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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12546993 views, last view: 11/05/2024 04:38

for questions, announcements etc.

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#11289: Compile error when creating console command for stepspeed

by isuckinthis (NOOB) on 09/21/2008 12:29

Hi, i need help, how can i fix this? i get this error:
error: cannot convert `STEPSPEED' from type `float' to type `void (*)()'|

when compiling this code:

float STEPSPEED=1.0f;
void stepspeed(int *cl_stepspeed)
{
STEPSPEED=(float)*cl_stepspeed;
}
COMMAND(STEPSPEED,"i");

I don't know why, because exactly the same way, but with gravity or jumpvel it does work.

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#11290: Re: Compile error when creating console command for stepspee

by isuckinthis (NOOB) on 09/21/2008 12:33, refers to #11289

Nevermind!, i fixed it. (capital letters was the problem)

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#11291: Message censored by administrator

by Rixxz on 09/24/2008 10:48

#11292: Still very graphic intensive

by chinkeeyong on 09/25/2008 16:03

Although I can see you guys are making efforts to make Sauerbraten run well on both high-end and low-end machines, I have a G4 'bottleneck' Mac (which is faster than you'd think) and it chugs along on big outdoors maps and even some relatively large 'indoor' ones even with all the settings turned down.

I would appreciate it if there were ways to lower Sauerbraten's quality to the point where a Pentium could run it smoothly, such as by lowering texture quality or interlacing. I realize that this may not be feasible, but right now the graphical requirements of Sauerbraten are pretty high and it's kind of at odds with your philosophy.

Thanks for reading.

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#11293: PVS

by Osbios on 09/25/2008 17:44

What GFX card do you have chinkeeyong?
Sauerbraten uses occlusion culling to detect areas that are not visible. So it can ignore this areas and does not have to render them.

Sadly this feature isn't supported by older GFX cards.

But with the CTF Version of Sauerbraten you get PVS. This is a "precomputed visibility" check. You run it once over a map after editing (this takes some time) and it will do optimize the rendering process comparable to occlusion culling.

Because this features was introduced with the CTF edition. Most maps don't have a PVS.

Both systems wont help very much in a outdoor environment. But It will help in big indoor levels with many rooms and walls.

If you have some time where you don't need the Mac you can create the PVS by yourself.

Load the map!

You now can use the command
/pvsstatus
to see if there already is a PVS.

If not you can create it with the command
/genpvs
But this will take some time depending on the size of the map.

After creating the PVS don't forget to save the map:
/savemap

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#11294: sauerbraten Win32 Exception: 0xc0000005 [0x8]

by Jackifried on 09/25/2008 20:43

hi my name is jack and i downloaded saubraten normally then set it up then suddenly when i go onto it it will have the loading screen then the game and then it will cut out with a window saying sauerbraten Win32 Exception: 0xc0000005 [0x8] i am using windows vista home basic, it is a laptop, could someone tell me how to fix it??

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#11295: Re: PVS

by SheeEttin on 09/25/2008 21:09, refers to #11293

Also http://cube.wikispaces.com/Performance+Guide , which suggests some useful commands.

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#11296: Stupid question

by Jahua on 09/25/2008 22:03

I was playing sauer and suddenly everything (crosshair, health/ammo meters, chat etc.) disappeared. How to turn it on again?

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#11297: Re: Stupid question

by mrpiddly_000003 on 09/25/2008 22:37, refers to #11296

type /hidehud 0


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#11298: playlist support

by dobinator on 09/26/2008 11:21

is there any way to let sauerbraten play my own music instead of marc a. pullen's? (instead of renaming my files to 1-41.ogg)

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#11299: Re: playlist support

by Quin on 09/26/2008 13:41, refers to #11298

In autoexec.cfg:

playasong = [ music "my/music/file" playasong ]

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#11300: Re: PVS

by chinkeeyong on 09/26/2008 14:12, refers to #11293

I have a crappy GeForce 4 MX, the one that came with my machine, and thanks for the tip, I'll try that.

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#11301: Scope as crosshair

by 'Redon' on 09/26/2008 21:04

Is it possible to use this scope for sauerbraten somehow?

http://quadropolis.us/node/1568

i need a command to make it as big as the screen - even crosshairsize 50 is way too small

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#11302: ..

by Osbios on 09/26/2008 21:53

Edit the source. If you know some basics about opengl you can easy insert a scope mask in src/engine/rendergl.cpp in gl_drawhud

I think somebody else already asked that question some time ago. Perhaps a forum search will help you, too.

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#11303: Cube 1 GUI and weapons in Sauerbraten

by Dthdealer on 09/27/2008 04:51

The old cube 1 GUI was a simple transparent outlined green box, but the Sauerbraten one is styled to look like an old rusty machine, which in my opinion doesn't look very nice. How can I disable the new one?
I've also seen in Sauerbraten videos the old cube 1 weapons being used. Can I download them anywhere, or are they exactly the same files as used in cube 1?

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#11304: How do I export models FROM Sauerbraten?

by MoooseGuy on 09/27/2008 05:14

OK ive done my internet searching. All I've found though is tuts on importing md3's INTO Sauerbraten. But I cant find anything on exporting FROM Sauerbraten into any model format. Can someone help me? Thx.

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#11305: Re: How to make my md2 float?

by Dthdealer on 09/27/2008 05:39, refers to #11285

Move the model up in your 3d program. The origin (X0,Y0,Z0) of your model is placed on the ground when you create it.

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#11306: Re: How do I export models FROM Sauerbraten?

by SheeEttin on 09/27/2008 05:51, refers to #11304

Exporting what, exactly?
The map geometry can be exported to the OBJ format with /writeobj...

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#11307: Re: How do I export models FROM Sauerbraten?

by MoooseGuy on 09/27/2008 06:29, refers to #11306

thank you :)
ive been searching forever for something like that :D

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#11308: Re: How do I export models FROM Sauerbraten?

by MoooseGuy on 09/27/2008 06:32, refers to #11306

where do you find the exported model?

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