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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12558079 views, last view: 11/06/2024 22:36

for questions, announcements etc.

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#11563: Re: Time

by Quin on 01/02/2009 02:08, refers to #11562

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

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

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

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

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

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

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

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

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

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

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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#11574: Multi threaded?

by Speculant on 01/09/2009 03:50

is sauer a multi threaded app, i.e. will it run faster on a dual core (take full advantage of both cores)

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#11575: Fatal Error

by Bearzor on 01/09/2009 11:57

Hello (^_^)/

I'm trying to run Sauerbraten on my laptop which is running Vista, however I'm getting the error "Sauerbraten Win32 Exception: 0xc0000005(0x8)".

Installed the game on my desktop running XP and it worked flawlessly.

I searched and found several other people had this error, however no one seemed to have a response for it.

My Computer is an HP Pavillion, Dual Core Processor 1.5ghz, 32-bit Vista, 2GB Ram. The video card is integrated I believe. It's not Radeon or anything like that.

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#11576: ..

by Acord on 01/09/2009 15:10

Needs OpenGL drivers?

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#11577: Fatal Error

by Bearzor on 01/09/2009 19:52

Thanks for responding. ^^

I'm looking up OpenGL and I'm not fully clear on what it actually is, but I found this site that has .dll, .lib, and .h files that it says are OpenGL Drivers.

The page I am looking at is here:
http://www.swiftless.com/tutorials/opengl/gldrivers.html

I have installed the .dll files to my Windows/system folder. The site mentions folders to put the .lib and .h files in, but I've searched my pc and I cannot find the folders it mentions.

Am I on the right track here? xD

I also got a screen shot of the error message. The log is shown as well.
http://s2.photobucket.com/albums/y19/KageGT/?action=view¤t=xz.jpg

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#11578: Re: Fatal Error

by demosthenes on 01/09/2009 21:41, refers to #11577

Nothing on that page is a driver. They're all libraries to be used with compiled programs or for compiling a program.

What you want are drivers. Since you have an intel graphics unit, it's not likely that you'll be able to play Sauer particularly well, but you ought to go to the intel site to get the latest graphics drivers from them.

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#11579: \(^_^)/

by Bearzor on 01/09/2009 22:36

I got it working!

I went to the Device Manager in Properties of My Computer and found that I have a Mobile Intel 965 Express Chipset Family. Went to Intel to update the drivers and it worked. It's running at very good frame rate as well.

Thanks guys. =D

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#11580: BTW...

by tentus_ on 01/11/2009 08:07

To anyone who kicked my arse this night, my apologies for being in such poor (and non communicative) form. I was playing around with different button configurations in Xpadder for the Harmonix Wii Guitar.

Conclusion: not effective /at all/, but kinda fun in a weird way. I found myself tapping out these weird little rhythms on my frets to turn and fire just enough, while straining my pinky to strafe whenever I could, which unfortunately doesn't hold up very well against kb/mouse. Sacrificing the ability to look up/down conveniently also came as a huge drawback. If it was a slower game, perhaps an rpg with autotargeting of some kind, it could probably work out.

For anyone who is interested, my most successful config was as follows:
Green: turn left
Red: fire
Yellow: Jump
Blue: turn right
Orange: right-click (I have mouse2 bound to zoom, so it worked for me)
Fret Down/D Up: forwards
Fret Up/D Down: back
D left: strafe left
D right: strafe right
Plus: Scroll up
Minus: scroll down
Whammy: look up/down (didn't work so hot)

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#11581: Re: BTW...

by demosthenes on 01/11/2009 08:12, refers to #11580

I wasn't aware awesome could be distilled to such a degree. Thank you for enlightening.

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#11582: Re: BTW...

by tentus_ on 01/11/2009 08:49, refers to #11581

Interesting choice of words... I've run out of songs to play on RB2 on my tired old Wii, so I've been playing some Frets on Fire X recently, because Harmonix has yet to get their long-awaited Wii store working (what's up with that, anyhow? bad public relations the whole way around...). It seemed logical to give the guitar a chance at my favorite open source game (just as logical, in my mind, as using a more traditional gamepad... that is to say, only worth doing for a temporary amusement).

Mixing and matching elements from games like this does produce some interesting ideas though. We've all heard the idea of music swelling dramatically based on the situation (Shadow of the Colossus springs to mind), but playing around like this makes me wonder about the feasibility of a more direct connection. Imagine an SP map that is scripted so that you get bonuses for timely actions, from door openings to shooting enemies. At the very least, it sounds like a good premise for a flash game to me, if trying to code up such synchronization is too difficult starting with the sauer engine.

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