home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12516446 views, last view: 11/01/2024 11:41

for questions, announcements etc.

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages

#11122: ..

by Osbios on 08/12/2008 15:43

@R0b0t1:
Can you give some more infos?
What system you are using? (most likely windows I guess)

Is there any firewall installed?

Did you forward TCP instead of UDP Ports?

And PLEASE follow the links Quin posted!!!

In the documentation is even a link to a page where you can test your port setting.

reply to this message

#11123: Re: Setting up a server.

by SheeEttin on 08/12/2008 15:43, refers to #11121

Yeah, I gave someone else a link to it a week or two back... I'm kinda considering adding it to my bookmarks to paste into posts, and give it to people along with with links to the docs (or whatever).

reply to this message

#11124: Re: ..

by R0b0t1 on 08/12/2008 19:21, refers to #11122

No, I read the articles before I first tried to set up a server. I forwarded UDP ports. (The proper ones, that are like 28k or something)


I'm using Ubuntu 8.04, and I don't know if it has a firewall, I didn't manually install one.

reply to this message

#11125: ..

by smartalco on 08/12/2008 23:17

^there is no set requirements, and nothing really has changed to cause that, make sure you have shaders and other high-power settings turned off

I have one other comment: did it used to be that you couldn't see enemies armor until you hit them? I didn't remember it being like that and I actually think it is kinda a dumb change (running the latest CTF version with the patch thing on OS X 10.5)

reply to this message

#11126: copying wip files from previous version

by aftas cookie is gone on 08/13/2008 01:27

hey, i just updated from cvs and copied my wip map folders and base files from the older version. the cvs version loads the map but without the textures. the geometry is all coloured, but no texture on it.
what is the catch i forgot about?
thanks in advance

reply to this message

#11127: Moving Forward

by lonewolf18 on 08/13/2008 03:43

Hey there. Well I've been playing around with Sauerbraten for awhile now and I gotta say it's a pretty cool engine. So far I can see that it's a great way to design maps. The engine is stable and speedy. Also the music is very addictive. My main question is would it be possible to use this engine to build an actual first person shooter game? Thanks. =)

reply to this message

#11128: Re: Moving Forward

by tentus_ on 08/13/2008 05:32, refers to #11127

Uhm, yes? I get the feeling that I'm missing something, how is Sauerbraten not "an actual first person shooter game"?

reply to this message

#11129: Re: Moving Forward

by demosthenes on 08/13/2008 08:25, refers to #11128

You're missing the fact that "actual" is apparently now equivalent to "commercial". I think.

reply to this message

#11130: Wierd problems with binds.

by R0b0t1 on 08/13/2008 12:01

I was playing around with cubescript inside a multiplayer game (not cheating, mind you, just to talk to someone) and the wierdest thing happened. The next map all of my keys were unbound. I don't remember running a command like unbindall, if such exists, but they all spontaniously went out the window.

I've gotten them back, but whats even stranger, is that it does not recognize the commands "togglezoom" and "universaldelta" (when scrolling the mouse, pressing "g", respectively). Is there any reason such a strage thing should happen?

reply to this message

#11131: Re: Wierd problems with binds.

by Quin on 08/13/2008 13:15, refers to #11130

Q: Why is the game behaving strangely?
http://cube.wikispaces.com/FAQ#toc4

reply to this message

#11132: Adding new weapons for a Singleplayer Campaign

by Agron on 08/14/2008 03:51

Lately I've been doing a lot of messing around with Sauerbraten and its code... I've just added a new monster (Quake 2's guard), and am in the process of ATTEMPTING to add a couple of new guns (One to go with the monster, one to go to the player).

However, after two hours of searching, I could not find what controls the particles used in a projectile (Fireball, Iceball, Slimeball).

Does anyone know what file(s) that is in?

Also, additional information would be greatly appreciated.

reply to this message

#11133: Re: Adding new weapons for a Singleplayer Campaign

by Quin on 08/14/2008 05:25, refers to #11132

fpsgame/weapon.h
- shootv() : spawns them
- explode() : explodes them

reply to this message

#11134: Match time limit

by DragonSpirit on 08/15/2008 19:36

I have been looking through any information I can get my hands on and for the life of me I cannot find a way to remove the _short_ time limit of 10 - 15 minutes in Sauerbraten. How in the world can I mange to do this? If possible.

reply to this message

#11135: Map-code

by Serjn on 08/15/2008 22:59

Hey guys, good to see the community is still going strong. I've had cube/sauerbraten on my pc for ages, but never really got into it until now.

While messing around in editor mode, I couldn't help but wonder whether the engine could interpret a text document, or image heightmap into terrain. Well, maybe not the engine self, more like an exterior script that could write .ogz files, which could then be read by the engine.

reply to this message

#11136: sauerbraten ports

by vj on 08/16/2008 22:30

Hi there!
I try to configure my own sauer server on Slackware with pppoe connection and iptables firewall.
I forwarded udp ports 28785 and 28786 and started the server - the output is:
dedicated server started, waiting for clients...
Ctrl-C to exit
masterserver reply:
your server was updated

The problem is that no one sees my server from outside - just me and my friend`s pc behind me.

I read and searched lot about that, but no luck.
Some ideas? Thanks in advice

reply to this message

#11137: PVS not culling world geometry?

by ChrisWalsh on 08/17/2008 12:58

Hi, I just got the new CTF version down to have a look at the new PVS stuff. I tried making a simple map with a completely enclosed room and put a pillar structure outside of the room, expecting the pvs to cull that pillar away as it's not visible from inside the room (the room also has a roof on it). I tried testpvs with various numbers and the pillar is always being shown. Is there something I'm missing there? I also tried loading up metl4 and switching pvs on+off in wireframe, and while it as culling a small amount of the map, it was mostly drawing the whole level.
Hopefully there is something I'm not doing right...I was expecting most of the world to be culled away with PVS on.

Thanks, Chris.

reply to this message

#11138: Message censored by administrator

by heydude on 08/17/2008 21:41

#11139: Multi-GPU support

by Drusevil on 08/18/2008 17:51

I have recently bought myself a 4870x2, which is arriving soon(ish). Does anyone know if Sauer and/or Assaultcube works nicely with dual GPU rigs, or if I should keep my trusty 7900 GS close by?

reply to this message

#11140: password-protected maps

by twh on 08/18/2008 19:40

Is there a way to password-protect single-player maps in order to keep users from entering Edit Mode? I've searched the forums and only found discussions about server passwords for MP.

reply to this message

#11141: Re: password-protected maps

by SheeEttin on 08/18/2008 20:00, refers to #11140

No.
Even if there was, people could mod the source and remove the password-protection.

You don't need to, anyway. If people want to play the maps, they'll play it.

reply to this message

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages


Post a Message

Username

Email

Subject

Body

3 added to 7 =


content by Aardappel & eihrul © 2001-2024
website by SleepwalkR © 2001-2024
58250265 visitors requested 76201912 pages
page created in 0.154 seconds using 10 queries
hosted by Boost Digital