General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12550698 views, last view: 11/05/2024 15:06 |
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for questions, announcements etc.
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Board Index
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#11554: Re: MasterServer |
by eihrul
on 01/01/2009 02:09, refers to #11553
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If you mean the port on the master server that the servers connect to, it's just port 80, http.
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#11555: Re: MasterServer |
by Zencri
on 01/01/2009 02:13, refers to #11554
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Well im trying to get the IP address to i have a netgear wireless router and it says i have to include its IP too in order for it to go through and come out
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#11556: Link |
by Zencri
on 01/01/2009 02:15
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Heres the link http://kbserver.netgear.com/kb_web_files/N101145.asp
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#11557: Happy New Year! |
by MovingTarget
on 01/01/2009 07:01
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..in Chicago, at least.
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#11558: Re: Happy New Year! |
by demosthenes
on 01/01/2009 10:17, refers to #11557
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And everywhere, now.
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#11559: Question |
by Ikaledam
on 01/01/2009 22:56
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How would I go about editing sauer's weapon textures?
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#11560: Re: Weapon Question |
by tentus_
on 01/02/2009 00:32, refers to #11559
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\sauerbraten\packages\models\vwep\*\*.jpg
where * is the name of the gun, or an abbreviation of some kind.
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#11561: .. |
by Ikaledam
on 01/02/2009 01:07
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Wow, I thought it would be way harder, at the very least decompiling/opening the model. Thanks.
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#11562: Time |
by The-oli
on 01/02/2009 01:55
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Hi I'm new and playing with a few friend in Sauerbraten Coop editing mode but the map is so big that if we want to test it its stupid that the round time is only 10 min but how can i change it i searched at the website and in the readme but nothing there must be a way or not?
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#11563: Re: Time |
by Quin
on 01/02/2009 02:08, refers to #11562
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You cannot change the timelimit in Sauerbraten. You can however play deathmatch just the same in editmode, just don't hit 'E' :P
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#11564: Re: Missing Person |
by cthulhu_zot
on 01/02/2009 21:25, refers to #11502
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I know he's alive. I'm contacting him for you :).
Bill
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#11565: Menus not Building Correctly? |
by zer0wolf
on 01/02/2009 23:01
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I'm not sure what I'm doing wrong here, but when I build Sauerbraten myself the menus don't function correctly. The main menu comes up as it is supposed to, but nothing is selectable. I can pull up menus via the command line, so I know they're all there. The actual button functionality and mouse over isn't working, though. When I start with a fresh install (the shipped build) the menus work fine.
Windows Vista SP1
Code::Blocks 8.02
MinGW 5.1.4
Sauerbretan CTF Edition (June 17, 2008)
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#11566: Re: Menus not Building Correctly? |
by zer0wolf
on 01/02/2009 23:37, refers to #11565
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Wow, nevermind. I switched over to the latest TDM-MinGW distro and the menus are working peachy now as well as some shader warnings I was getting are gone. I saw on the wiki someone recommended to use it, but apparently you HAVE to use it.
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#11567: Console Output |
by Jookia
on 01/07/2009 10:05
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Is there a way to output a log of the console to a file?
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#11568: Re: Console Output |
by demosthenes_
on 01/07/2009 11:39, refers to #11567
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Pipe it!
Just do a sauerbraten > sauerlog.txt. The greater-than symbol "pipes" the output to the text file.
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#11569: Barebones? |
by Jookia
on 01/07/2009 13:43, refers to #11568
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I want to work off a basic FPS, I don't know what's required, what's not, all I need is the default map, default textures, one weapon and one player model. Any idea how skin it down to barebones?
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#11570: Re: Console Output |
by SheeEttin
on 01/07/2009 15:44, refers to #11568
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Actually, that's redirecting the output. Using a pipe (e.g. sauerbraten | less) would be piping it. :)
Jookia: Yeah, just drop in your own models, maps, etc., and change the references in the menus/source.
Anything else you can cut out of the source (and again, remove any references from the menus). Though that'd be kind of difficult, and not necessarily a good idea.
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#11571: Re: Console Output |
by demosthenes_
on 01/08/2009 02:10, refers to #11570
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You are technically correct. I think the distinction in those names is silly, though. :)
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#11572: C++ |
by Jookia
on 01/08/2009 05:37
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Is there any way to code the game in C++, not cubescript?
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#11573: Re: C++ |
by SheeEttin
on 01/08/2009 05:43, refers to #11572
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Mod the source?
If you mean like put C++ code in the map CFGs, then no. At least not to my knowledge.
Depending on what you want to do, you might just to expose some things to Cubescript.
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