General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12523410 views, last view: 11/01/2024 22:24 |
|
for questions, announcements etc.
|
|
Board Index
|
|
#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
|
|
#11142: .. |
by twh
on 08/18/2008 22:18
|
|
Thanks for the reply.
My intent is to model areas of a FTF RPG game I'm running so that between sessions the players could explore areas they've already visited. I wanted to be able to do full layouts and use clipping boundaries to keep them from exploring areas their characters haven't yet seen. I'll just have to do two versions of the maps.
reply to this message
|
|
#11143: Re: Multi-GPU support |
by demosthenes_
on 08/18/2008 22:41, refers to #11139
|
|
I get framerate hikes when using two cards as opposed to just one (same rig, just enabling/disabling SLi). So, my observations would indicate that Sauer can make use of two video cards, though not directly.
reply to this message
|
|
#11144: keymap numbers |
by NerdFencer
on 08/18/2008 23:07
|
|
Where do the keymap numbers come from (data/keymap.cfg)
EX:
keymap 8 BACKSPACE
where is that second number from?
I need to know so that I can add a couple keys to the keymap.cfg file
reply to this message
|
|
#11145: Removing terminal output |
by Linux Guy Marshall
on 08/19/2008 01:44
|
|
How can I edit the source code so that in the beginning the blue loading bar does not appear and that there is no output in the game. For example when a file is missing it says that is missing. I don\'t want it to do that.
Im not saying that I have a missing file but I just dont want it to show
reply to this message
|
|
#11146: Multiplayer Problem |
by Chickenburp
on 08/19/2008 18:53
|
|
Whenever I go onto the multiplayer option and look at the list of servers, it says "Waiting For Response" in the status column. I have updated the list several times and it still doesn't work. Even if I just try and log into a random server it says I cannot connect to it. Does anybody know what the problem is?
reply to this message
|
|
#11147: Trouble with elevator & heightmaps |
by nicothir10
on 08/19/2008 20:34
|
|
Im currently working on a multiplayer map and added some elevators to it. Today I loaded the map and the elevators were gone. The entitys are shown in edit mode but I cant see the elevators, same if I add new ones.
I also wanted to change the heightmap but it didnt work with any brush. Is there perhaps a wrong setting?
reply to this message
|
|
#11148: Re: Trouble with elevator & heightmaps |
by nicothirteen
on 08/19/2008 21:01, refers to #11147
|
|
Heightmaps are working now, elevators not. weird
reply to this message
|
|
#11149: Re: Trouble with elevator & heightmaps |
by tentus_
on 08/19/2008 22:01, refers to #11148
|
|
Elevator entss are singleplayer only, as are barrel ents, box ents, and platform ents.
Eihrul, I'm noticing that the documentation does not mention this, at least not in editref.html. It probably needs a little mention at the bottom of the descriptions.
reply to this message
|
|
#11150: Server Questions |
by Titanic12ship
on 08/19/2008 22:54
|
|
Hello,
I had some questions regarding servers:
1. How do you create a new team on a server?
2. How do have your server say something like welcome to (servername) to anyone who connects?
3. how do you make your server autokick players that reach a certain number of teamkills?
reply to this message
|
|
#11151: Gamepads? |
by llamakiller
on 08/20/2008 02:42
|
|
Is it possible to use a usb gamepad in sauerbraten?
reply to this message
|
|
#11152: .. |
by {Qs}Homicidal
on 08/20/2008 02:46
|
|
RE Is it possible to use a usb gamepad in sauerbraten? short Answer No long Answer maby if you can Program in c++ and write one up there was a mod for it but it no longer works
reply to this message
|
|
#11153: Re: Server Questions |
by Quin
on 08/20/2008 03:43, refers to #11150
|
|
This is why these types of servers shouldn't be among the general rotation. It sets a certain expectation. Short answer is you can not, long answer is mod the source (with a bunch of stuff I won't get in to).
reply to this message
|
|
#11154: Re: Server Questions |
by SheeEttin
on 08/20/2008 05:37, refers to #11153
|
|
Maybe just require modded servers to describe the mods and preferable post the mods (e.g. diffs) somewhere...?
It's what I'm planning on doing if I ever get around to that mod master server thing.
reply to this message
|
|
#11155: Re: Trouble with elevators & heightmaps |
by nicothir10
on 08/20/2008 15:11
|
|
Thx for your answer tentus. Ill have to find sth similar to elevators then. Btw how does the game know that its a multiplayer map??
Really hope to see elevators for multiplayer in next release
reply to this message
|
|
#11156: Re: Trouble with elevators & heightmaps |
by tentus_
on 08/20/2008 15:33, refers to #11155
|
|
It just shows you whatever is relevant for the current gametype. So the default gameype, ffa/default, doesn't show them because it's a multiplayer mode. You have to be in SP mode to see them (try /mode -2; map YOURMAP in order to see it in SP mode. )
Eihrul, I noticed some another shortcoming in the documentation. The spider isn't listed with the other 8 monsters.
reply to this message
|
|
#11157: Re: Trouble with elevators & heightmaps |
by nicothir10
on 08/20/2008 15:56, refers to #11156
|
|
Thx again for fast answer. Its going 2b only CTF & capture so ill just remove them. But I had also another problem with elevators. Sometimes they were suddenly moving in a wall or went through cubes instead of going down again.
reply to this message
|
|
|
Board Index
|
|