General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12533698 views, last view: 11/02/2024 19:18 |
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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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#11574: Multi threaded? |
by Speculant
on 01/09/2009 03:50
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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
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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
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Needs OpenGL drivers?
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#11577: Fatal Error |
by Bearzor
on 01/09/2009 19:52
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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
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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
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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
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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
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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
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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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#11583: Re: BTW... |
by demosthenes
on 01/12/2009 03:53, refers to #11582
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That would certainly be an interesting game to play. By timely actions, do you mean happening-on-beat-synchronously-with-the-music? If so, how would you add balance such that syncing up your actions with the beat would be at least mildly challenging?
What about a game in which to win you must simply match your actions exactly in timing and duration with cues on screen (a la gitfiddle hero, etc), but you are also free to deviate from it? Perhaps it could be set up to stream the highest score stream, the quickest completion stream, or an average just-do-the-objectives stream by player choice. The most difficult part there is adapting the stream as the player deviates from it such that they can re-enter it at will.
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#11584: Re: BTW... |
by tentus_
on 01/12/2009 05:00, refers to #11583
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Happening on beat, yes, probably indicated by a horizontally scrolling iconographic bar (because some actions would require a bit more forewarning than vertical allows). I played around a bit in flash with some ideas, and it looks like a playable game would have to be a combination of player matching the song, and the song matching to the player's actions. For example, I had the best results when I split a song up into multiple parts and had each part play only when a condition was true (think kind of like Auditorium). The parts each had an array of numbers that were used to create the event track, by summing them up (for my testing flash I used 0-9 as my "action icons", which were kind of arbitrary).
It's not hard to envision how you could turn this into a simple but enjoyable game. Give the player freedom by letting them roughly guide how they want the music to go (similar to switching into Overdrive mode, but more different modes) but have the music at the time be based on what's going on. This in turn creates the series of actions that you are rewarded for.
Some things that worked in my flash test: having running be a series of hammerons. having critical hits when the player attacks enemies when the music encourages it, as opposed to as frequently as possible. rewarding the player for dramatic deaths by doing a deus-ex-machina (i wrote the situation and i still got a kick out of it).
Things that didn't work: really long notes. frequently recurrent fret sequences. trying to focus both on the screen and on the track (I should have made an 'observation' mode that slows down time or something). music tracks that weren't an interval of 30 seconds.
I think that making the game sound and look decent would greatly overstep the conventional bounds of flash (my swf was over 10 megs with just little text graphics running around and basically two songs broken into parts). Still, it could make for a fantastic little timewaster.
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