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by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12551888 views, last view: 11/05/2024 17:34 |
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#11389: graphical glitch : strange shadows... |
by Kaomè
on 10/24/2008 20:06
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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
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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
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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
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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
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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
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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
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(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
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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
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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
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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
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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
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The .cfg files are zlib too.
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#11401: Re: Licensing Question |
by kripken
on 10/29/2008 15:27, refers to #11400
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> The .cfg files are zlib too.
Thank you for the clarification, that is very good to know.
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#11402: Re: Licensing Question |
by SheeEttin
on 10/29/2008 20:46, refers to #11400
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How about Sauer logos, etc.?
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#11403: Re: Licensing Question |
by eihrul
on 10/29/2008 21:29, refers to #11402
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public domain
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#11404: Randomness |
by Pelle
on 10/30/2008 10:13
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Why are my monsters and triggers sometimes active, and sometimes not? Sometimes they activate if I re-load the map, sometimes not. What to do? I\'m supposed to send the map to be reviewed, so I must be sure it works when the rewiever opens it.
(by active I mean showing up when I go to FPS mode from edit mode)
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#11405: Re: Randomness |
by Kaomè
on 11/04/2008 19:54, refers to #11404
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Maybe because the gametype is not everytimes single player. If you start a sp map in FFA, you won't see any monster as the gamemode is about to fight against other player.
About the gamemode: a rocket arena may be do by reducing the damage (eg, by a factor of 4, as monster damage => a player is a monster for himself?) of a player's grenades or rockets. (These are "owned" by the player in the code...).
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#11406: Sauerbraten doesn't start on Suse11.0 |
by Nachtmeister
on 11/06/2008 21:03
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I installed Sauerbraten from the Suse-Repository via Yast2.
Installation was good and without any faults or messages.
When I try to start Sauerbraten the program is shown in the taskbar for about 30 seconds and dissapears. No window will open.
I hope that somebody will be able to help me.
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#11407: Re: Sauerbraten doesn't start on Suse11.0 |
by Quin
on 11/06/2008 21:16, refers to #11406
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You have two options:
* Uninstall the version provided by your distro and use one of the files provided here: http://www.cubeengine.com/files.php4
* Talk to your distro/package maintainer for that particular package.
Note that only in the first case can we truly help you, packages provided by other people are mostly unsupported due to the fact they are more than often out of date.
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#11408: Re: Sauerbraten doesn't start on Suse11.0 |
by SheeEttin
on 11/07/2008 17:32, refers to #11406
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It only appears in the task manager because KDE is stupid and doesn't know when a program has exited or started up.
If you start it from the command line, it should give you some errors.
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