General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12522837 views, last view: 11/01/2024 21:25 |
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for questions, announcements etc.
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#10845: Re: .. |
by SheeEttin
on 07/04/2008 06:55, refers to #10841
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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
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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
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>>> 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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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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#10859: Dhoo! |
by Osbios
on 07/07/2008 01:30
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Just use a script for zoom + sniper.
Change SPACE by you favourite zoom key!
bind "SPACE" [cw = (getweapon);
cf = $fov;
cs = $sensitivity;
setweapon 4;
fov 30;
sensitivity 2;
onrelease [setweapon $cw;
fov $cf;
sensitivity $cs;
]
]
If you don't want to zoom at all without sniper available:
bind "SPACE" [cw = (getweapon);
cf = $fov;
cs = $sensitivity;
setweapon 4;
if (= (getweapon) 4) [ fov 30;
sensitivity 2;
onrelease [setweapon $cw;
fov $cf;
sensitivity $cs;
]
]
]
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#10860: RE: New Commands |
by Red October
on 07/07/2008 04:38
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SanHolo: Well I originally intended the default FOV to be 90 (that's how it is in most games), but you're right - any changes to that by the user and it'll screw up.
Osbios: I tried pasting your script into snipe.cfg and adding
alias snipe [ ]; snipe = [
in front with an end brace in the back, then linking to it from autoexec.cfg. However, whenever I click MOUSE2, the weapon switches to the rifle and then zooms in. I think I'm content with fixing up the code in fps.cpp, as long as someone can tell me how to fix the COMMAND error.
Thanks for the help!
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#10861: Setting up dedicated Windows server |
by Yoda_Glenn
on 07/07/2008 05:49
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I want to setup a dedicated windows server, but after I turn off my Windows Fire Wall, I get this error message:
"master server reply:
you server did not respond to ping - check your firewall settings."
By the way, I am using a LinkSys WRT 150N router. Could the firewall settings that the program is referring to pertain to the router? Thanks.
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#10862: re zoom |
by Osbios
on 07/07/2008 14:55
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@Red October:
What do you want? The script is supposed to change the weapon to the sniper and zoom in!
If you try to say that it won't zoom out and change the weapon back try this:
alias "snip_and_zoom" [ cw = getweapon);
cf = $fov;
cs = $sensitivity;
setweapon 4;
fov 30;
sensitivity 2;
onrelease [ setweapon $cw;
fov $cf;
sensitivity $cs;
]
]
bind "SPACE" snip_and_zoom;
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#10863: missing ( |
by Osbios
on 07/07/2008 15:06
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One ( was missing by getweapon:
alias "snip_and_zoom" [ cw = (getweapon);
cf = $fov;
cs = $sensitivity;
setweapon 4;
fov 30;
sensitivity 2;
onrelease [ setweapon $cw;
fov $cf;
sensitivity $cs;
]
]
bind "SPACE" snip_and_zoom;
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#10864: Re: missing ( |
by SanHolo
on 07/07/2008 19:12, refers to #10863
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I have something similiar, works since ever (just added the setweapon-thing, nice idea)
bind MOUSE2 [
oldfov = $fov;
oldsize = $crosshairsize;
oldsens = $sensitivity;
oldweapon = (getweapon);
hudgun 0; fov 25; crosshairsize 40; sensitivity 1;
onrelease [
setweapon $oldweapon; hudgun 1; fov $oldfov; crosshairsize $oldsize; sensitivity $oldsens;
]
]
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