home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12559375 views, last view: 11/07/2024 08:38

for questions, announcements etc.

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages

#12157: Re: Script problem

by Quin on 05/20/2009 01:09, refers to #12156

1) No.
2) Yes.

For pasting, try http://pastebin.com/

reply to this message

#12158: Message censored by administrator

by )FC($k!llz_ on 05/20/2009 05:42

#12159: Re: Script problem

by Razgriz on 05/20/2009 10:31, refers to #12157

thanks, but i think now i have another problem:
1) Can't find the mute/unmute and kick commands so i can't get these to work:

guibutton "Mute" [mute $cn; echo (concat (cn_name) "") "is muted"]
guibutton "Unmute" [unmute $cn; echo (concat (cn_name) "") "is unmuted"]
guifield reason 0 50
guibutton "Kick" [kick $cn; say "kicked" (concat (cn_name)) ":" (concat (reason))]

2) the choose map size commands has the guislider number off grid everytime the script does its first startup. is this normal?

3) whats the difference between alias admin-pass and admin-pass = 0?
(Sorry, forgotten :P)

reply to this message

#12160: 12158

by tentus_ on 05/20/2009 18:03

$killz, I really don't see what that has to do with Cube.

reply to this message

#12161: Framerate Issue

by kornfan71 on 05/20/2009 23:15

Hey,
So, I'm running this game on two of my computers, one on Kubuntu Linux, the other on Sabayon Linux. I get a framerate of about 2 FPS on both machines, which have the following specs:

Sabayon:
-Pentium 4, 3.0 GHz
-NVIDIA GeForce 5200 FX, 128 MB
-1.5 GB DDR RAM

Kubuntu:
-Core i7 920, 2.67 GHz
-ATI Radeon HD 4850, 512 MB
-8 GB DDR3 RAM

OK, the first computer running at 2 FPS is not a huge surprise for me, but what about the 2nd box? That makes no sense whatsoever.

HELP?

reply to this message

#12162: Re: Framerate Issue

by eihrul on 05/20/2009 23:19, refers to #12161

You don't have OpenGL drivers installed for either hardware from the manufacturer. Go to nvidia's site and install drivers from there. Go to ATI's site and install drivers from there.

reply to this message

#12163: Re: 12158

by )FC($k!llz_ on 05/21/2009 02:40, refers to #12160

well, it said etc, so um i just thought...

reply to this message

#12164: Re: 12158

by tentus_ on 05/21/2009 04:19, refers to #12163

Et cetera: Latin, translates to mean "and so forth".
>>Questions, announcements, and so forth.

So the pinned topic on the *Cube* forums should be about questions or announcements concerning *Cube*. So forth would include posts such as comments on Cube, requests for help with Cube, and other types of posts regarding Cube.

This thread is ridiculously long already, if you really think it needs to be discussed, make a new topic.

reply to this message

#12165: Blood stains?

by Tiok on 05/22/2009 21:17

Hi,

I am completely new to modifying any game, but still I would like to ask a question about blood in Sauerbraten. We built a custom map for Sauerbraten with fiends – it depicts an exhibition space, an art gallery. Now, we would like to know if it is possible to lenghten the time for blood stains, so that they would not disappear within 10 seconds. We would like them to stay for a longer period of time, so that while playing you finally cover the whole room with bloody red. Any hint or help of how to do that is most appreciated :)

reply to this message

#12166: Re: Blood stains?

by tentus_ on 05/22/2009 21:31, refers to #12165

You can accomplish a client-side effect like that by messing with /decalfade (which is surprisingly undocumented). Set it to 60000 to make blood splatters last for a really long time.

(For the sake of future forum searches:
blood duration, scorch mark duration, blood stains, decal duration, decal length, blood length, decal fade)

reply to this message

#12167: Re: Blood stains?

by SheeEttin on 05/22/2009 21:36, refers to #12165

/decalfade is the length of time a decal stays, in milliseconds. As this is a persistent variable, it can't be overridden by CFGs.

So, I guess the best you could do would be pre-bloody the map or suggest users increase decalfade.

reply to this message

#12168: Re: Blood stains?

by Tiok on 05/22/2009 21:48, refers to #12167

Thanks a lot!!! It would be nice if users would not have to do it manually, but if it's the only way then we just suggest this method. A minute is already better than 10 seconds. Thanks again!

reply to this message

#12169: Gamma wrong in recordings?

by Midnight Walker on 05/22/2009 23:42

I've tried recording a few clips with /movie, but in every one, it looks like the gamma has been reduced dramatically, to something like 60 to 70. This doesn't happen with screenshots, but it's getting extremely annoying. Is anyone else having this problem, and can anyone help me?

reply to this message

#12170: ..

by Hooded_Sniper on 05/23/2009 01:33

What's with Iron Snouts randomly and very rarely having jet packs while using the Rocket Launcher? (In Trooper).

reply to this message

#12171: Re: ..

by SomeGuy on 05/23/2009 02:22, refers to #12170

That'd be the quad damage, and it doesn't actually give you the ability to fly :P as for the rockets, well, who doesn't use rockets when they have the Quad? :)

reply to this message

#12172: Blood stains?

by Tiok on 05/23/2009 09:45

Hi,

Only once more about the Blood Stains. But isn't there a possibility to modify something in the files of the game, so that the blood would not disappear?

Maybe that was already said by SheeEttin: 'As this is a persistent variable, it can't be overridden by CFGs'... I don't know what this exactly means, but I have to be sure.

reply to this message

#12173: Re: Blood stains?

by SheeEttin on 05/23/2009 16:13, refers to #12172

Yes, if you modify src/engine/command.cpp and remove lines 194 through 198 (if(id->flags&IDF_PERSIST)) and recompile, then you can change persistent variables in a CFG.

But this would require distributing binaries and/or patches, etc., so it's not really a good way to go.

(When you try to change a variable like decalfade in a map CFG, the game notes that it's a persistent variable--one saved in config.cfg--and says, for example, "cannot override persistent variable decalfade".)

reply to this message

#12174: Re: Blood stains?

by tentus_ on 05/23/2009 17:38, refers to #12173

Just out of curiosity, does anyone know why 60000? I get that it equals a minute, but why not set the cap at 600,000? I know that my computer can handle a lot more than Sauer currently asks it to.

reply to this message

#12175: Re: Blood stains?

by Quin on 05/23/2009 18:14, refers to #12174

Just sane defaults that scale well for all situations. Nothing stops you from increasing the value :oP

reply to this message

#12176: Re: Gamma wrong in recordings? UPDATE

by Midnight Walker on 05/23/2009 18:28, refers to #12169

I've tried this on both an iMac and a Linux laptop, and had the exact same problem both times. Does anyone now what's up?

reply to this message

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages


Post a Message

Username

Email

Subject

Body

3 multiplied by 6 =


content by Aardappel & eihrul © 2001-2024
website by SleepwalkR © 2001-2024
58535409 visitors requested 76489801 pages
page created in 0.179 seconds using 10 queries
hosted by Boost Digital