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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12522854 views, last view: 11/01/2024 21:26

for questions, announcements etc.

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#10616: ..

by SheeEttin on 06/04/2008 23:34

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

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

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

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

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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#10621: Re: Breaking off a copy of the CVS branch

by Quin on 06/06/2008 05:34, refers to #10620

or..

cp -R sauer mymod
cd mymod
find ./ -name "CVS" -exec rm -r {} \;

I think it's a less complicated, if only a little :P

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#10622: ..

by toughmccuddllo on 06/06/2008 05:59

lol
thanks I'll give that a try.

*thumbs*

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#10623: ..

by toughmccuddllo on 06/06/2008 06:02

is this with CVS command line.
Or a windows one?

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#10624: Re: ..

by MeatROme on 06/06/2008 07:21, refers to #10623

You can install MinGW/MSYS on your Windows OS to finally have an enviroment that empowers you to actually use your computer to automate repetitive tasks .. if you try to do that in Windows BATCH-files ... good luck ;-)

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#10625: ..

by {Qs}Homicidal on 06/06/2008 07:43

mm vb script anyone ?

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#10626: SourceForge.net Community Choice Awards 2008

by noerrorsfound-on-windows on 06/06/2008 13:49

Want to nominate Sauerbraten?
http://sourceforge.net/community/cca08-nominate

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#10627: HELLP!

by Needs Help Guy on 06/08/2008 07:47

I don't know how to make walls, buildings, roads... anything involved with buildings, roads...

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#10628: Re: HELLP! SILLYn00b

by {Qs}Homicidal on 06/08/2008 08:42, refers to #10627

http://www.youtube.com/watch?v=DaT4BQmJGQE

http://www.youtube.com/watch?v=lCbx2D0YNew&feature=related

http://sauerbraten.org/docs/editing.html
http://sauerbraten.org/docs/editref.html

READ

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#10629: creating arches

by n00b on 06/09/2008 03:43

I see many maps in Sauerbraten that have arches or curved shapes. How were they created? Did the mapmaker use the Q key and the mouse wheel to create these arches? I think it would take forever to make an arch that way. Is there a quicker more easy way to create an arch or a curved shape of any kind?

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#10630: ..

by {Qs}Homicidal on 06/09/2008 05:37

once you get the hang of it its easy all done with the good'ol scroll

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#10631: Re: creating arches

by demosthenes on 06/09/2008 05:39, refers to #10629

I use middle-click to select areas to curve and then scroll. I don't use the Q method, so I don't remember whether you can select with it or not.

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#10632: Importing Models From DOOM 3

by JBridge on 06/09/2008 08:05

Does anyone know which .pak the weapons are in? I heard that id Tech 4 uses a file extension that\'s compatible with Sauer.
Also, can anyone tell me which .pak the weapons are in in Quake 4?

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#10633: Re: Importing Models From DOOM 3

by JadeMatrix on 06/09/2008 14:18, refers to #10632

Try pak001.pk4 or something like that. The first one or two paks contain the universal game resources, I think.

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#10634: Re: Importing Models From DOOM 3

by jbuk2k7s cookie has gone on 06/09/2008 18:09, refers to #10633

And the md5 format (and md3, md2) is the one which is compatible with sauer.

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#10635: Re: Importing Models From DOOM 3

by SheeEttin on 06/09/2008 23:13, refers to #10634

And OBJs, now, too.

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