst AI -> Disable Catalyst AI
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#10541: Hallo |
by tentus_
on 05/19/2008 18:02
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I've been checking out the new Hallo by Nieb several times over the past few days, and I'm somewhat surprised by the number of missing textures. Here's an abbreviated version of what Sauer mentions:
could not load textures packages\mpsp9\mitaman\mm-concretetrim07a.jpg
packages\mpsp9\mitaman\mm-concretetrim07a_normal.jpg
packages\mpsp9\mitaman\mm-tile38.jpg
packages\mpsp9\mitaman\mm-tile38_normal.jpg
packages\mpsp9\g_pack\g-concrete05.jpg
packages\mpsp9\g_pack\g-concrete05_normal.jpg
packages\mpsp9\mitaman\mm-metalbase1.jpg
packages\mpsp9\mitaman\mm-metalbase1_normal.jpg
packages\mpsp9\mitaman\mm-metalbase3.jpg
packages\mpsp9\mitaman\mm-metalbase3_normal.jpg
packages\mpsp9\mitaman\mm-roadattribute07a.jpg
packages\mpsp9\mitaman\mm-roadattribute07a_normal.jpg
I like the map a lot, but the missing textures kill me. I also feel like theres a few other weird bugs, like getting on the cathedral roof and the rock walls around the map being extremely "stretchy", but as a whole it seems like a great map, and I'd like to see it fully textured!
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#10542: Re: Hallo |
by mitaman1
on 05/19/2008 18:47, refers to #10541
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Hello tentus,
Those textures are from my mpsp9 map pack released on QUAD in March 08. You would need to download the map pack for the textures.
As a side note, mpsp9 (and mpsp10) will be part of the next sauer release. Aard had asked me to repackage the textures into directories different from the original mpsp9 Quad release. There will also be a new "packages.cfg" that makes it easy to use my textures in any map.
Sorry for the confusion, but I released the map pack before it was confirmed my stuff would be included in a sauer release.
I bet that's where the problem is.
MitaMAN
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#10543: Re: .. |
by SwëetMiserÿ
on 05/19/2008 18:49, refers to #10540
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Nothing happens
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#10544: Re: .. |
by Quin
on 05/20/2008 01:11, refers to #10543
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Then try settings all 3D settings at their lowest settings, and see if that helps.
Really, you're not gonna get much from an integrated chipset though, so you may have no luck at all and just have to live with it (or, as much as it sucks to hear it, get a better video card).
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#10545: Vel9 Studios - Game Audio |
by levani
on 05/20/2008 02:35
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Hey guys, sorry if this is in the wrong section. I am a composer seeking to work with ambitious individuals and/or teams who are dedicated and would like to add custom audio to their project. Projects of any size--trailers, demos, or long-term projects--are welcome.
my portfolio and demo can be seen here:
http://www.vel9studios.com
Thanks for your time,
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#10546: Compiling |
by danieltheslayer
on 05/20/2008 19:47
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I compiled the source with Code::Blocks and everything went fine. I followed the instructions as the wiki said. But, when I made the newly compiled release into a bach filet (by typing .bat), I need to move all the dlls into that directory. Then odd stuff happened when I was testing the singleplayer game. The monsters run animation didn\\\\\\\'t always show, and sometimes they were jumping and /not/ coming back down until I shot them or they spotted me. Is this normal or did I do something worng? All I did to the source was change weapon ammo/damage and the creature\\\\\\\'s stats.
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#10547: Re: Compiling |
by Quin
on 05/20/2008 20:02, refers to #10546
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I'm not quite following what you did when you say you made the compiled release into a batch file. You don't rename the EXE to a BAT, and the EXE should be in the "bin\" directory along with the DLL files, you don't move the DLL's. The BAT is executed from the Sauerbraten directory.
The animation problem is a known issue with the version of GCC bundled with the stable release of Code::Blocks' MingW. Either use MSVC, or upgrade the MingW files in your Code::Blocks install.
As for the rest, you should probably understand what you're doing a bit more before changing values in the source code. I can't say what exactly is wrong, because I don't know what you changed, and we don't exactly provide support for modifications that you make.
Please revert your source back to the original and build it again to see if it still happens. I understand people like to experiment and play with the code, but when you change the source you're accepting sole responsibility for any undesired results.
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#10548: Graphiccard not supported |
by Possible
on 05/20/2008 22:11
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Hi,
Sauerbraten doesn't work with my ATI Radeon HD 3850 AGP. It has a special Driver the Catalyst 8.4 with the Hotfix.Here is a Sreenshot:
http://www.siteupload.de/p755982-sauerbadJPG.html
My Question is now.
Can You fix that?
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#10549: .. |
by ACCESS{-}DENIED
on 05/20/2008 22:20
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your drive is not properly installed man uninstall the driver via the device manger
and reinstall it
and for the record I don't care wat other games run or don't run YOUR DRIVER IS NOT INSTALLED RIGHT is a issue with the driver not sauerbraten get driver here
http://ati.amd.com/support/driver.html
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#10550: Re: Compiling |
by danieltheslayer
on 05/21/2008 08:30, refers to #10547
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I said, all I did was change the ammo max, ammo pick ups, weapon damage, and crature health and loyalties. pretty much things that don\'t affect the game much. I\'ll update my MinGW for Code::Blocks and recompile and see what happens.
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#10551: Re: .. |
by Quin
on 05/21/2008 11:49, refers to #10549
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If ATI Catalyst Control Center starts (which I assume because they are actually able to change the settings), the driver is installed correctly.
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