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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12512400 views, last view: 11/01/2024 02:21

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#11381: Re: location of custom maps

by jpsiojers on 10/22/2008 05:10, refers to #11380

try "C:\Users\YOURNAME\AppData\Local\VirtualStore\Program Files\Sauerbraten".

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#11382: Laggy

by Ginger kid on 10/22/2008 06:35

I just downloaded assualt cube but for some reason its super laggy and ive tried playing with the options but i cant seem to get it to a normal speed. Please help

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#11383: Re: location of custom maps

by Guru_Sev on 10/22/2008 18:34, refers to #11381

Hey, that worked! Thanks man, I keep forgetting about Vista's fancy new features.

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#11384: Re: Laggy

by jbuk2k7s cookie has gone on 10/22/2008 18:35, refers to #11382

http://assault.cubers.net/forum/

We are not the AssualtCube forum, that is.

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#11385: Sauerbraten verts/indices

by moe on 10/23/2008 17:30

I am trying to understand how the engine works for a custom mod.

I did a /writeobj of a default size 10 map with a single leaf cube extracted.

Here\'s a screenshot:

<a href=\"http://imageshack.us\"><img src=\"http://img508.imageshack.us/img508/4687/sauerquestionha5.jpg\" border=\"0\" alt=\"Image Hosted by ImageShack.us\"/></a><br/><a href=\"http://g.imageshack.us/img508/sauerquestionha5.jpg/1/\"><img src=\"http://img508.imageshack.us/img508/sauerquestionha5.jpg/1/w960.png\" border=\"0\"></a>


here\'s the /writeobj dump:

# obj file of sauerbraten level
v 8192 8192 8704
v 8704 8192 8704
v 8704 8704 8704
v 8192 8704 8704
f -2 -4 -3
f -4 -2 -1
v 8704 8192 8704
v 9216 8192 8704
v 9216 8704 8704
v 8704 8704 8704
f -2 -4 -3
f -4 -2 -1
v 8192 8704 8704
v 8704 8704 8704
v 8704 9216 8704
v 8192 9216 8704
f -2 -4 -3
f -4 -2 -1
v 8704 8704 8704
v 9216 8704 8704
v 9216 9216 8704
v 8704 9216 8704
f -2 -4 -3
f -4 -2 -1

v 8560 8648 8712
v 8560 8648 8704
v 8560 8640 8704
v 8560 8640 8712
v 8568 8648 8712
v 8568 8640 8712
v 8568 8640 8704
v 8568 8648 8704

I understand the output up to this point
--------------------------------------
The output after this point confuses me.

v 8192 8192 9216
v 8192 8192 8704
v 8192 8704 8704
v 8192 8704 9216
v 8704 8192 8704
v 8704 8192 9216
v 8704 8704 9216
f -13 -15 -14
f -15 -13 -12
f -9 -11 -10
f -11 -9 -8
f -13 -10 -12
f -10 -13 -9
f -11 -14 -15
f -14 -11 -8
f -11 -12 -10
f -12 -11 -15


What is confusing me is the vertexes with a z position that appear to be out of range (9216) and also the lack of indices for the leaf cube. The indices ranging from at 8 to 15 is confusing as well. Can someone clear this up? Thanks in advance.

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#11386: Re: Sauerbraten verts/indices

by moe on 10/23/2008 17:32, refers to #11385

screenshot link again: http://img508.imageshack.us/img508/sauerquestionha5.jpg/1/w960.png/

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#11387: Re: Assault Cube lags?

by owneradz96 on 10/23/2008 21:40, refers to #8212

erm ive got 1gb ram and im runnin vista and im lagin like a bitch how can i run it smoothly, it sez the req requirements are 512mb wats wrong with my pc?

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#11388: Re: Assault Cube lags?

by Hirato Kirata on 10/24/2008 01:00, refers to #11387

1) Vista is known as a memory hog, so you probably need at least 2 GB of RAM just for Vista itself. Vista is also known to be very very slow.
2) try updating your graphics card's drivers from your respective OEM (nvidia, intel, ati), chances are you're probably using microsoft's OpenGL if it's slow
3) ask at the assault cube forums next time, m'kay ;), unless you're referring to sauerbraten, which makes your subject strange, as it says, "Re: Assault Cube lags?"

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#11389: graphical glitch : strange shadows...

by Kaomè on 10/24/2008 20:06

I got that in one of my map:

http://img525.imageshack.us/my.php?image=screenshot8119963ku6.png

And this when looking around a little:

http://img116.imageshack.us/my.php?image=screenshot8125205nt5.png

I think it's a bug... The engine doesn't render part of the map, or something...

I render this with a GeForce 8600M GT, with 175.(something) shaders (not a truly official one.)

