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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12514293 views, last view: 11/01/2024 07:35

for questions, announcements etc.

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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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#11174: Re: Crouch function - coding problem

by Quin on 08/22/2008 09:31, refers to #11169

http://bloodfrontier.svn.sourceforge.net/viewvc/bloodfrontier/src/fpsgame/physics.h?revision=HEAD

Might help point you in the right direction.

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#11175: AC bots in Multiplayer

by Osax on 08/22/2008 09:43

How do you add bots in multiplayer on actioncube, when I try add bot it says I'm not allowed & how do you add it to the ded-server aswel?

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#11176: Re: Crouch function - coding problem

by Chameleon on 08/22/2008 14:37, refers to #11174

Thanks, but I've already took a look at BloodFrontier's code, but their codes and game system are completly different from the original one.
But it's OK, I've solved my problem adding a "crouched" bool that gives the player a pulse just after releasing the crouch key:

...
bool jumping, walking, crouching, crouched;
...


...
if(pl->crouching == false)
{
if(pl->crouched)
{
pl->crouched = false;
pl->vel.z += 100.0f;
}
if(pl->walking == false)
{
pl->maxspeed = 60;
}
else
{
pl->maxspeed = 15;
}
pl->eyeheight = STANDHEIGHT;
}
else
{
pl->crouched = true;
if(pl->walking == false)
{
pl->maxspeed = 20;
}
else
{
pl->maxspeed = 10;
}
pl->eyeheight = CROUCHHEIGHT;
}

With that, it's working pretty nicely.
Thanks you all.
Feel free to use my code.

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#11177: Screenshots

by Ninja*** on 08/22/2008 14:41

Hi!
My questions are:
1) How to make a screenshot for a map?
2) To what folder the screenshot is going?

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#11178: Re: Screenshots

by Q009 on 08/22/2008 15:18, refers to #11177

1)Press F12 to make screenshot
2)Screenshot i sgoing to the main sauerbraten installatio folder

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#11179: Re: Screenshots

by tentus_ on 08/22/2008 16:25, refers to #11177

Just a word of advice, when you make a screenshot (using F12 like Q009 suggested), use the commands
/hidehud 1
/hudgun 0
to clear up your screen. (Then use the opposite values to get the hud stuff back).

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#11180: Re:Screenshots

by Ninja*** on 08/22/2008 18:15

I cant see the pics! I have Linux (Ubuntu 7,10). And i cant see my new map too. I searched the whole Sauer folder, but i didint find any pick or map that i have created (I searched the packages/base folder too).

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