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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12557566 views, last view: 11/06/2024 18:38

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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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#10604: Re: sauerbraten server mod

by MeatROme on 06/02/2008 04:02, refers to #10602

Yes & No :)
Of course there's been a lot more involvement with the server - deciding on health & ammo etc.
But the effect he described (display of health above the head) would "simply" (hehe) require for the client to be aware of the other players health (and/or other stats) at all times.
This is something which isn't currently done in the code ... as I already said - the pickup()-issue was only the first thing that came to mind (because I recently worked on that) - there are quite a number of other places one would have to fix up to allow for all stats to be constantly up-to-date.
I'm not even trying to suggest it will be completely possible without modding the server-side too - but you can definitely come a long way toward the desired result by sticking to "plain" client-side modifications.
For example - the kill/damage/shoot messages (among others) often "bail out" when they find it's nothing to do with "cl.player1" but rather with "cl.players[x]" ... so those cases would have to be extended to also apply to non-local players (fpsent structures).

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#10605: Re: Scripted NPC characters in Sauerbraten?

by MeatROme on 06/02/2008 04:09, refers to #10603

Sorry to say, but there's no AI interactivity implemented in the FPS game .. and AFAIK there never will be.
The singleplayer side of sauerbraten has always been sadly neglected (IMHO) .. well - apart from MitaMan's spectacular episodes! :)
You will have to wait for the RPG to mature some more; I'm sure we will get enough control over NPCs in the end!

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#10606: DDS texture and DXTC support..

by pioj on 06/02/2008 22:30

Hi! I'm trying to add support for DDS texture format, just to improve visual quality of Sauer..

First of all, I'm gonna add the loader within SDL Image part of the source, ok?

Is this project already dead, or are you guys still working on it?

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#10607: Re: DDS texture and DXTC support..

by jbuk2k7s cookie has gone on 06/02/2008 23:16, refers to #10606

How is using DDS going to improve visual quality? We already have support for PNG and can increase texture resolution almost limitlessly (although it is a bit costly).

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#10608: Opening sequence

by Linuxguy.Marshall on 06/03/2008 00:22

I want there to be a movie (if not a movie then a couple splash screens) then a Start menu. How might I do that?

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#10609: Animated Character

by Zizaco on 06/03/2008 15:42

How can i export a fully animated character from 3D studio max 9.0 to Sauerbraten?

How can i export to md3 from max 9?
Is there a fully support for md5 characters in sauerbraten?

Thanks

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#10610: Re: Scripted NPC characters in Sauerbraten?

by rknigh21 on 06/03/2008 20:11, refers to #10603

Hi

You can use the aiclip material to restrict the movements of monsters, and provided they have room to move around that makes them seem quite a bit more “intelligent”, especially with carfull map layout ( see my game the DAM which is a large outdoor sp game see http://www.quadropolis.us/node/1264
).

You can bind a key to launch a menu that is scripted in the cfg file. Also mapmodels can trigger functions in the cfg that do various things. Like start a platform/elevator moving, open doors, pickups, open a menu, etc. These can be combined to allow the player some interaction with the game world.

Platforms (carrying monsters) and teleports can be combined to make a neat monster machine that drops monsters into the players current area.

This takes a bit of work in cube script.

I am working on a map combining all these effects if anyone is interested I will put a demo on quodropolis.

Regards Robin

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#10611: Re: Scripted NPC characters in Sauerbraten?

by rknigh21 on 06/03/2008 23:39, refers to #10603

Hi

You can use the aiclip material to restrict the movements of monsters, and provided they have room to move around that makes them seem quite a bit more “intelligent”, especially with carfull map layout ( see my game the DAM which is a large outdoor sp game see http://www.quadropolis.us/node/1264
).

You can bind a key to launch a menu that is scripted in the cfg file. Also mapmodels can trigger functions in the cfg that do various things. Like start a platform/elevator moving, open doors, pickups, open a menu, etc. These can be combined to allow the player some interaction with the game world.

Platforms (carrying monsters) and teleports can be combined to make a neat monster machine that drops monsters into the players current area.

This takes a bit of work in cube script.

I am working on a map combining all these effects if anyone is interested I will put a demo on quodropolis.

Regards Robin

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