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by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12522968 views, last view: 11/01/2024 21:37 |
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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we truly help you, packages provided by other people are mostly unsupported due to the fact they are more than often out of date.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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#11409: Bauul Skin |
by tentus_
on 11/08/2008 18:44
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I was poking around in the models directory and noticed that the readme for the bauul actually encourages replacement skins:
"I also hope someone does some better ctf skins, mine are quite bad."
I've started work on a 512x512 and 1024x1024 skin so that people with high-end machines can swap the skins out in order to get a slightly prettier monster. (Oh the irony.) Any requests or advice? I'm not looking to variate from the current skin very much, but I don't want this to simply be a scale-up.
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#11410: Re: Bauul Skin |
by demosthenes
on 11/08/2008 20:46, refers to #11409
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Something a little less garish in color would not hurt. I don't know what direction you'd take it to make it less garish, but it would certainly be somewhat better.
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#11411: RPG Multiplayer |
by mrlemke
on 11/09/2008 20:01
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Is it possible to make the RPG portion of sauebraten multiplayer?
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#11412: Re: RPG Multiplayer |
by demosthenes
on 11/09/2008 21:11, refers to #11411
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Yes.
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#11413: primers for game engine design |
by crich70
on 11/10/2008 23:16
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I've been playing around with cube for some time and was wondering if someone can suggest some good basic books for creating a game engine not unlike the cube engine. I'm not under any illusions that building one is an easy task or anything like that. I just want to be able to study how it is done to get a better understanding of the programming needed. Thanks.
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#11414: Re: primers for game engine design |
by demosthenes
on 11/11/2008 00:36, refers to #11413
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http://www.google.com/search?q=algorithm+design
A good thing to know.
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#11415: Graphics |
by qwerty123456
on 11/11/2008 00:52
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How can I tune sauer to run on low-end systems? I have a laptop with a bad gfx card, but Id like to map on it, so I was thinking on turning alot off stuff off... is there a config or something I can edit?
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#11416: Re: Graphics |
by SheeEttin
on 11/11/2008 03:10, refers to #11415
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http://sauerbraten.org/docs/config.html
Try -f0.
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#11417: Re: primers for game engine design |
by eihrul
on 11/11/2008 03:45, refers to #11413
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The OpenGL Programming Guide is at least essential reading.
As for books on building engines themselves, I can't really recommend any - the last ones I read may have been 10 years ago and they were no good then either. :) I guess just search around on Amazon and see what other people have reviewed well for that.
After you have read through The OpenGL Programming Guide (a.k.a. "the red book"), you may just want to play around with simpler tutorials or look at how some simpler OpenGL games work. This will probably be more constructive than any game engine book.
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#11418: Re: Graphics |
by qwerty123456
on 11/11/2008 14:38, refers to #11416
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ok thanks
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#11419: Run speed |
by F30
on 11/11/2008 22:06
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Has anyone managed to change the run speed? I've been pouring over physics.cpp for hours and have managed to change everything but the movement speed. It looks like it should be STEPSPEED but changing it doesn't do anything. I have no experience with coding however.
Also, if someone has my build with a modified running speed and we join a server with this build will we all run at the modified speed?
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#11420: Re: Run speed |
by SheeEttin
on 11/11/2008 23:18, refers to #11419
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Yes, you will run at that speed.
Which is why people with modified clients are discouraged from using the "official" servers. (I think the rule of thumb is "as long as it doesn't change gameplay, it's fine".)
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#11421: Re: Run speed |
by MovingTarget
on 11/12/2008 02:16, refers to #11419
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I believe STEPSPEED is actually how fast the player goes up stairs.
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#11422: Maya export of Md2,Md3,Md5 ??? |
by mahuro
on 11/12/2008 17:25
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Hi ,
I would like to export models/animations from Maya to Sauerbraten, I suppose it does not matter what supported format (md2,md3,or md5) what I don\'t know is how to export this formats from Maya...
Any Ideas, any MEL scripts I can Use or Plugins ???
Many thanks.
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#11423: Re: primers for game engine design |
by crich70
on 11/12/2008 20:21, refers to #11417
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Thanks for the tips. They're appreciated.
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#11424: Building on Mac OS X |
by prophile
on 11/12/2008 20:33
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I've compiled from source (on a Leopard PPC machine) but I can't run the launcher because it needs the gamedata folder. Where do I need to move things about to make sauerbraten work from source and why is this not done automatically?
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#11425: Re: Building on Mac OS X |
by a~baby~rabbit
on 11/12/2008 21:46, refers to #11424
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build for release-deployment and it will package everything up for you in the right place.
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