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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12524400 views, last view: 11/01/2024 23:39

for questions, announcements etc.

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#11017: Re: Setting up LAN Server

by SanHolo on 07/27/2008 15:07, refers to #11016

You start a server.
Others type /lanconnect.
done.

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#11018: ..

by drebenK on 07/27/2008 16:13

@steve_e thanks for the explanations. Now I need answers only to these two questions.

1. On the picture from the link there are some textures that I don\'t get when I run the editor and open my map.

http://img148.imageshack.us/img148/9387/texturesjr2.jpg

These are textures from the RPG maps. They have corners for grass and roads. So whot do I need to do to add them to the textures that I\'m using in my map? Because in the RPG map when I press F2 there are only 4 pages of textures and in my map there are 11 pages with textures.


2. How do you make a ladder in the map? I made a ladder using the smallest grid size qubes but everytime I go to it and if I hold \"W\" I just don\'t start climbing the ladder. It\'s as if the ladder is a wall. Is there a special way of designing ladders or?

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#11019: Re: ..

by steve_e on 07/27/2008 17:00, refers to #11018

I can't help you with the textures from the RPG game - I don't know whether they are external to that engine or not so I wouldn't know whether they are located in the base directory. If they are you would possibly need to load them in your map's .cfg.

With the ladders, have a look at the ladder mpa in the base folder - type 'map ladder' (without the quotes) in the console to load. Basically you need to design the ladder more like a ramp rather than a 'wall'.

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#11020: Re: ..

by tentus_ on 07/27/2008 17:47, refers to #11018

About textures:
Copy from the rpg map's cfg file to get the textures that the author added in. Not all the textures in Sauer are linked to in the default settings, you need to find places where people have linked them up previously and use their cfgs. Once you've got a firm grasp on how it all works, you'll probably want to start writing your own custom configurations to more closely match your own needs. :)

About ladders:
If you take a very close look at all the ladders in Sauer, they're all at a slight angle. Not only does this add to realism (show me one freestanding ladder that can support my weight when it's perfectly vertical), but it also means that there is a tiny indention effect on each rung. Or, to put it another way, there are no real ladders in Sauer, just really really steep stairs. So to make your ladder work, all you really have to do is make very small indentions on each rung, so that at each step the player can get a toe on the next rung.

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#11021: ..

by drebenK on 07/27/2008 22:50

@steve_e thanks mate.

@tentus_ thanks to you too.

But the problem with my ladder is that I already made it with the smallest qube size and the ladder is pretty high. This means that if I start to make it the way both of you are saying it just won't look right in the map. So I'll have to redo the ladders then.

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#11022: ..

by drebenK on 07/28/2008 01:44

BTW when I add the lines for the textures from the RPG map to a cfg with the name of my map and when I run my map all previous textures are gone. This means that my past work is not texturised. So is there a way to add the RPG textures to my old textures so that when I run my map my old stuff stays texturised? I mean right now I don't have a cfg file for my map and that's why when I start it and press F2 in edit mode it gives me 11 pages with textures so is there a way to add some textures to the final page or to make a 13th page?

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#11023: GamesRadar

by tentus_ on 07/28/2008 03:16

Thought I'd mention that Sauerbraten was mentioned on the second page of GamesRadar's 365 Days of Free Games.
http://www.gamesradar.com/f/365-days-of-free-games/a-2008071714293190000/p-2

Always kinda neat to see your favorite FPS in the first couple of pages. Kind of annoying that their link takes you to a fileradar download though, rather than here.

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#11024: Q: About grass.

by drebenK on 07/28/2008 16:31

I saw very nice looking dense grass in the rpg_01 map from the engine. It's light green and it is really dense. When I type /grass 1 in my map I get brownish gras and it's not even dense. What do I need to do so that I can use the grass from the rpg_01 map on my map?

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#11025: Re: Q: About grass.

by Hirato Kirata on 07/29/2008 00:04, refers to #11024

use /autograss <texture> to load the correct coloured grass (check packages/textures for valid ones) on the last loaded texture slot

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#11026: compiling

by $k!llz on 07/29/2008 01:56

ya um i need help trying to compile in codeblocks. i got it to once but my file got deleted somehow. i didnt mod the source yet so i tried to compile to see if it would work. i run the codeblocks file in c:\\\\sauerctf\\\\scr\\\\mingw abd it starts to compile and then i get

||=== sauerbraten, default ===|
C:\\\\sauerctf\\\\src\\\\shared\\\\tools.cpp||In function \\\'uint reloadMT()\\\':|
C:\\\\sauerctf\\\\src\\\\shared\\\\tools.cpp|308|error: \\\'null\\\' was not declared in this scope|
C:\\\\sauerctf\\\\src\\\\shared\\\\tools.cpp|308|error: \\\'time\\\' was not declared in this scope|
||=== Build finished: 2 errors, 0 warnings ===|

ya ya ppl r probably giont to say im a hacker but in not.plz help

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#11027: ..

by drebenK on 07/29/2008 02:04

@Hirato Kirata well I just typed /autograss grass_dg and I pressed Enter but when I type /grass 1 nothing happen. It is still the same brown grass. It says that it can not load packages/gras_dg. I even have a cfg file in which I have this line autograss "textures/grass_dg.png" and still when I type grass 1 it load the brown grass.

