General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12571562 views, last view: 11/08/2024 22:48 |
|
for questions, announcements etc.
|
|
Board Index
|
|
#12255: Loadsky and cloudlayers |
by Razgriz
on 06/11/2009 17:03
|
|
Hi again, i need some help on how to make a slider (skybox) define a specific skybox path to load it with the press of the button. same for the cloud layers.
here is the original script i had in mind, but it executes all skyboxes and cloudlayers at once and then won't change.
http://pastebin.com/m10b4c254
any help is greatly appreciated
reply to this message
|
|
#12256: the spring edition |
by 16bitPh34r
on 06/12/2009 00:17
|
|
im getting confused, i saw a video on youtube about the spring editon and i was like, "ok a new sauerbraten release awesome!" then i saw it was uploaded a year ago. then i thought "oh its a OLD release!?" then i went to the website and saw the screenshots were all from the spring edition and i thought..."thats odd, what is it a new relase or a old one?" so is it a old release or it it a new one in the making?
reply to this message
|
|
#12257: Message censored by administrator |
by UnStable$ubstanc3
on 06/12/2009 00:28
|
|
|
#12258: Re: .. |
by 16bitPh34r
on 06/12/2009 00:52, refers to #12257
|
|
im not a moron, im a confused newbie.
reply to this message
|
|
#12259: Re: the spring edition |
by Hapexamendios
on 06/12/2009 00:56, refers to #12256
|
|
The spring edition is an older release. The latest is Trooper edition. Trooper was released very recently so I wouldn't expect a new release anytime soon.
On a related note, many people prefer the hudguns from the spring edition and trooper allows you to specify a custom hudgun set. Have a look through the docs and wiki and many questions you have will be answered.
HTH
reply to this message
|
|
#12260: Re: .. |
by mrpiddly
on 06/12/2009 01:11, refers to #12258
|
|
A complete history of releases, their names, and changes can be found here for future reference:
http://www.sauerbraten.org/docs/history.html
reply to this message
|
|
#12261: Re: Can´t start the server |
by MovingTarget
on 06/12/2009 03:38, refers to #12254
|
|
Actually, if you just want to host a LAN server, then don't do any router configuration. Just type "/lanconnect" in the other clients.
The only reason you'd need to connect to the masterserver was if you're going to run a public server.
reply to this message
|
|
#12262: Re: Can´t start the server |
by Leihtasse
on 06/12/2009 14:50, refers to #12261
|
|
Hey MovingTarget,
it runs! Thx for help :-)
reply to this message
|
|
#12263: Re: Can´t start the server |
by MovingTarget
on 06/12/2009 15:14, refers to #12262
|
|
*sweeping bow*
Always glad to assist some wayward, helpless soul!
reply to this message
|
|
#12264: How to make a map execute something? |
by BionicCryonic
on 06/12/2009 23:52
|
|
I have a map with a .cfg and .wpt. I want the map to find and use those two files when you load it. Is there any way to do this? The .ogz/.cfg/.wpt all have the same name.
reply to this message
|
|
#12265: Re: How to make a map execute something? |
by Hapexamendios
on 06/13/2009 00:03, refers to #12264
|
|
You don't need to specify those two particular files. Just put them in your ~/packages/base/ folder with your .ogz and it will automagically find and use them for you. That is, of course, if they are really named exactly the same.
Note waypoints are not loaded until required, i.e. until a "loadwaypoints" or "addbot" command is issued.
(from the docs)
reply to this message
|
|
#12266: Adding maps/mods/scripts... |
by LukeG
on 06/13/2009 03:09
|
|
how do i do it?
reply to this message
|
|
#12267: Re: Adding maps/mods/scripts... |
by tentus_
on 06/13/2009 05:29, refers to #12266
|
|
Depends. Maps are usually dropped into the packages/base/ directory. There are a few exceptions (such as the enterprise map). Mods are often standalone, but you need to read beforehand in each case. Scripts vary wildly, depending on their intent.
reply to this message
|
|
#12268: well done |
by jar
on 06/13/2009 12:59
|
|
Hi,
I just to return some feed back and acknowledgements. The current version of Sauerbraten has done a couple of great steps towards more stability on my Unix-System.
Whoever puts that much effort in improving this game, Thanks you very much.
jar
reply to this message
|
|
#12269: cant start need help |
by wello77
on 06/15/2009 00:29
|
|
plz help me i cant find out how to start game just downloaded but cant find
reply to this message
|
|
#12270: Re: cant start need help |
by (noerrorsfound)
on 06/15/2009 02:40, refers to #12269
|
|
Did you install it yet?
reply to this message
|
|
#12271: How to turn of gibs. |
by lapppy
on 06/15/2009 15:59
|
|
Is there ANY way to TURN OFF gibs?
reply to this message
|
|
#12272: Re: How to turn of gibs. |
by Quin
on 06/15/2009 16:36, refers to #12271
|
|
/blood 0
reply to this message
|
|
#12273: Re: How to turn off gibs. |
by lapppy
on 06/15/2009 23:57, refers to #12272
|
|
That just disables the blood spirts. It does not disable to bits and pieces that fly out when you kill someone.
reply to this message
|
|
#12274: Re: How to turn off gibs. |
by Quin
on 06/16/2009 08:46, refers to #12273
|
|
Incorrect, from weapon.cpp in game::superdamageeffect():
> if(blood) loopi(min(d->superdamage/25, 40)+1) spawnbouncer(from, vel, d, BNC_GIBS);
Turning off 'blood' stops gibs from being created.
reply to this message
|
|
|
Board Index
|
|