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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12552033 views, last view: 11/05/2024 17:44

for questions, announcements etc.

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#10792: config for controller

by czarthp on 06/28/2008 19:14

I am try to config to a controller and can't figure out how. I don't see joystick under options, does anyone have a tutorial for doing this?

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#10793: Re: Port Forwarding on an Apple Airport

by SheeEttin on 06/28/2008 20:19, refers to #10791

People recommend portforward.com, so I checked there.
There's a guide on the Apple Airport Extreme... (For some moronic reason, there's a guide for each and every application. I chose HTTP, because Sauer is the only thing not on the list.) It's here: http://www.portforward.com/english/routers/port_forwarding/Apple/AirPortExtreme/HTTP.htm

See if that applies to your router. (The ports you want to forward are 28785 and 28786, both UDP. Poke around for a UDP option.)

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#10794: Re: config for controller

by {Qs}Homicidal on 06/28/2008 20:24, refers to #10792

sadly joy stick game pad as input is not natively supported supported

you can try to remap the keyboard and mouse to the joy stick/game padd with xpadder

http://xpadder.com/

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#10795: Re: config for controller

by SheeEttin on 06/28/2008 20:44, refers to #10792

There's a thing on Quadropolis, though it's kind of old. No idea how well it works, if at all. YOu can try it, though.
http://quadropolis.us/node/571

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#10796: ..

by {Qs}Homicidal on 06/28/2008 21:25

no longer works is a client mod based on a very old version of sauer

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#10797: Re: config for controller

by Quin on 06/29/2008 07:03, refers to #10795

Well, once and for all, there are instructions on including the joypad support with your own mods, including detailed steps on where to add pieces of code.

Sure, the code has changed somewhat, but it wouldn't take a genius to figure out where it would go now. I know the original author doesn't have time for maintaining it, but perhaps somebody else does.

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#10798: New Map?

by Nexus5.01 on 06/29/2008 22:08

Hey,
Is there anyway to start a new map from fresh?

Thanks!

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#10799: Re: New Map?

by Gambit on 06/29/2008 22:30, refers to #10798

Type /newmap or /newmap #, where # is the map size you want. If

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#10800: Re: New Map?

by Gambit on 06/29/2008 22:33, refers to #10799

oops, I accidentally touched my touchpad when the cursor was on the submit button. I was just going to say that if you find that the map size is too small later, you can always double it with /mapenlarge

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#10801: Re: New Map?

by tentus_ on 06/29/2008 23:38, refers to #10800

Oh that reminds me. Is there a way that someone could script it out where the map is enlarged and the existing geometry and ents are shifted over to the new center (or some extras be added to the command)? I've been talking with some folks about making some RPG maps, and one of their chief complaints was that they would realize they needed some more room for distant geometry and such, but moving everything was a frequently frustrating and error-prone problem.

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#10802: Re: New Map?

by SheeEttin on 06/30/2008 01:06, refers to #10801

If there are commands to set the selection, sure, it'd be trivial.
I'm not aware of any, though.

As for shifting to the new center, I'm not sure why they find it so hard. Just /mapenlarge, set gridpower to an appropriate size, select the old working area, hit KP_ENTER (or /entselect insel) and shift (with the shift key) the selection up and to the center.

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#10803: ..

by MovingTarget on 06/30/2008 03:35

Is it possible to create an RSS feed for Quadropolis recent content?

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#10804: Re: New Map?

by tentus_ on 06/30/2008 08:20, refers to #10802

Their complaint about that (I showed them how on two separate occasions) was that they found it to contain a high error risk. One mistake and you've just deleted or misplaced half your map (and you might not realize it immediately if you're not familiar with Sauer).

It's one of those things that yeah, anyone with much experience could pull it off flawlessly... but considering how difficult it would be to implement (read: not very), wouldn't it make more sense for us to just lend the newcomers a hand? It's not like they're asking for dynamic terrain or deformable water or flickering lights, just an augmentation to an existing command. I've looked at line 1027 of world.cpp, we are not talking about a complex command.

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#10805: Re: New Map?

by SheeEttin on 06/30/2008 15:31, refers to #10804

Yeah, for you... :P

I've demonstrated before that I totally suck at C, so if you (or anyone) wants to implement the command to set the selection to something arbitrary, I can do the rest.

Oh, and we can certainly do flickering lights now... See the dynamic rocket/grenade/explosion lights. (And there's the pulseglow shaders, too.)

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#10806: Re: New Map?

by Quin on 07/01/2008 07:37, refers to #10805

Yeah, but dynlights are very limited in use and for shaders only. As for the selection stuff, I'll look into it after the BF release is done with, sounds interesting and I've been meaning to play with the editor more.

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#10807: Regarding texture scaling

by SephoD on 07/01/2008 14:39

I just wanted to get your thoughts about this...

I am making an RPG world that I want to make as realistic as possible. I have a lot of textures that I have either bought or made myself in high resolution (up to 10.000 x 10.000 px). I find that I get the best resolution on textures ingame by using these big textures and scaling them down using scaletex 0.1

What I am wondering is if this does lower the fps a lot? I have applied some of these textures on large areas without noticing a big framerate drop but I just thought of asking if anyone had done this before and could let me know if this was a really bad idea...

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#10808: Re: Regarding texture scaling

by Hirato Kirata on 07/01/2008 15:24, refers to #10807

fyi, most video cards are limited to 8192^2 pixels (and older ones, even less). also using textures above 1024^2 is just overkill, any sauer mapper can tell you that.

this may be acceptable for a few textures, but remember, the images are not compressed in memory, so using a lot of big textures become very taxing on loading times (especially the initial load), and can trigger substantial FPS drops, specially due to the huge space they occupy in memory

For future reference, 1024^2's the current sane limit

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#10809: Re: Regarding texture scaling

by SheeEttin on 07/01/2008 16:21, refers to #10807

Someone recently mentioned (mitaman, I think) that he creates textures twice as large as they need to be and then scales them with texscale .5.
That's probably acceptable, but huge (10,000 px sq) isn't, really. As Hirato Kirata mentioned, it's going to eat up all the video memory.

One of the big draws of Sauer is that you get high quality on older hardware. We don't want to exclude that part of the fan base, now do we? :)

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#10810: Re: Regarding texture scaling

by SephoD on 07/01/2008 16:42, refers to #10809

He he I get the point :)

Its still amazing how much better the textures look if you scale them down this much, have you guys tried this? I used a grass texture sized around 8000^2 and it looked amazing, almost as being outside :)

But I will try to scale this down a bit and use as few high-res textures as possible :)

Thank you for your pointers :)

P.s. The heightmap problem is still annoying me. Does anyone know where I can find the code for the heightmap... I really want to try to get it down one cubesize :)

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#10811: Detail Mapping

by Osbios on 07/01/2008 16:52

You don't need such big textures. Textures with Detail Mapping would also look nice.

Detail Mapping in the left side:
http://wiki.delphigl.com/index.php/Bild:Detailtex.jpg

Basically you just scale a repetitive noise texture down and lay it over the real texture. I'm sure you can do this in Sauerbraten with shaders. I tried to do this in fixed-function mode but it didn't work. :(

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