General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12549093 views, last view: 11/05/2024 09:04 |
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for questions, announcements etc.
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#11755: Re: Mesh Collision |
by a~baby~rabbit
on 03/03/2009 23:23, refers to #11754
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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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#11756: wth are these |
by Idon'tneednousername
on 03/05/2009 02:03
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well I just checked out the svn expecing to find so half way good hudguns only to find THIS
http://i40.tinypic.com/2urqvxw.jpg
I mean come on you talk of polish and makeing it look less like a tech demo
Square shot gun ??? it don't even look like a shot gun.. wth
the rest of the NEW hudguns are not any better
(user404 wonders why the models get worse and worse with every release)
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#11757: This is terrible |
by Eggbert
on 03/05/2009 04:57
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How is it that I'm always the sucker who gets banned when some other dick screws up a map in edit mode?
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#11758: Re: wth are these |
by Maxime -Max of S2D- Lebled
on 03/05/2009 07:05, refers to #11756
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What the heck
They don't even look textured.
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#11759: Question |
by Q6464646464
on 03/05/2009 08:02
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Is there a possibility to switch to another application or even minimize it during pause mode in game?
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#11760: Re: wth are these |
by tentus_
on 03/05/2009 13:59, refers to #11756
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At first I thought this guy was just being whiny, but now that I've messed around with them, I find myself agreeing: I liked the old ones more. Like, a *lot* more. The new models are good models on their own and everything, but I feel like they aren't as polished as the old ones, and certainly aren't as Sauer-y as the old ones.
The incongruity of a glowing metal hand holding a pistol that my grandfather could have owned is just too much. I looks like we couldn't find a modeler and had to go with whatever we could get. Could we at least have a toggle to get the old gun models back?
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#11761: Re: wth are these |
by MovingTarget
on 03/05/2009 14:30, refers to #11760
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Agreed. The new ones... the models aren't *that* bad, but the animations kinda suck.
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#11762: .. |
by Julius
on 03/05/2009 17:56
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Peeps, this is the SVN version, so it is obviously WIP.
The models are actually quite good, but some still lack a skin.
And the new 3rd person anims are great! (Btw there is no quad damage effect anymore... probably a bug).
IMHO as soon as the current admittably horrible relative position (!) of the weapons is fixed, they will be fine.
But I agree that the pistol and the sniperrifle look really out of place in a game like sourebraten :-/
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#11763: vista home premium problems |
by vassago
on 03/05/2009 18:19
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yeah i have downloaded multiple versions of sauer none work correctly first one wouldnt access the server right the second one dint have an edit menu the third one kept popping up with unknown command showmenu everytime i pressed the escape button that is the mrnu button right i mean it is on mac
i never had any problems on mac pls help and thanx in advance
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#11764: running server on a machine with multiple network interfaces |
by w23
on 03/05/2009 21:36
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i'm trying to setup a new dedicated sauerbraten server on a freebsd-7.0 machine with multiple network interfaces. i want and expect sauer_server to listen on all interfaces when i run it without the -i option. however, this does not happen -- it listens only on one (first) interface. looking into the source (and sockstat -4l) gives that it properly listen()s on INADDR_ANY, but somehow refuses to accept any connection coming through another interface. this is not likely to be a server misconfiguration, as there is plenty of other stuff running without similar issues. is there anyone with understanding of enet engine who could help?
also, i could not find any place in enet sources, that would call to enet_socket_accept(). how does it even manage to work?! :D
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#11765: Re: .. |
by a~baby~rabbit
on 03/05/2009 21:43, refers to #11762
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yeap - svn is work in progress, it means change, and constructive criticism would be more appreciated...
see: http://fernlightning.com/sauer/buds.jpg
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#11766: Re: LOL |
by tentus_
on 03/05/2009 22:58, refers to #11765
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Nice comic! :)
My constructive input would be that we should stick to the more sci-fi look that the previous guns had. I like that the guns are smaller and more realistically held, but I liked the glowing bits and felt that the old animations generally worked just fine.
(Aw man, this reminds me that I need to reprocess those screenies I took a little while ago and never posted: the "shots" sections is now what, 3 hudgun generations old?)
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#11767: Re: LOL |
by SheeEttin
on 03/06/2009 00:13, refers to #11766
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Yeah, the textures are also a bit too "clean"... Given how dirty Cube 2 envrironments usually are, I don't think the weapons should be that clean, y'know?
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#11768: Re: LOL |
by eihrul
on 03/06/2009 02:19, refers to #11767
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The point of the hudguns is that, having looked at hudguns in other games lately, I noticed a distinct lack of clearly identifiable guns. Every deathmatch game you pick up has these sci-fi or hyper-modern guns where each is this overly complex art vomit and interchangable looking with respect to what it shoots out.
Sauerbraten has always been about rather simple weapon archetypes, and about old school deathmatching, so I wanted the guns to reflect this, and they do. They are novel by the fact that they are ordinary, stereotypical looking weapons - really, a rarity these days!
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#11769: Re: running server on a machine with multiple network interf |
by eihrul
on 03/06/2009 02:30, refers to #11764
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Sauerbraten does not use TCP. It uses UDP, which is connectionless, and so depends on identifiable addresses for any given message.
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#11770: Message censored by administrator |
by oversimplestic=fail
on 03/06/2009 02:54
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#11771: Re: running server on a machine with multiple network interf |
by w23
on 03/06/2009 12:02, refers to #11769
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oops, my bad. i'm sorry for being such a inattentive retard.
as i had some doubts, a huge lack of experience and knowledge, i've just wrote a simple pair of client/server to test, whether the response from server would come from the same ip, where client sent his packet. and it does not! the response is sent according to the routing table. however, this happens only when i listen to INADDR_ANY. when my server is bound to specific interface, it responses through the same (bound) interface, through which the packet came in, even if the routing table has a different route for the recipient.
so, binding to INADDR_ANY will work only for clients, who connect using proper interface (through which will routed pakcets go). this seems to be my case, because the server i intend to run sauer_client on is connected to several LANs with non-intersecting local address spaces. so the main question keeps unchanged: how to force enet engine to receive packets on all interfaces? this is an ugly, but will-work-for-me solution.
the proper solution for multi-interface problem, from my point of view, is to make several differents sockets for each interface, and keep track of what client came through which socket. this shouldn't break current protocol or client code. if the developers are not against it, i could look into implementing that.
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#11772: Re: LOL |
by Julius
on 03/06/2009 15:12, refers to #11768
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I think it would be cool if the sniper would stay a crossbow, and the pistol should be a modern semi automatic. Otherwise I am fine with the new weapons in principle.
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#11773: .. |
by Fischkopf
on 03/06/2009 18:34
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I dont like the new Weapons at all. They look too realistic for a Quake style game like Sauerbraten. AND they look a bit small.
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#11774: Re: .. |
by Julius
on 03/06/2009 20:54, refers to #11773
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"AND they look a bit small."
That is purely a question of relative position in the hud.
Currently they are positioned IMHO really badly. First they are positioned way to far to the right and too low, and thus have this strange angle towards the crosshair, and then they might also benefit from being closer to the "screen", but that has to be tested.
@ But actually I wonder why this new art direction (which in general isn't a bad idea) is not reflected in the new player-model at all :-/
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