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by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12555048 views, last view: 11/06/2024 00:09 |
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#11863: Elevator. Complete scripting newbie. |
by Zeevaarders
on 03/22/2009 13:53
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I want an elevator in my game. just a simple one.
I saw this on the editing reference:
"elevator" [Y] N T S
What should I input here?
When I did /newent elevator [Y] N 0 0
the 0's were automatically set to a default.
What should I input in the letters and the Y? I really need help here guys.
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#11864: Re: Why is the download so slow? |
by tentus_
on 03/22/2009 15:10, refers to #11861
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You could try using SVN. That would solve the issue of corruption, and allow you to stop halfway if it's going that slow.
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#11865: hi |
by ZANK
on 03/22/2009 19:45
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how can I make a map smaller than size 10?
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#11866: Re: hi |
by SheeEttin
on 03/23/2009 04:32, refers to #11865
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Why would you want to?
Most small maps just go with the smallest size and then remove the excess geometry.
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#11867: Issues running with Intel GM965/GL960 controller |
by briansrapier
on 03/23/2009 19:41
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Greetings. I've been running Sauerbraten for a bit under Ubuntu 8.10, but recently switched (not by my choice) from a Dell XPS M1710 to a HP Compaq 6510b with an Intel GM965/GL960 integrated graphics controller.
Graphics generally seem to be pretty good. I have been using Compiz with the "normal visual effects" (i.e., no cube) and everything works well. However, Sauerbraten and Assaultcube crawl. I run in windowed (640x480) mode with the high end graphics turned off in the game and it still only runs at (best) 18fps.
I've been trying different settings to try and get it running halfway decently, but have come up with nothing so far that works. Yet, even when the game is up and running, the rest of the system seems to hum along just fine without any lag. I'm curious if perhaps the sound might be at fault rather than the graphics.
I'd appreciate some input.
Thanks.
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#11868: Re: Issues running with Intel GM965/GL960 controller |
by Hirato Kirata
on 03/23/2009 22:57, refers to #11867
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the intel graphics cards tends to be very poorly supported at the best of times;
your bets hope is to turn off compiz :P
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#11869: .. |
by Gambit
on 03/24/2009 00:23
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I have a GM45 and sauer isn't playable for me either (the best I can describe is "occlusion query errors"; see pics below). Graphics are definitely the problem:
http://www.rojtberg.net/67/exa-uxa-dri-gem-ttm/
http://bgoglin.livejournal.com/16547.html
Though these are from a few months back. xserver 1.6 (dri2), mesa 7.3, and intel 2.6.3 (+ kernel 2.6.28 = GEM) have all been released since then. I have GEM working, but sauer still is unplayable. Now I'm waiting for KMS coming with kernel 2.6.29 to see if the situation improves any.
Two pics. It gets worse as the mapsize gets bigger, and /oqfrags 0 doesn't help... http://img21.imageshack.us/gal.php?g=screenshot9927.png
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#11870: Re: .. |
by Gambit
on 03/24/2009 00:32, refers to #11869
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correction: oqfrags 0 fixes the "see through walls", but the fps gets worse as mapsize gets bigger.
Like Hirato says, intel graphics is historically pretty bad, though things should be improving soon (I hope!).
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#11871: Re: Issues running with Intel GM965/GL960 controller |
by Quin
on 03/24/2009 01:15, refers to #11867
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Run the game with the "-f0" command line option.
Use these vars in autoexec.cfg:
waterreflect 0
waterrefract 0
waterfallrefract 0
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#11872: .. |
by ZANK
on 03/24/2009 03:32
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whenever I try to start a server It just says
your server did not respond to ping - check your firewall settings
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#11873: md3/md5 level of detail |
by Osbios
on 03/24/2009 06:35
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Is it possible to use level of detail with md3 / md5 models in Sauerbraten?
For example you have a standard model and a low poly version of the same model. At close range you see the standard model. But at a specific distance you see the low poly model.
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#11874: AI editing? |
by MYREEBOKS
on 03/24/2009 07:22
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I'm a noob at editing source code, so I was wondering if someone here could help me out with this. I was wondering, what file would I use to edit the AI of the monsters in Sauerbraten?
And what part of the file would I have to edit? Or is editing the AI even possible?
Thanks to anyone that can help.
~MYREEBOKS
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#11875: Re: Issues running with Intel GM965/GL960 controller |
by briansrapier
on 03/24/2009 13:12
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Thanks for the feedback.
@Quin: I basically turned off all the extras and scaled it down to 300x200 to get 18fps, otherwise it runs at 2-3fps, which is not even playable.
@Hirato Kirata: I did turn off Compiz right off to make sure that it wasn't the issue. It had no effect. The curious issue is that with it on and the game in play, there is no effect on anything else. I can still shift desktops, drag & drop, etc, as I normally would. My assumption is that, if the graphics card was the root cause of the issue that other graphics would be affected. Since this particular card is integrated and uses the system memory dynamically as it's buffer, that running something like Sauerbraten would cause all graphics to tank as well.
However, that doesn't appear to be the case. Sauerbraten crawls, but everything else is fine. I just started wondering if there are other tweeks that I could do to perhaps sound that may help the graphics?
Sorry for the lengthy reply. I do appreciate the info.
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#11876: Re: AI editing? |
by tentus_
on 03/24/2009 13:38, refers to #11874
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Loof for sauerbraten/src/fpsgame/monster.cpp
You're going to have to add/modify whatever code you're going to there, and then recompile. If you didn't follow that, I recommend taking on simpler mods first, before trying to make such a difficult change.
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#11877: Re: .. |
by MovingTarget
on 03/24/2009 13:49, refers to #11872
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Do you have a router? If you do, then that's probably the problem. Forward the ports Sauerbraten needs and you should be fine.
