General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12519863 views, last view: 11/01/2024 16:24 |
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for questions, announcements etc.
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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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#11320: Re: share |
by tentus_
on 10/01/2008 16:22, refers to #11319
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Read this:
http://sauerbraten.org/README.html#license
"If you want to produce new content with the sauerbraten engine, you have to be aware that the source code may be Open Source, but the game and the media it consist of have their individual licenses and copyrights."
Please research *before* asking questions.
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#11321: .. |
by Botklid
on 10/01/2008 19:05
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kk, so does that means that if i make completely original game i have a right to make it shareware?
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#11322: Re: .. |
by tentus_
on 10/01/2008 19:20, refers to #11321
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If you read what I linked to, you'll know the answer to that question.
Or you cold perform a search on this forum and see that your question has already been asked and answered many, many times. (Hence the irritability on my part).
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#11323: Re: .. |
by Quin
on 10/02/2008 09:51, refers to #11321
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Also: http://cube.wikispaces.com/Modding+Guide
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#11324: Zombie Survival FPSRPG |
by qubodup
on 10/02/2008 13:22
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Hey there, I want to announce that a new sauerbraten-based project started. It's hosted here <http://www.assembla.com/wiki/show/zsfpsrpg> and a discussion on it can be found on the FreeGameDev Forums there <http://forum.freegamedev.net/index.php?t=msg&th=1628>.
As you can guess from the title, it's a zombie survival fps rpg :)
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#11325: .. |
by qubodup
on 10/02/2008 13:22
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God damn it.
The correct links are http://www.assembla.com/wiki/show/zsfpsrpg and http://forum.freegamedev.net/index.php?t=msg&th=1628
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#11326: Recording high quality video |
by Ezdaroth
on 10/02/2008 18:49
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Hi, I'm in a hurry with a problem as I need to get a video to show on a projector tomorrow. It should be as high quality as possible. It only needs to be few minutes long and the size doesn't matter as I'm going to show it from external hard disk anyway, even if it's like 100 gigs, it's a np.
First I tried fraps, it dropped my smooth 200 fps to less than one when I started recording. ZD Soft Game Recorder does a bit better, but it's still like a power point show.
First thing that comes to my mind is that the hard drive can't take so much data quickly enough, but I have 500gb seagate barracuda 7200rpm disk with 32mb buffer, so it shouldn't actually be a problem. Also all the recording softwares I have tried have been on a second disk that's identical to the first one I mentioned as I thought it could improve the framerate even a bit.
Then the other computer specs come into question, but I'll cry if it's about other specs as I have phenom 9950 black edition processor, hd 4870x2 graphics card and 4gb of 1066mhz ddr2-ram. I'm running on vista ultimate 64-bit.
So what's the matter? I'm running sauerbraten at 1920x1200 resolution and all effects maxed, but even if I tune down the resolution, the framerate of the video just won't get even near the rate I want to have.
All help is welcome, I'm in a hurry.
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#11327: Re: Recording high quality video |
by Ezdaroth
on 10/02/2008 19:17, refers to #11326
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One possible solution that came to my mind is that if I'd record a demo in sauerbraten. Play it and slow it down to few fps (if it's possible), capture each frame with a software and then speed up the framerate of the final video.
Even tho this would take alot of time to "render", I could still get a high fps on a video, right?
No idea how to do this tho.
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#11328: Re: Recording high quality video |
by SheeEttin
on 10/02/2008 21:11, refers to #11327
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It's probably because it's trying to render Sauer and encode video at the same time.
If you can get your screen recorder to record to a raw video stream and encode later, that'd do it (though I doubt it can do this).
You might also look for already-made videos (e.g. on YouTube).
You could, of course, always turn down the graphics.
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#11329: Re: Recording high quality video |
by jbuk2k7s cookie has gone
on 10/03/2008 18:51, refers to #11328
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Try setting the affinity of the capture program to a different processor to that of Sauer?
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#11330: CUBE2 TEXTURES - Pan/Scale/rotate a feature? |
by KenDeel
on 10/06/2008 01:13
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Was surprised to see no one has looked into coding in a way to be able to manipulate applied textures.
Mainly scale and pan.
In order:
PAN, SCALE, and rotate in that order.
Also being able to rotate imported models in the editor in real-time is a great one feature also.
Lastly.
A way to do ala Duke3D/Build engine, keyframing the brush face extrusion in the game. Just as when we select a face in the Edit mode and can move a face. Image the ease of moving platforms, lifts, sci-fi doors. Animating the action with a set keyframe.
Are any of these features in the works?
Too hard to implement? I am NOT a programmers BTW. Artist here.
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#11331: Re: CUBE2 TEXTURES - Pan/Scale/rotate a feature? |
by tentus_
on 10/06/2008 01:54, refers to #11330
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The texturing stuff was implemented a long time ago, but the slowdown was so great that they were removed in favor of doing it via shaders.
I'm not sure what you mean about rotating models. The yaw is the first parameter of any mapmodel. http://sauerbraten.org/docs/editref.html#_mapmodel_
Finally, in regards to the keyframe animation: I'm a bit unclear as to what you mean on this one too, but from what I understand, you want to be able to position geometry into tweened keyframes? This has three rock-solid reasons it would be disadvatageous to implement, along with some lesser reasons I won't get into.
1) Lighting. Trying to light geometry that is not in a fixed location means that you *have* to use dynlights for each mobil sections of geometry, which is tremendously resource-intensive. Trying to prerender all possible lightmaps puts you into an infinite spiral pretty quickly.
2) Imagine the interface for how this would work. You'd have to use a set of commands for navigating between frames, because trying to use a palette of some kind (like in flash or 3Dmax) would go completely against the rest of the interface.
3) Animated geometry would not fit on the octree, which means that aside from the nasty rendering hacks that would be needed, the 100% accurate hit detection of the Sauer engine would be lost.
I'm probably just misunderstand what you're asking, feel free to correct me.
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#11332: Very Slow gameplay |
by sgman
on 10/08/2008 02:58
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For some reason this game won't run for more than 1-2fps.
My hardware:
AMD 1.8ghz
Radeon 9600
1 gig ram
I know this is old stuff, but this game isn't exactly top of the line. Even after putting all the in game settings on the lowest possible it doesn't help the fps at all.
I know I have the latest drivers for all my stuff.
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#11333: ubuntu 8.04 / Sauerbraten/ sound/ help! |
by doctor-death
on 10/08/2008 11:08
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ok i have sound for music dvd youtube wine games other linux games but no sound with Sauerbraten
i am using esound as i had trouble with pulse
Any idea's please ??
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