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#11390: Insta Rockets?

by redwall_hp on 10/26/2008 23:33

Wouldn\'t it be cool to have an \"Insta Rockets\" game mode? Basically instagib, but with rockets instead of riflerounds. It would be a lot of fun with a CTF variant too...

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#11391: ..

by mrpiddly_000003 on 10/27/2008 00:14

While rockets in insta would certainly make for some very "interesting" gameplay, the damage spheres for the rockets are far to large.

With current rocket settings, any player within this damage sphere would be killed instantly. All a player would have to do is fire almost randomly in the general direction of the other team. If the damage spheres were drastically reduced so that a rocket must actually hit a player for a kill, your suggestion might work.

However, I do not know if your suggested mode would be used very often. I think it would be better to concentrate on improving existing game modes rather than adding new ones.

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#11392: Re: ..

by redwall_hp on 10/27/2008 02:22, refers to #11391

Yeah, probably. Just bouncing ideas around. While it wouldn't be very practical, it might be fun on some maps, such as urban_c. In some of the larger, less open maps, you end up in "jump and shoot" duels with an enemy player (hopping around in circles and shooting, trying to not let the enemy get off your screen), while everyone else is elsewhere fighting over the flag.

Also, don't forget, rockets travel much slower than other weapons. It takes so long for a rocket to travel that you can see them coming and dodge.

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#11393: Problems with Modified Client.

by R0b0t1 on 10/27/2008 02:38

I modded a client recently because the screen was having problems on my computer. When I attempted to join a game, I couldn't frag people. When I loaded up the default client, it worked fine. Anyone see a problem?

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#11394: Suggestoin

by R0b0t1 on 10/27/2008 02:47

Also, reading the Insta-Rocket idea, what about 0 G levels where the grenades would bounce in straight lines? That might be fun.

I tried to do this by making a water-filled level (with appropriate scenery, of course, such that all space is used) and trying to make it clear. the main weapons, would, of course, be grenades, while I threw in some rocket spawns because it added variety. I think these types of map would add an interesting sort of gameplay, as well as smaller downloads, because ALL 3D space can be used, instead of just the x and z space, which I'd assume is a small portion.

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#11395: Another Suggestion

by R0b0t1 on 10/27/2008 02:52

(sorry for the triple post, but I think these are worthwhile ideas)

Or, how about a weapon like UT2004's nuke or ion painter?

1) Nuke: Well, you could obviously make it a rocket, but I'd assume you could have it be a "player" also. Not sure how'd you'd work the player-steering out.

2) Ion Painter: Well, mod the rocket launcher. Have the shot be delayed, like it "charges up" (to prevent it from being named the "No-Skillz Ownage") and then shoot a rocket with a modified blast at about High(INT_32) speed.

I thought the last would be a better idea, because I tried (at least the really high speed rocket idea) and it worked.

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#11396: Re: Problems with Modified Client.

by a~baby~rabbit on 10/27/2008 07:25, refers to #11393

One problem is that it's considered rather bad form to play online with a modified client... If your mod was purely to fix some problem/bug, then please report the bug/solution.

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#11397: Re: Insta Rockets?

by Hirato Kirata on 10/27/2008 09:57, refers to #11390

I don't really approve much of that idea, neither do many of the other players obviously

instead I'd rather suggest a rocket arena gametype, players start with full health, 100 green armour and 1000 rockets. health, healthboosts, quads and the armour spawns and are of course, available.

doesn't that sound better than rocket insta :P

(though if you really want ballistic insta, load up BF, and set the insta start weapon to the chain gun)

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#11398: Re: Problems with Modified Client.

by R0b0t1 on 10/27/2008 22:12, refers to #11396

Well, thats the problem. Of all of the computers I've played it on, only one has the problem. I can assure you it doesn't effect gameplay that much except it makes it render correctly.

Now I realize it wasn't some weird problem. I was having huge lag for some reason. But Sauer works now :)

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#11399: Licensing Question

by kripken on 10/29/2008 10:33

I hope this is the right place to ask this.

Long-time Sauerbraten player here, and now I'm considering use the Sauerbraten engine in a project of mine. I read the license and readme carefully, and I understand that source files in /src are zlib (and MIT) licensed, but data isn't. By data, I guess all the sounds, textures, models, maps, etc., under /packages are intended. Makes sense.

My question is, where does this leave the source code files in /data? For example, stdshader.cfg, this is 2500 lines of source code, even though it's in a folder called /data - so is this zlib licensed, or not? No licensing information seems to be present (the license file mentions only /src as a directory with zlib licensed files). In fact in Debian, these files are in sauerbraten-data, which is non-free.

If stdshader.cfg isn't zlib, then I guess I can't use the Sauerbraten engine for my project, which I intend to be open source (rewriting all of stdshader.cfg looks like quite a lot of work).

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#11400: Re: Licensing Question

by eihrul on 10/29/2008 14:38, refers to #11399

The .cfg files are zlib too.

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