General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12564644 views, last view: 11/08/2024 00:38 |
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for questions, announcements etc.
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#12304: initial mode |
by kamikaze21
on 06/24/2009 09:07
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hi there, i have a noob question :$, how can start server in mode 4 ... i change mode in game with /mode 4 but i want turn on the server in mode 4 .. thz a lot!
sorry for my bad english :D
Bye!
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#12305: Re: initial mode |
by kamikaze21
on 06/24/2009 10:10, refers to #12304
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Resolved :D
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#12306: script, |
by )FC($k!llz_
on 06/24/2009 19:19
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Just wondering, in SP, is there a way to Script AI to play certain sounds,move to certain positions, shoot at precise times, etc?
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#12307: Re: script, |
by Quin
on 06/25/2009 00:17, refers to #12306
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No, at least, not yet. I'm a fair way off making a system that complicated.
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#12308: Re: script, |
by )FC($k!llz_
on 06/25/2009 01:39, refers to #12307
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O, but maybe or the movement part, it could be like the bot waypoints, except they are forced to only go on the selected route.
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#12309: Re: script, |
by SheeEttin
on 06/25/2009 03:26, refers to #12308
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Or just "move to marker N".
By the way, why aren't the Cube 2 waypoints entity-based, like BF's?
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#12310: Re: script, |
by tentus_
on 06/25/2009 03:47, refers to #12309
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I believe that it was so they wouldn't have to be loaded unless necessary, though I am not the authority on that.
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#12311: Designing a crosshair... |
by BionicCryonic
on 06/25/2009 06:02
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Is there any way to turn of alpha? I want to make a crisp crosshair and I can not figure out how to do this, as it always blurs. Any protips? (Besides black, of course)
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#12312: Re: Designing a crosshair... |
by SheeEttin
on 06/25/2009 06:19, refers to #12311
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Use a bigger image and scale it down.
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#12313: Re: Re: Designing a crosshair... |
by BionicCryonic
on 06/25/2009 06:58, refers to #12312
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Seriously? I'm using solid colors, just a pure green circle, so I'm skeptical as to if it will work. I'll try though.
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#12314: Re: script, |
by Quin
on 06/25/2009 07:00, refers to #12309
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Speed and efficiency mostly, but would have also required the backporting of some BF-specific subsystems like entity linking; which have no real use outside of the waypoint context in sauer. It also bloats the entity array with many thousands of entities, which can slow down iterative loops.
We sacrifice some speed for added functionality in BF, eihrul did a good job of trying to optimise it though.
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#12315: Demos |
by BuRnItDoWn
on 06/26/2009 18:08
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So, I made a demo. Where can I find it?
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#12316: Re: Demos |
by MeatROme
on 06/26/2009 18:42, refers to #12315
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Your console should've printed the location it was downloaded to .. you might try and check your game-home (~/.sauerbraten or C:\Documents and Settings\...) or the game-installation folder for "*.dmo".
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#12317: Re: Demos |
by PyRoFiRe
on 06/26/2009 20:28, refers to #12316
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At the time that I posted the question, I couldn\\\\\\\'t find it in the Docs. But it was in the static_wiki folder. I guess that it was actually saved
to the server. but thanks for the help. It\'s the same person, too, I\'m just on a different computer.
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#12318: Cant see the other players |
by keyboard
on 06/28/2009 04:12
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When I play I can\'t see any of the other players nor can I see my weapon. Also, is there any way to make the game less laggy?
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#12319: Demos (Again) |
by BuRnItDoWn
on 06/28/2009 04:54
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I have my demo, but does anyone know where I can download an application that can open .Dmo files?
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#12320: Re: Demos (Again) |
by SheeEttin
on 06/28/2009 06:06, refers to #12319
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Cube 2.
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#12321: A member has join |
by Zama
on 06/28/2009 10:51
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M&S-147 115.132.120.194 has joined!
M&S-147 is the first member!
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#12322: Adding new monster and player models using cfg files |
by penslayer
on 06/28/2009 12:53
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Hi,
Is there a way to add new monster and player models using just config files? Looking at the code it looks like these are fixed.
Thanx
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#12323: Re: Adding new monster and player models using cfg files |
by tentus_
on 06/28/2009 16:00, refers to #12322
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Yes, they're fixed. There have been a handful of mods to change that, but we've been locked to the same monsters since cube 1.
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