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#11878: Hudguns |
by tentus_
on 03/24/2009 14:09
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I've been hoping the new hudguns in SVN would grow on me over time. I figured that I'd give them a few weeks and see if I would come to like, or at least tlerate them.
They haven't.
Playing metl4 with a colt is just wrong feeling. The number of modern maps in Sauer is minuscule compared to the number of scifi maps, and I think that trying to shift the gun design over is a serious mistake. I showed Sauer to some friends who are interested in game design, and in general they were very impressed, but one of the first comments that they all said was "What's up with the ugly cartoon guns?" or something to that general effect. One spent five minutes trying to reconcile the new Ironsnout design with the rocket launcher, and finally declared that the two models could not have been made by the same person. ¬_¬
I understand wanting to break away from the perceived norm of the fps games industry, but this should not come at the detraction of Sauer's design. I thought we were trying to become more polished, as opposed to becoming more incongruous. At the very least, could we have a 'hudgun set' toggle, right below the playermodel toggle? Or, alternatively, could we perhaps make the new or old guns unlockable (which would increase the "polished"-ness of the game, IMHO... just keep a variable that tracks a broad record of online playtime or something, and after every 30-minute increment or something, "unlock" a new hudgun). I realize that nothing in Sauer can be truly "locked", but even having an easily hacked bit of bonus content would make the game more finished feeling to most players.
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#11879: Re: Issues running with Intel GM965/GL960 controller |
by briansrapier
on 03/24/2009 14:41
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Just as a follow on to the possibility of Compiz interfering with Sauer:
I found a post on their site related to simple tests using glxgears. Although the use of glxgears as a troubleshooting tool seems to be widely disputed, it should at least provide some feedback as to whether or not certain changes will affect the system graphics.
The first test involves running glxgears with Compiz disabled:
$ glxgears
1656 frames in 5.0 seconds = 331.155 FPS
1776 frames in 5.0 seconds = 355.016 FPS
1797 frames in 5.0 seconds = 359.214 FPS
1771 frames in 5.0 seconds = 354.039 FPS
1756 frames in 5.0 seconds = 351.105 FPS
...
With Compiz enabled:
$ glxgears
1607 frames in 5.0 seconds = 321.344 FPS
1676 frames in 5.0 seconds = 335.024 FPS
1720 frames in 5.0 seconds = 343.985 FPS
1729 frames in 5.0 seconds = 345.681 FPS
1757 frames in 5.0 seconds = 351.385 FPS
...
The second is usign glxgears, Compiz enabled while dragging the glxgears window around the desktop:
$ glxgears
1632 frames in 5.0 seconds = 326.333 FPS
1755 frames in 5.0 seconds = 350.890 FPS
1751 frames in 5.0 seconds = 350.105 FPS
1741 frames in 5.0 seconds = 348.101 FPS
1831 frames in 5.0 seconds = 366.007 FPS
...
Compiz enabled, Sauer running:
$ glxgears
1540 frames in 5.0 seconds = 307.869 FPS
1514 frames in 5.0 seconds = 302.690 FPS
1567 frames in 5.0 seconds = 313.240 FPS
1582 frames in 5.0 seconds = 316.254 FPS
1541 frames in 5.0 seconds = 308.031 FPS
1696 frames in 5.0 seconds = 339.129 FPS
Compiz disabled, Sauer running, dragging glxgears window:
$ glxgears
1101 frames in 5.0 seconds = 220.148 FPS
1085 frames in 5.0 seconds = 216.708 FPS
1306 frames in 5.0 seconds = 261.162 FPS
1408 frames in 5.0 seconds = 281.594 FPS
1157 frames in 5.0 seconds = 231.347 FPS
As a note, when glxgears was dragged over the Sauer pane, it left a black 'trace' in the playing screen, but nowhere else.
Compiz enabled, Sauer running, dragging glxgears across Sauer pane:
$ glxgears
1268 frames in 5.0 seconds = 253.542 FPS
1436 frames in 5.0 seconds = 287.193 FPS
1397 frames in 5.0 seconds = 279.394 FPS
1364 frames in 5.0 seconds = 272.760 FPS
1373 frames in 5.0 seconds = 274.563 FPS
It seems odd that performance actually improved slightly when Compiz was enabled versus disabled. Are there any tools for performance heuristics built into Sauer to try and figure out where the breakdown is occurring? It should be noted that Sauer is the only place where I am getting any sort of graphics issues.
Thanks again.
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#11880: changing the shooting direction. |
by znora
on 03/24/2009 18:02
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I am working on a fork of sauerbraten where the player chan change the perspective by headtracking.
As a result I want the player to shoot in the direction he is looking at.
After digging the sourcecode for some time I figured out there is a snippet:
if(player1->clientnum>=0 && player1->state==CS_ALIVE) ws.shoot(player1, pos); // only shoot when connected to server
in fps.cpp.
By changing the values of:
void shoot(fpsent *d, vec &targ)
in weapons.cpp I am able to change shoot direction but not control it.
What are the parameters to shoot, and how do I modify them?
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#11881: Re: Hudguns |
by eihrul
on 03/24/2009 19:11, refers to #11878
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With all due respect, the new hudguns are as they are going to be at this point. We have put too much work into them, so there is no going back.
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#11882: Fatal Error |
by vib
on 03/25/2009 21:08
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Hi, I just installed Cube 2 and when I'm going to play, the game loads correctly, it's shows one frame and I get this:
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sauerbraten fatal error
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Sauerbraten Win32 Exception: 0xc0000005 [0x8]
I'm on Windows Vista Home Basic, and the requirements are ok on my computer.
(Yes, i already searched this on google.)
Thanks.
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