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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12531197 views, last view: 11/02/2024 13:21

for questions, announcements etc.

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#10584: cstat, qstat\'ish tool for Cube and Cube engine 2 games

by noisyb on 05/28/2008 23:02

cstat is a tool to gather real-time statistics from Cube and Cube engine 2 game servers

supported games are Cube, Sauerbraten, AssaultCube and Blood Frontier

http://cstat.y7.ath.cx

:)

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#10585: Re: ..

by JadeMatrix on 05/29/2008 03:46, refers to #10581

Meh, I was just over-stressing it as a general rule.

But that makes me think: is Sauer able to recognize full Unicode (8 and/or 16 bit), or just a select set of symbols?

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#10586: Re: need help adding maps

by tentus_ on 05/29/2008 04:27, refers to #10583

It's worth mentioning that Sauer itself knows all of the maps in the /base directory. Type /map and the first letter of your map's name, and then hit tab until the autocomplete brings it up. It's very useful for when you're dealing with a map named in a language other than your first language.

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#10587: Re: need help adding maps

by SheeEttin on 05/29/2008 04:30, refers to #10586

Or made by a guy named BlikjeBier. ;)

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#10588: cstat 0.5.2 released

by noisyb on 05/30/2008 23:24

i did some small code cleanups and added an example how to embed the XML output of cstat into a internet site using PHP

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#10589: cstat 0.5.2 released (2)

by noisyb on 05/30/2008 23:24

http://cstat.y7.ath.cx

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#10590: mouse wheel

by Redon on 05/31/2008 12:11

i have a problem, when i want to change the weapon by using the mouse wheel the console says "unknown command: delta_game_3"
plz help me :O

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#10591: ..

by Redon on 05/31/2008 12:11

uh? now it says "unknown command: delta_game_0"

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#10592: ..

by Redon on 05/31/2008 14:43

i already did and it worked, but why didnt it work anymore and isnt there another way to fix it?

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#10593: ..

by apflstrudl on 05/31/2008 21:42

remove the lines
bind MOUSE4 ...
bind MOUSE5 ...
out of the config. I think that should work too

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#10594: sauerbraten anti-cheats ?

by Vladi on 05/31/2008 21:50

I now that sauer is open source, and its really easy for some programmers to recompile it with cheats in. I`m running my own server and sometimes i see people flying, having eternal life, using always quad etc. The question is - is there a way to get rid of cheaters, or at least easy identify them (i know - some people are just very good) - maybe to see how much armor, health and damage one have.
Thanks in advice.

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#10595: Re: sauerbraten anti-cheats ?

by SheeEttin on 05/31/2008 22:08, refers to #10594

Last I heard, health and ammo were handled server-side, so it's not possible to cheat in respect to those. (I've never really read the server code, so I don't know.)

As for an always-on Quad, that can be easily fixed by watching the player(s) with the Quad and kick(bann)ing them if the have it for longer than they're supposed to (say, more than four seconds over the max).
Don't know how possible that is with the current server code, though; as I said, I've never really read it.

Of course, you could always just kickban them or note their IP address and ban it.

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#10596: Re: sauerbraten anti-cheats ?

by Mr.Piddly 00000001 on 06/01/2008 02:00, refers to #10595

Players can always just modify the maps to give themselves huge advantages. You cannot add extra items, but players can capture bases from inside walls or add jumppads everywhere.

Since this is really easy, I think it is more widespread than editing the source.

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#10597: switches/doors/triggers

by Somerandom17 on 06/01/2008 05:08

I cant seem to figure out how to make a switch trigger a door to open can anyone help me with this problem?

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#10598: ..

by ACCESS-GRANTED on 06/01/2008 06:15

you can't online triggers don't work online on in sp :(

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#10599: Re: switches/doors/triggers

by MeatROme on 06/01/2008 11:15, refers to #10597

As "Access-Granted" said : triggers only work in SP (singleplayer) .. not MP (multiplayer).
If you need some help on setting them up - try "/sp door_demo" and check out what the entities are rigged up like via edittoggle and inspection of the door-mapmodels attributes and the trigger attributes ... reading the manual along-side to make sense of the numbers ;-)
see docs/editref.html and look into all the bits about triggers/mmodel (mapmodels).

HTH

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#10600: sauerbraten server mod

by Linux Fan on 06/01/2008 13:56

Hi there!
I searched Google, but can`t find anything that i could add to my server to see the health of all players connected to my server. I thing this will be a good start point for anti-cheat campaign, because i`m sick of them.
The question is - how to make the health points appear over the head of everyone connected? Is it possible to make the same for the armor and ammos?
Thanks in advice!

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#10601: Re: sauerbraten server mod

by MeatROme on 06/01/2008 18:13, refers to #10600

One thing came to mind straight-away:
You would need to keep track of all changes to other players stats .. e.g. currently pickup() only handles player1 .. make it work for player[n] too .. that's client-side though.
Same goes for pain/damage functions and ... well anything that's done to the player1-fpsent.

Server changes might be required too .. but that'd make your MOD completely incompatible with vanilla sauerbraten.

I'd suggest you try to keep it client-side for starters - publish it on quadropolis (at least a node linking to whatever CVS/SVN/?? you're gonna be using) and see what feedback you get :)

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#10602: Re: sauerbraten server mod

by SheeEttin on 06/01/2008 18:22, refers to #10601

Well... Is health not handled sever-side?

I think his intention is to oversee his server, rather than display everyone's health in-game to everyone.

If health is server-side, I think it'd be trivial to check everyone's health and put it somewhere you could look at it (e.g. stdout).

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#10603: Scripted NPC characters in Sauerbraten?

by WolfR on 06/01/2008 20:25

I spent the last weeks experimenting with this incredible game development system (my sincerest admiration to Wouter!) and tried to learn as much as possible. I made a couple of test maps and some models; I also investigated the script language.

There seem to be a lot of possibilities and many things you can do with this engine. However, what I am really missing is the opportunity to include some scripted NPCs (with or without AI) - not just "dumb" monsters. As soon as you want to make a bit more than just "shoot-em-ups" (nothing wrong with that, of course) you really need some interaction with characters and/or mapmodels.

Maybe I have overlooked something obvious? Can something like this be done? (Seems an important feature to me, and I wonder why it isn't implemented!)

I realize that RPGs will be implemented in Eisenstern - however this project is still in its very eraly stages.

Has anybody got some ideas?

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