General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12555151 views, last view: 11/06/2024 00:48 |
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#10601: Re: sauerbraten server mod |
by MeatROme
on 06/01/2008 18:13, refers to #10600
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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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#10612: Sauerbraten is stuck in Fullscreen! |
by Shale
on 06/04/2008 02:47
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I want to make Sauer windowed.
I uncheck the FS option in the menu.
It tells me I need to use /t.
So I type /t.
Nothing happens.
Any suggestions?
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#10613: Re: Sauerbraten is stuck in Fullscreen! |
by Hirato Kirata
on 06/04/2008 03:18, refers to #10612
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it's far more like to say -t, and that's what you're meant to use when you start it up.
I'm assuming you're on windows, so jsut go to the sauerbraten directory and open the start up script with notepad, and add a -t in there somewhere
still don't know what I'm talking about, then I'm not the one to help you.. but I think you'll find the situation is much improved in CVS, and definitely the next release
~Hirato Kirata
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#10614: .. |
by princeoftheburb
on 06/04/2008 08:31
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would i be able to use my xbox 360 controller to play?
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#10615: Re: .. |
by tman_elite
on 06/04/2008 13:10, refers to #10614
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I doubt you'd want to, because using a mouse to aim is a lot easier. I'm not sure if you can hook up xbox 360 controllers to your computer, but if you can I think there's a joystick mod on quadropolis.
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#10616: .. |
by SheeEttin
on 06/04/2008 23:34
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Not sure if this is a problem with Sauer or not (I did some major messing with my X server recently) so I'm posting it here...
I have an ATI Radeon X1600 Pro.
Since yesterday, whenever I start up Sauerbraten, I get this:
http://i31.tinypic.com/10f5a53.png
It appears to me that somewhere, all but one part (pixel?) of the texture is being discarded, and that's being used for the whole thing. This applies to all maps.
As you can (kind of) see, models are all black, and the playermodel (at least mrfixit) is invisible. (hudguns and vweaps are still visible.)
The only startup message that I can see that's odd is a complaint about not having a vertex_buffer_object extension, which apparently is important.
Everything works if I use -f0 (everything that normally works in -f0, anyway). Also, when I use -f0, I get a warning about using the ATI texgen bug workaround.
Additionally, glxinfo | grep direct returns "direct rendering: No (If you want to find out why, try setting LIBGL_DEBUG=verbose)", though everything else claims direct rendering is working. (I also don't know what to do after setting LIBGL_DEBUG, so I can't try that path).
I've tried reinstalling/upgrading my graphics driver (fglrx), reinstalling Mesa packages, and a few other things, but to no avail.
Any suggestions?
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#10617: Re: .. |
by SheeEttin
on 06/04/2008 23:45, refers to #10617
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Renderer: Radeon X1600 Series (ATI Technologies Inc.)
Driver: 1.4 (2.1.7537 Release)
This matches the driver I have installed.
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#10618: Re: .. |
by SheeEttin
on 06/05/2008 04:15, refers to #10618
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Problem solved. Looks like even though I did "make uninstall" for everything I was messing with, some OpenGL libraries got left in /usr/local/lib (when the ones it needed were in /usr/lib).
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#10619: Breaking off a copy of the CVS branch |
by toughmccuddllo
on 06/05/2008 21:58
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How do I make a copy of the Sauerbraten CVS directory without copying all the CVS directories inside, with it.
In time I would like to create a total conversion of Sauerbraten.
I am not all that versed with CVS though.
Thanks
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#10620: Re: Breaking off a copy of the CVS branch |
by MeatROme
on 06/06/2008 00:38, refers to #10619
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mkdir copy_of_sauer
cp -r CVS_sauerbraten/* copy_of_sauer
ls -R *|grep CVS|grep ":$">toremove
for x in $(cat toremove); do rm -r $(echo "$x"|tr -d ":");done
HTH
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