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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12550240 views, last view: 11/05/2024 13:26

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#11736: Launching Sauer on second display on a mac

by Commodore-Freak on 02/28/2009 14:11

Evening...
I've got a system with 2 displays running OSX 10.5. I want to launch sauerbraten on the secondary display, meaning the one without menubar and dock, so that i can still have an eye on whats going on in IRC with the primary display while playing sauer on the secondary one.
Is there any way to accomplish that?

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#11737: Re: Launching Sauer on second display on a mac

by c0rdawg on 02/28/2009 17:33, refers to #11736

Easiest way would be to run sauerbraten windowed. Otherwise its all up to your window manager, and I have no idea how to configure, or if its possible to configure like that, on a mac...

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#11738: Re: AAAHHH!!

by SheeEttin on 02/28/2009 18:12, refers to #11735

Download it again.

If you REALLY want to, you could try and recover what you can, figure out what's missing, and download just that file from somewhere, but that'd take a lot of effort. Really.

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#11739: Gaucamole Textures

by BionicCryonic on 02/28/2009 19:27

I've been fooling around with textures, but I've no yet figured out how to import them from place to place. If you'll look in your sauerbraten folder, then go to {sauerbraten/packages/aard/boxtex}, you'll find some special textures. I've been trying to import them into a map for about an hour now, and I haven't had any success. If anyone can help, it would be appreciated.

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#11740: Adding a decal...

by crank on 02/28/2009 20:13

So I have been messing around with the source lately and was wondering if someone could help me out with some theory (i'm not asking for code so I can copy and paste).

In most FPS games when you shoot the wall a 2D sprite appears then fades to show that debris came out of the wall due to impact. Sauerbraten has like a little fireworks explosion that appears so I tried making a decal alternative. I made a decal with a transparent background and added the new decal enum etc, works fine.

Question 1. What would be the BEST way to achieve the look i'm going for? (looking for general input).

Question 2. Can anyone elaborate on the following identifiers and what they do? (they are optional parameters for the decalrenderer function.)
DF_RND4
DF_ROTATE
DF_INVMOD
DF_OVERBRIGHT
DF_ADD

Question 3. Will alpha work with a decal? I don't want the sparks to take the color of the scenery. If not, whats the alpha color key?

Thanks in advanced.

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#11741: Re: Adding a decal...

by crank on 02/28/2009 20:19, refers to #11740

Actually, sorry for this, but right after posting I got some pretty cool results. I also figured out that DF_RND4 chooses it randomly from 4.

If anyone is interested in what I ended up with...

http://img156.imageshack.us/my.php?image=decals.png

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#11742: Re: Adding a decal...

by SheeEttin on 02/28/2009 20:36, refers to #11740

Cube 2 DOES have a little decal when you shoot something...
http://s5.tinypic.com/25a3zmt.jpg

Not sure what you're trying to accomplish.

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#11743: Re: Adding a decal...

by crank on 02/28/2009 21:10, refers to #11742

That is a marker on the wall, I still have this. I am trying to REPLACE the particle shower with a decal like most FPS's.

I guess i'm trying to achieve something of this sort, except not to this extent. This is of course a particle emission but I have no idea how to do it lol. So I am trying it with a decal, perhaps an animated one.

http://images.totalgamingnetwork.com/images/hurricane_9-29_3.jpg

So when the bullet strikes the surface, two decals should appear. One momentarily, one will stay on the surface.

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#11744: Materials

by BionicCryonic on 03/01/2009 01:17

What do the noclip and aiclip do? Thanks in advance.

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#11745: Re: Materials

by mrpiddly on 03/01/2009 01:28, refers to #11744

Noclip basically removes player collision detection, one pass through geometry which is surrounded by noclip.

Aiclip is clip for the Ai. It acts sort of like an invisible wall which the "monsters" can not pass through.

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#11746: Re: Materials

by mrpiddly on 03/01/2009 01:33, refers to #11745

*Previous post should read

Noclip removes player collision detection, players and monsters can pass through the geometry which is surrounded by noclip.

Aiclip is clip for the Ai. It acts like an invisible wall which the "monsters" can not pass through. (it will not affect the player)

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#11747: Re: Adding a decal...

by SheeEttin on 03/01/2009 04:46, refers to #11743

So just change the "spark shower" effect to one that has more "energy".
You'd probably be better off using a particle effect for the sparks than a decal...

Just make a particle effect happen where the shot hits a wall. There already is an effect, just change it.

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#11748: Linux noob question alert!

by SuperGeek on 03/02/2009 05:18

Ok, ok, this is my first time using a Linux O/S. I'm running Ubuntu, and....
How the hell do I set it up? I've extracted the files and all, but there's no specific 'setup' file to click on. Yea, I'm a noob. Now help me!

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#11749: Re: Linux noob question alert!

by c0rdawg on 03/02/2009 05:39, refers to #11748

You're done. Once you extract it just run the script, sauerbraten_unix and go frag.

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#11750: Message censored by administrator

by SuperGeek on 03/02/2009 06:08

#11751: Er....

by SuperGeek on 03/02/2009 06:08

Sorry, it ain't working. Doesn't run. Do I need to use the terminal?

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#11752: Re: Er....

by Hirato Kirata on 03/02/2009 06:43, refers to #11751

the terminal would allow you to see what's up, but there's three posilibities

1. the script doesn't have execution permissions, or the files in bin_unix/ don't
2. you're missing sdl files, namely sdl, sdl_image and sdl_mixer
3.you don't have proper GLX drivers installed for your chipset.. ubuntu has a few wrapper scripts to set that up for you, searching ati envy or nvidia envy should result in those scripts

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#11753: ..

by K1P57A on 03/02/2009 12:18

@ Commodore-Freak

Open your system preferences, go to Displays, Then when you see the two screens next to each other grab the top navigation bar on the top of the screen and move it to the screen you whish to be your main screen.

Tadaa now it should work

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#11754: Mesh Collision

by Goober on 03/03/2009 21:53

Does anyone have any idea where I'd start coding mesh collision into Sauerbraten? I've been told that it won't be in the official release, but I am in need of mesh collision (via low poly collision mesh versions of map models) for a custom project.

Anyone know where I'd start?

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#11755: Re: Mesh Collision

by a~baby~rabbit on 03/03/2009 23:23, refers to #11754

If you search on this forum for "mdltricollide" you'll find that at one stage (2007) this sort of code did exist in sauerbraten cvs... Though I couldn't say whether it's a good starting point for your needs.

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