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Cube & Cube 2 FORUM


General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12523601 views, last view: 11/01/2024 22:39

for questions, announcements etc.

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#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.

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#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

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#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.

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#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.

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#11158: Serverlist

by -Redon- on 08/20/2008 20:15

i have a little problem, most of the Servers do not respond on my master server list:

http://img141.imageshack.us/img141/2382/serverproblem1ou6.png
http://img171.imageshack.us/img171/9463/serverproblem2xp1.png
http://img135.imageshack.us/img135/1157/serverproblem3yi1.png

I know that it isnt supposed to be like this, because it works on my mothers computer^^

I use Mac OS X 10.4

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#11159: Re: Gamepads?

by demosthenes on 08/20/2008 22:35, refers to #11151

Short Answer: Yes.

Longer Answer: Homicidal is actually not a reliable source of information. There's a program called JoyToKey out on the interwebs somewhere for free (at least when I downloaded it, it was) which you can use to bind joystick/gamepad buttons to mouse/keyboard buttons. It has several other features, such as auto-firing (rapid tap while button held down, I guess) as well.

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#11160: Re: Gamepads?

by Hirato Kirata on 08/21/2008 00:07, refers to #11159

second answer is also Yes, there's a mod on quadropolis called sauerjoy if you feel like merging in it's very outdated codebase into your installation

can't forget about sauerjoy :D

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#11161: Re: Gamepads?

by Quin on 08/21/2008 05:33, refers to #11160

Third answer is use PPJoy and GlovePIE. GlovePIE allows programming of inputs to a simulated PPJoy pad from multiple devices, including Power Gloves and Wiimotes :)

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#11162: Single Coop mode?

by Osax on 08/21/2008 08:45

Is there a way to play the single player mode(ie with the Monsters) in multiplayer,
like the old co-op mode...serious sam style?

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#11163: New Linux Game Site

by XOIE on 08/21/2008 09:11

Hello people!

I\'m the maintainer of a very new site for native linux games:
The Linux Game Database www.lgdb.org
The aim of the site is to create an easy and feature rich tool to find games fast and provide a quick jet comprehensive impression.

Sauerbraten has been added to the database.
http://www.lgdb.org/node/53

The sites relies heavily on game attributes like genre and features to form extensive filter possibilities for the user. It would be great if someone would check the information i provided and see if all is correct, please let me know if you like to have anything changed.


Ciao,
XOIE

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#11164: ..

by Julius on 08/21/2008 09:58

Nice work on that page, just seems a bit of a duplicated efford with this:
www.happypenguin.org

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#11165: Re: Serverlist

by a~baby~rabbit on 08/21/2008 10:31, refers to #11162

Please do let us know if "/maxservpings 10" helps - I've been working to track this down under the impression that these network hickups were a recent feature in osx since 10.5

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#11166: Re: New Linux Game Site

by Hirato Kirata on 08/21/2008 11:34, refers to #11163

The main website is REALLY www.cubeengine.com, and for cube 2 specifically, http://www.sauerbraten.org

sauerbraten also doesn't have a fixed theme,as some maps have futuristic spacey feels and others are eqyptian themed, and others have more of a fantasy approach, as you may have noticed

also, you may want to note some OTHER game modes as well
there is capture, arena, assassin, along with efficiency and insta remixes for most of those modes.

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#11167: Re: Serverlist

by ~Redon~ on 08/21/2008 21:25, refers to #11165

im not on another computer right now, ill try it tomorrow at home and ill let you know if it works :)

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#11168: Re: Serverlist

by ~Redon~ on 08/21/2008 21:27, refers to #11167

*on another/not on the same -_- i should really read EVERY post before i submit it

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#11169: Crouch function - coding problem

by Chameleon on 08/22/2008 01:19

Hi everybody !
I\'ve implemented a \"crouch\" and a \"walk\" function in the code of sauerbraten, something very simple:
(I\'ve also renamed \"jumpnext\" into \"jumping\")

It\'s half-working for the moment, the walk function is OK, but the crouch function is weird.
I\'ve binded crouch to C, so when I press C, the player is crouching, it\'s working pretty well, but when I pull back the key, the player break suddenly though the floor. Anyone got an idea ?
If I jump when crouching, the player come back to standing position normaly (after jumping).

ents.h:65
bool jumping, walking, crouching;

ents.h:96 reset()
crouching = walking = false;

ents.h:175 stopmoving()
k_left = k_right = k_up = k_down = jumping = crouching = walking = false;

physics.cpp:396-397
const float CROUCHHEIGHT = 8.0f;
const float STANDHEIGHT = 14.0f;


physics.cpp:1250-1273 moveplayer()
if(pl->crouching == false)
{
if(pl->walking == false)
{
pl->maxspeed = 60;
}
else
{
pl->maxspeed = 15;
}
pl->eyeheight = STANDHEIGHT;
}
else
{
if(pl->walking == false)
{
pl->maxspeed = 20;
}
else
{
pl->maxspeed = 10;
}
pl->eyeheight = CROUCHHEIGHT;
}


physics.cpp:1647-1648
ICOMMAND(crouch, \"D\", (int *down), player->crouching = *down);
ICOMMAND(walk, \"D\", (int *down), player->walking = *down);

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#11170: Own Master Server

by ikbendeoceaan on 08/22/2008 04:40

I was wondering, how would I go about creating my own master server to go along with my total conversion like AC did?

Was just wondering if someone can give me some info on how Sauerbraten's master server works, what it consists of, and where is located(uploaded to).

I guess you can reply on here, or email me. Or add me on MSN at crank@gomoku-ms.com


Thank you.

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#11171: Re: Crouch function - coding problem

by SheeEttin_ on 08/22/2008 05:07, refers to #11169

My guess is that when you stand up, it\'s not your head that moves up, it\'s your feet that move down (through the floor).
Try giving the player a bump for the difference between crouching and standing.

Be aware that the extent of my C++ experience is a rudimentary \"guess the number\" game, though. :P

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#11172: Re: Crouch function - coding problem

by a~baby~rabbit on 08/22/2008 05:20, refers to #11171

Your eye position moves, but the question is: what do you look like to other players - or is your intention a SP mod?

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#11173: Re: Crouch function - coding problem

by Chameleon on 08/22/2008 05:42, refers to #11172

My intention is to make a sp mod, and I will make new models with more animations later. For now, I want to implement a different game system, so I don't care if my model seems to be standing as long as you feel like crouching when you play.

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