General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12563610 views, last view: 11/07/2024 21:51 |
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for questions, announcements etc.
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Board Index
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#12262: Re: Can´t start the server |
by Leihtasse
on 06/12/2009 14:50, refers to #12261
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Hey MovingTarget,
it runs! Thx for help :-)
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#12263: Re: Can´t start the server |
by MovingTarget
on 06/12/2009 15:14, refers to #12262
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*sweeping bow*
Always glad to assist some wayward, helpless soul!
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#12264: How to make a map execute something? |
by BionicCryonic
on 06/12/2009 23:52
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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.
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#12265: Re: How to make a map execute something? |
by Hapexamendios
on 06/13/2009 00:03, refers to #12264
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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)
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#12266: Adding maps/mods/scripts... |
by LukeG
on 06/13/2009 03:09
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how do i do it?
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#12267: Re: Adding maps/mods/scripts... |
by tentus_
on 06/13/2009 05:29, refers to #12266
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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.
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#12268: well done |
by jar
on 06/13/2009 12:59
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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
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#12269: cant start need help |
by wello77
on 06/15/2009 00:29
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plz help me i cant find out how to start game just downloaded but cant find
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#12270: Re: cant start need help |
by (noerrorsfound)
on 06/15/2009 02:40, refers to #12269
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Did you install it yet?
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#12271: How to turn of gibs. |
by lapppy
on 06/15/2009 15:59
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Is there ANY way to TURN OFF gibs?
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#12272: Re: How to turn of gibs. |
by Quin
on 06/15/2009 16:36, refers to #12271
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/blood 0
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#12273: Re: How to turn off gibs. |
by lapppy
on 06/15/2009 23:57, refers to #12272
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That just disables the blood spirts. It does not disable to bits and pieces that fly out when you kill someone.
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#12274: Re: How to turn off gibs. |
by Quin
on 06/16/2009 08:46, refers to #12273
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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.
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#12275: Re: How to turn off gibs. |
by lapppy
on 06/16/2009 16:02, refers to #12274
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???
How is that possible? My blood setting is CLEARLY off, and gibs are still spawning!
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#12276: NEW GUI HUD mod for sauerbraten |
by GoodSMC
on 06/16/2009 16:49
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Me and Darkwade another long time saurebraten/cube fan are creating a small mod that will not change any of the multiplayer game play.
It is designed to add team weapon HUD and new GUI menus.
so far we have...
Created a new theme
tied trooper weapons to Mr fix it
tied CTF edition weapons to ironsnout
made new skins (now gold and blue)
We would also like to..
tie classic weapons to orgo
tie red HUD to evil and blue HUD to good
We will release it around the end of July.
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#12277: Re: How to turn off gibs. |
by Quin
on 06/16/2009 18:14, refers to #12275
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Sorry, it seems to be a recent change. You will have to wait for the next patch or release.
Revision 1732, Modified Thu May 7 08:58:18 2009 UTC (5 weeks, 5 days ago) by eihrul: made blood toggle affect gibs
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#12278: Distortion Effect |
by robin1337
on 06/16/2009 20:54
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Hello there.
I love distortion effects over heat sources, eg. fire. In Crysis or CoD 4 are heat distortion/haze effects well shown, and now I've wanted to code something similar at Sauerbraten. My idea was to edit the particle smoke (no. 12),to a distortion particle system, which uses a normalmap to distort the view.
But now to my question: How can I use this normalmap to distort the view? Yet I've got a particle system which shows the normalmap as a colortexture. My plan was to put such particles above normal fire particles (no. 0).
Here's what I've got:
http://www.mypicx.com/uploadimg/1806474410_06162009_1.jpg
How it should look (Photoshop fake):
http://www.mypicx.com/uploadimg/750369900_06162009_2.jpg
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#12279: .. |
by abenny9
on 06/16/2009 23:05
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..
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#12280: Body Fading |
by Joeschmoemama
on 06/16/2009 23:06
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Hello. I\'m new here, so please forgive me if I\'m asking a dumb question. I\'m a bit sadistic, so I like my battlefields littered with bodies (like Halo). How do I turn off the body-melts-into-the-ground effect? If I do, will it slow everything down considerably. Thanks.
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#12281: Re: Distortion Effect |
by baby~rabbit
on 06/16/2009 23:45, refers to #12278
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read framebuffer as texture, apply shader and draw distorted result back to screen. I've actually experimented ages ago - but it seemed a potential performance sink for little visual gain imho.
PS those image links seem broken...
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