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Cube & Cube 2 FORUM


General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12547152 views, last view: 11/05/2024 04:52

for questions, announcements etc.

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#11416: Re: Graphics

by SheeEttin on 11/11/2008 03:10, refers to #11415

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

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

ok thanks

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#11419: Run speed

by F30 on 11/11/2008 22:06

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

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

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

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

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

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

build for release-deployment and it will package everything up for you in the right place.

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#11426: Error Msg

by sephirothx666 on 11/14/2008 05:57

I try to load up the program and it seems fine until i get the msg Sauerbraten Win32 Exception: 0xc0000005 [0x8] any help??

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#11427: Re: Error Msg

by eihrul on 11/14/2008 06:26, refers to #11426

Generally this just means some random undiagnosable error occured in your OpenGL driver. This usually happens on very old video cards, or Intel integrated graphics. There is often little that can be done about this, unfortunately, other than to make sure you have up-to-date OpenGL drivers installed and hope whatever bugs in the drivers were fixed.

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#11428: Naming My Server

by YoungBlood on 11/14/2008 22:05

I have a dedicated server up and running, but I don't know how to name it. What is the command I should use to name the server?

Thanks,
D.Kress

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#11429: Answer

by noerrorsfound| on 11/15/2008 00:46

From http://sauerbraten.org/docs/config.html#command_line_options

-nN

Sets the server description, for people pinging the server. usually does not need to be set if you have a descriptive domain name already, but if you set it, keep it short as it may otherwise be truncated (example: -n"Bobs Instagib Server").

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#11430: Where's my map?

by Chuckles on 11/15/2008 14:53

New mapper here. I've read tons of manuals, on and off-line, tutorial videos, and every "read me" file I can find, and I still have a simple question...

In which folder does Cube 2 save the maps that I'm creating?

I've searched everywhere I can think of, and can't find them - but they still load up every time I want to work on them. They must live somwhere...

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#11431: Re: Where's my map?

by tentus_ on 11/15/2008 16:10, refers to #11430

/packages/base/MAPNAME.ogz

You can move them to their own folder if you want, such as /packages/enterprise/MAPNAME.ogz, but the catch is that then you have to type "/map enterprise/MAPNAME" rather than just "/map MAPNAME" (and no tab-based autocomplete either).

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#11432: Re: Where's my map?

by Chuckles on 11/15/2008 17:33, refers to #11431

Tentus,

Thanx for your speedy reply. packages/base is the first place I looked for my maps and they are not there. I've searched every folder in the Sauerbraten folder, and I can't find them. I've done searches for mapnames, .ogz files, and even the dates that I worked on the maps, and still can't find them on any of my internal or external drives.

But I can still open and edit the maps every day. So they must be living somewhere.

Any ideas?

(Thanx again for your time!)

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#11433: Re: Where's my map?

by Hirato Kirata on 11/15/2008 17:42, refers to #11432

now OS information would help
for linux all files are saved in ~/.sauerbraten, on windows vista (and i'd assume XP), files I think are saved in your documents somewhere.
As usual, I don't know the OSX side of the equasion :P

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#11434: Re: Where's my map?

by mayhem on 11/15/2008 18:38, refers to #11433

In OSX, saved maps are in: username/Library/Application Support/sauerbraten/packages/base/...

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#11435: Re: Where's my map?

by c0rdawg on 11/15/2008 19:33, refers to #11433

This question is asked all the time. Perhaps we can get the exact locations for each OS and put them in the wiki/documentation?

Or we ask eihrul to do something nice like say what folder the map was saved into when you do a /savemap

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