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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12516255 views, last view: 11/01/2024 11:28

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#10839: kan mijn eigen gemaakte map niet vinden!!!!

by pepijnerik on 07/03/2008 23:18

ben al even bezig met editten in sauerbraten en hij ziet er al heel behoorlijk uit, maar nu wil ik hem op een stickje kunnen zetten of uploaden op een website maar ik vind de map maar niet in mijn packages/base, en toch staat er als ik save in sauerbraten zelf:saved to packages/base/pepijn.ogz
als ik de volledige c schijf doorzoek naar pepijn.ogz ook in verborgen mappen etc vind ik het ook niet, maar ik kan het wel saven en laden met sauerbraten die map... vreemd...
ik hoop dat je me kan helpen

groeten
pepijn

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#10840: Re: kan mijn eigen gemaakte map niet vinden!!!!

by Hirato Kirata on 07/04/2008 00:05, refers to #10839

can you type in english in the future? much easier to read :)

if you're in linux, check ~./sauerbraten, if you're in windows, check your documents for the map you're working on, if you're in OSX, I'll have to wait till one of them can say something as I'm not sure where OSX saves them

if you don't want it to save the stuff in ~/.sauerbraten, or in your documents, edit the start up script and remove the -q line

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#10841: Re: ..

by Zoozie on 07/04/2008 01:08, refers to #10838

ok i want to know if any1 knows a good affordable video card cus i found 1 but i dont know what half the stuff means
http://www.geeks.com/details.asp?invtid=RX300-D3&cpc=SCH

any suggestions?

i have a
Intel(R) Pentium(R) laptop with Window XP that has 1600 mhz and 512 RAM

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#10842: Re: kan mijn eigen gemaakte map niet vinden!!!!

by mayhem on 07/04/2008 03:51, refers to #10840

In OSX, saved maps are in: username/Library/Application Support/sauerbraten/packages/base/...

It seems a little confusing but I've found it keeps the sauer directories cleaner, and it's easier to maintain your personal files apart from the main content.

HTH

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#10843: Compiling with VC++ 2005 Express Edition

by Red October on 07/04/2008 04:31

Hi,

I just tried modifying the Sauerbraten source code (specifically, src/fpsgame/game.h to add weapons). I opened up the sauerbraten solution in src/vcpp with Visual C++ 2005 Express Edition, changed what I wanted, and tried to Build sauerbraten; however, I got an error:

fatal error C1083: Cannot open include file: 'windows.h': No such file or directory

Has anyone ever encountered this before, and how can I fix it?

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#10844: Re: Configuring maps

by carrionmarksman on 07/04/2008 06:22, refers to #10824

How do I set up map config files? Is there a way to instead of having every cube a different texture for every side (example is red brick for one side, grass for the other), I want to have all the same texture.

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#10845: Re: ..

by SheeEttin on 07/04/2008 06:55, refers to #10841

Look stuff you don't know up on Wikipedia. Works wonders. :)
Before buying anything, make sure it's compatible with your motherboard.

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#10846: Re: kan mijn eigen gemaakte map niet vinden!!!!

by pepijnerik on 07/04/2008 08:00, refers to #10840

thanks for answering,bur im accually using vista :p
and i still dont found it

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#10847: Re: Configuring maps

by Gambit on 07/04/2008 09:52, refers to #10844

>>> How do I set up map config files?

Sauerbraten checks for a mapname.cfg for every mapname.ogz, so once the .cfg (map config) is created, you can use any text editor to edit it. Look for where your map is saved in (comment #10906 by Hirato has some pointers in where to look :) and make a new file, yourmapname.cfg (no .txt extension!), in the same directory as the map. Though I think that there's a built in map cfg editor in CTF edition somewhere in the menus to help you with creating the cfg, so you might want to try that. :) And if you were wondering, even if you created the config in game, you aren't restricted to it and can still use your favorite text editor.