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#11028: SATAN!!! (admin? hacker? asshole?)

by dreygoth on 07/29/2008 07:03

THIS IS A RANT/Question

SATAN!!! my old god... :(

i was playing before the new cube 2 update (witch i love) and SATAN!!! was a nice guy. then a guy named ballar (or something close to that)come up to me and we had a fight.

later he changed his name to SATAN!!!. i trust SATAN!!! he is my god. i feel like he is my FPS father. he points we in the right direction.

laitily after the cube 2 update and that guy pretended to be SATAN!!!, SATAN!!! himself has not been the same mice guy. im not sure why but hes not.

if any of you know what happened plz tell me im not sure why he hates me now and hates the game itself. and hates being admin.

also how can u tell an admin from a player? is the color different?

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#11029: An explanation and apology.

by TomCat39 on 07/29/2008 08:27

I'd like to apologize to the developers of Saurb and also explain the reasoning behind my decision.

I recall bugging about sounds and said I'd make some for the game.

I was suggested to makes lots of each type so there would be an abundance to choose from.

That philosophy is a great idea and concept, it's also the deciding factor of not trying to create sounds for the game.

My thoughts are this... The majority of the sounds I KNOW the game has are gun sounds. I don't have access to recording any gun shots of any sort and to get sounds otherwise is plagurism and not wanted in Saurb. The only other sounds other than death/being shot sounds that I know are used are teleport and spring board. Beyond that, I didn't find any real "list" of sounds used by the game. Regardless, the majority of sounds are of something I don't really have a way of creating/recording so just submitting one sound just didn't seem like a worthy project for the team nor myself.

So I apologize for doing as so many before me have, of saying I'll produce sound and then never producing any anything to be used or even looked at by the developing team.

So please accept my apology. And hopefully now you can see why I chose to back out of my verbal "promise" to act.

Ciao

P.S. That is if you all even remember me and all that 6 months back.

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#11030: Re: An explanation and apology.

by SheeEttin on 07/29/2008 16:37, refers to #11029

Don't worry about it... Things with grand ambitions get announced all the time, and usually disappear within a week, never to be heard from again. :P

Eh... And most people abbreviate Sauerbraten as "Sauer" (at least I and someone else do). ;)

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#11031: ..

by TomCat39 on 07/30/2008 06:35

kewl, and yeah, I didn\'t have the name to look at so was guestimating from memory.

Totally missed the e and added a b. Sauer.... My bad. :-p

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#11032: The game runs slow, tried to solve with the FAQ

by cde_musix on 07/31/2008 14:33

Hi. I want to join again this fun and nice FPS, so I\'ve played the previous version (I think the GUI Edition) and the game is gone perfectly, with a resolution 1024x768 and a fps rate of 40-60 (no fancy visuals though, but i don\'t care about).
But now, when I\'ve downloaded the new version of Sauerbraten (CTF Editon) I\'ve had some problems. The FPS rate is under 1 and the game runs extremely slow, unplayable. I\'ve tried to down the resolution and some improvements, but the game still goes slow. Maybe I think it\'s a driver incompatibility that forces the game into the \"software driver emulation\" or something...
I have a Pentium 4 running @ 1,88 Ghz per second, with 1gb of RAM and an ATI Radeon 9250 with 128MB as graphics card.

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#11033: My screen goes rainbow when i start

by sillycat on 07/31/2008 18:39

ok im new, love the screenshots and im itching to play!

im running openSUSE 10.3 after running ./sauerbraten it does its thing, loads and i get to the menu screen that says multiplayer singlepleyer etc and i can see eveything clearly for a little while but then the screen goes weird and has funny dots everywhere all different colors. after staying like that for a little while it logs me out of my computer (not shutdown or reboot)

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#11034: rotating cube object

by scanf on 08/01/2008 05:00

Hi all,

I'm developing/experimenting with a couple of ideas. I've created my own ent class to add the new entities to the SB source. I'm having a problem rotating correctly. Specifically on the X axis.

I've looked through the source for an example but with no luck. Basically it would be like the weapon pickup's but not rotating on the Z axis but on the X. Currently I believe rotating on Z is something like so:

o.rotate_around_z(((yaw+ 90) )*RAD);
o.add(o);

The idea is to change the rotation so an object can roll at you.

Make sense? :) Thanks for the help.

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#11035: Re: rotating cube object

by Quin on 08/01/2008 06:56, refers to #11034

vec::rotate_around_* is not for yaw/pitch/roll control, it allows calculating "circles". What you want is more like what is being done in fpsgame/entities.h:renderentities() which goes more like..

renderent(e, e.type, (float)(1+sin(cl.lastmillis/100.0+e.o.x+e.o.y)/20), cl.lastmillis/(e.attr2 ? 1.0f : 10.0f));

And when we check, that third parameter is controlling the yaw of the rendered model, so for say, the player, you could do something like...

player1->pitch = (float)(1+sin(lastmillis/100.0)/20);

.. to make him tumble around. That help?

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#11036: ..

by scanf on 08/01/2008 07:20

Thanks Quin,

I think I over complected what I meant to say.

I you look at a weapon pick up on a map. It spins (via the Z rotate_around_z) which works nicely. I just want to rotate around Y. (lol I think I said X in my post). So the object would spin toward me and not to the side (like the ammo's). I guess a good example would be a wheel.

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