General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12513817 views, last view: 11/01/2024 06:36 |
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for questions, announcements etc.
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#11300: Re: PVS |
by chinkeeyong
on 09/26/2008 14:12, refers to #11293
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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
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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
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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
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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
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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
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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
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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
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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
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where do you find the exported model?
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#11309: .. |
by Hirato Kirata
on 09/27/2008 06:56
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in the root of your sauerbraten directory, last I checked
note it's completely untextured, has no normals, has no UV mapping, has no lighting (as which is probably obvious due to being untextured), it's just a mesh :)
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#11310: .. |
by -Redon-
on 09/28/2008 19:42
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..
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#11311: .. |
by -Redon-
on 09/28/2008 19:43
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argh, sry.
Those (mapname)_number.BAK files are backups, right?
How can i use them? Because i overwrote a map im working on :|
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#11312: How to add my own music in Sauerbraten |
by Botklid
on 09/28/2008 19:44
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Hello all, my name is Simon and i'm from Moscow and i'm 14 years...(this thread is not about me thought).One week ago i've downloaded Sauerbraten engine i really liked it it's a cool engine.. i've learnt how to make my own map and all but i cant find where can i delete old Sauerbraten and add my OWN music, please someone help i really hope that you will help.. and sorry if there were threads about it .. i just havent found them... :)
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#11313: Re: .. |
by eihrul
on 09/28/2008 21:20, refers to #11311
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@-Redon-: Just rename the .BAK file to .ogz
@Botklid: It's easier to just turn off the volume on the in-game music, and turn on a music player like Winamp or whatever you prefer before starting up the game
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#11314: hm |
by Botklid
on 09/29/2008 15:00
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Hm but i want to change... i dont want the easy way, i want hard way to change my music.. because im going to make some game for my friends... and they like oh yeah they like rock but another bands so i have to includ them to it... so im asking again can i make my own music for this eginge? ^^
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#11315: Re: hm |
by tentus_
on 09/29/2008 15:29, refers to #11314
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Are you sure you want to, because it's going to require typing without typos. None. So if you're prone to making eginge > engine mistakes, you might not want to try this.
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#11316: Menu |
by Botklid
on 09/30/2008 16:50
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Is there any way to create a normal in-game menu before game is loading the first level...and another question is there any way to make a video before the level?
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#11317: Re: Menu |
by tentus_
on 09/30/2008 17:06, refers to #11316
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There was a lot of discussion about your first question recently... I'm not sure what became of it.
As for your second question, no, not yet. You might be able to work something out yourself using the code created by offtools. I'm not sure how hard that'd be though, I haven't played with his code.
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#11318: Re: Menu |
by Quin
on 10/01/2008 05:22, refers to #11316
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It requires a substantial rewrite of the engine to pull off, but it is possible. Blood Frontier used to have this as its default behaviour for a while, but it was decided that it was best to throw the player into a map (and hence we also made the lobby).
One can still get the old menu in BF before loading by setting "autoconnect" to '0' (if BF is not given a server to connect to, it usually tries to connect to localhost - much like the old quake games did).
I don't know how much that helps, quite a bit has gone into Blood Frontier to pull off the more fancy stuff - like the loading backgrounds which are also used when no map is "active" to achieve a sort of "title screen" effect. You're welcome to glean bits of code from it though, if you can.
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#11319: share |
by Botklid
on 10/01/2008 16:14
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Is the cube2 is opensource and fully freeware does that means that we can make a game and make it shareware?
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