>>> Is there a way to instead of having every cube a different texture for every side (example is red brick for one side, grass for the other), I want to have all the same texture.

yeah, it's possible; try /allfaces 1 or press the "0" (zero) key.

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#10848: Re: Compiling with VC++ 2005 Express Edition

by MovingTarget on 07/04/2008 14:00, refers to #10843

Do you have the Platform SDK installed? I'm pretty sure you need it.

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#10849: Compiling in VC++ 2005 Express

by Red October on 07/04/2008 15:09

Hi, I was trying to edit some weapon attributes in game.h. I opened the sauerbraten solution in src/vcpp with Visual C++ 2005 Express, made my changes, and tried to Build sauerbraten. However, it came back with an error stating that windows.h could not be found.

Am I missing something? I'm pretty sure I have the latest .NET framework, so could anyone tell me how to get this working?

Thanks

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#10850: Can't use the menu

by Red October on 07/06/2008 06:29

I've run into a problem: After editing with CodeBlocks and building (it doesn't produce a sauerbraten-mingw.exe like the wiki says), my changes come into effect, but now I can't click anything on the menu - the buttons don't even light up when i roll over them. Have I done something wrong?

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#10851: Re: Can't use the menu

by SheeEttin on 07/06/2008 06:58, refers to #10850

Way to use the search. :)

It has been answered before, though.
http://www.cubeengine.com/forum.php4?action=display_thread&thread_id=1649

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#10852: Re: Can't use the menu

by Red October on 07/06/2008 07:05, refers to #10851

Ah I see. I have VC++ 2005, but it's missing the windows.h header file and the paragraph for Codeblocks seems much shorter than the one for Visual in the wiki. :P

Thanks!

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#10853: Re: Can't use the menu

by Red October on 07/06/2008 07:16, refers to #10851

Sorry, I just installed GCC 4.1.2 and tried to build again, the same thing happened.

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#10854: New commands

by Red October on 07/06/2008 09:05

OK, I managed to work around the problem by setting the GUI to 3D before building; I've always thought the 3Dgui looked cooler anyway.

I went ahead and created a snipe function in fps.cpp, that works differently for the rifle and chaingun:

***
void snipe(){
if (player1->gunselect==GUN_RIFLE)
{
if(getvar("fov") >= 90){
setvar("fov", 50);
return;
}
if(getvar("fov") <= 80){
setvar("fov", 90);
return;
}
}
***

It compiles fine, and now I want to be able to bind MOUSE2 to the snipe command (I don't know if you can bind keys in the source files), so how can I use cubescript/C++ to do that?

Thank you,
RO

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#10855: Re: New commands

by Hirato Kirata on 07/06/2008 10:16, refers to #10854

fps.cpp isn't the best place to put that...

add the following macro just below it.

COMMAND(snipe, "");

snipe should now be a valid ingame command that'll modify the FoV based on the rest of the code after it compiles

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#10856: Re: Can't use the menu

by MovingTarget on 07/06/2008 15:04, refers to #10852

The paragraph for VC++ mentions that you have to have the Platform SDK installed (hint: it contains windows.h)...

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#10857: Re: New commands

by Red October on 07/06/2008 15:05

Then what would be the best place? I chose fps.cpp because when I looked through the source for Blood Frontier, trying to find out how they did it, the snipe function was in there.

I added that after the last brace (the one that closes the function) and it gave me a ton of errors. I fixed it by placing it back within the brace, and now it gives me one error (which I don't understand):

error: argument of type `void (fpsclient::)()' does not match `void (*)()'

As far as I can tell it's a problem with how to arrange what's between the ()'s

Thanks for the help!
RO

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#10858: Re: New commands

by SanHolo on 07/07/2008 00:10, refers to #10854

Your code breaks the "fov" setting some player might use since it resets the fov to a hardcoded 90 after sniping. You should save the old fov, alter the fov to either your hardcoded 50 or better "snipingfov" variable and vice versa.

Also, for a fov of > 80 and < 90 nothing will happen.

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