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Cube & Cube 2 FORUM


General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12559575 views, last view: 11/07/2024 09:41

for questions, announcements etc.

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#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.

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#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...

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#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.

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#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 :)

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#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)

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#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.

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#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!

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#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?

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#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).

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#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? :)

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#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.

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#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".)

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#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.

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#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

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#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?

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#12177: Kicking not working?

by Razgriz on 05/23/2009 22:41

Its a simple thing i'm asking, since the game actually rads the kick commands but doesn't execute at all! Same with my script as i use the [kick $cn] commands and it echos that the player on $cn has been kicked but no one has actually been kicked! anyone knows why this happens?

Also i think that mute/unmute don't exist in trooper edition, is that true?

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#12178: Message censored by administrator

by Killa&killa on 05/23/2009 23:34

#12179: Message censored by administrator

by Killa&killa on 05/23/2009 23:35

#12180: Re: Gamma wrong in recordings? UPDATE

by baby~rabbit on 05/24/2009 00:49, refers to #12176

video is recorded raw - the expectation is that people will use video editing software to compress, edit, adjust gamma, etc

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#12181: Message censored by administrator

by )FC($k!llz_ on 05/24/2009 03:54, refers to #12178

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