General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12570308 views, last view: 11/08/2024 20:03 |
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for questions, announcements etc.
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Board Index
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#12435: Re: new FX |
by Fispaul3
on 08/08/2009 17:31, refers to #12434
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Sauerbraten should consider adding your enhanced mod to the main game, the current explosions look crap
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#12436: Re: new FX |
by Fispaul3
on 08/08/2009 17:33, refers to #12435
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Or if it needs a visual or sound enhancement enhanced mod would be nice
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#12437: Darnt! |
by Redsoul
on 08/09/2009 04:26
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I Was playing around with the game files and i modified the ragdoll (Ragdol.cfg) file and forgot to make a backup and now im doomed! cany anyone send me the file!@ i know where to put it! i just need it! plz!!! (after any mods in the game i do restore it with my backups)
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#12438: Re: Darnt! |
by eihrul
on 08/09/2009 04:29, refers to #12437
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http://sauerbraten.svn.sourceforge.net/viewvc/sauerbraten/packages/models/mrfixit/ragdoll.cfg?revision=320
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#12439: thanks |
by Redsoul
on 08/09/2009 04:38
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thanks
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#12440: AssaultBraten |
by fispaul
on 08/09/2009 21:36
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Are there any plans for an AssaultCube based on Sauerbraten engine rather than original cube engine?
It's a fun game, but the graphics look SERIOUSLY outdated, if it was based on SB engine it would have a lot more potential.
Not that this is a feature request, rant, or anything, just a question.
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#12441: launch the game |
by milos
on 08/09/2009 23:19
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So I just installed the game, and everytime I launch a map any map, multiplayer, bot matches. anything it closes out and says like wins32... and some other stuff. if there is any pros at this game please give me some good advice. thanks
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#12442: If I make a map, can I sell it? |
by hyokin
on 08/09/2009 23:19
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I was reading the docs and stuff, but I was not sure if it permits one from loading up the game, making a map, then selling the map file itself.
Like you could go to my site and buy the map for a small fee, download, plug into your Sauerbraten map folder and play.
Is that legal?
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#12443: Re: If I make a map, can I sell it? |
by Krayon
on 08/10/2009 07:13, refers to #12442
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Depends, if your map uses doesn't feature the default content that comes pre-installed fine and I mean any of it (models, textures, monsters, main character, sounds etc...)
you must use content of your own or content that is free to redistribute, otherwise no you cannot sell your map/project or whatever you may work on.
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#12444: OpenAL or something like this |
by Q009
on 08/10/2009 09:15
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What about implementing OpenAL into Sauerbraten? ...Or something else i mean 5.1/Surround sound. It's just a quastion if its planned.
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#12445: problem |
by Assassine
on 08/10/2009 20:17
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I need some help guys.
I want to play the multiplayer mode!
How does this work to get into a server and so on. Can someone explain that to me please?
thanks
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#12446: "No Disk" Problem |
by Sarcasm
on 08/10/2009 22:35
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http://i28.tinypic.com/vncetd.jpg
http://i30.tinypic.com/hrx4yd.jpg
I originally voiced my problem on the "Bug Report" thread (I'm #11), but I don't feel like anyone could reproduce it. A copy of that post is below. The two pictures are from today. I have never been able to play. I just tried recently because my computer was wiped.
(original - same problem as you see from my recent screens) by Sarcasm on 10/03/2008 00:38 through 68.11.103.89
1)Windows XP SP3
2)GeForce FX Go5200/AGP/SSE2 (Its for a Dell laptop, I can't update it)
3)Sauerbraten CTF Edition
4)
C:\Program Files\Sauerbraten>bin\sauerbraten.exe -r
init: sdl
init: enet
init: video: mode
init: video: misc
init: gl
Renderer: GeForce FX Go5200/AGP/SSE2 (NVIDIA Corporation)
Driver: 1.5.2
WARNING: No framebuffer object support. (reflective water may be slow)
WARNING: Non-power-of-two textures not supported!
Rendering using the OpenGL 1.5 assembly shader path.
init: console
init: gl: effects
init: world
init: sound
init: cfg
init: localconnect
init: mainloop
read map packages\base\metl4.ogz (0.3 seconds)
Mining Station by metlslime
game mode is ffa/default
Sauerbraten Win32 Exception: 0xc0000005 [0xd4]
--------------------------------------
It starts up fine, but I can't seem to play anything.
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#12447: Main Screen |
by K1P57A
on 08/11/2009 10:11
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Hi guys,
since my main skills are in graphics, Ive got very little... who am I kidding, close to none, programming skillz :/
Here's my question tho... How hard would It be to create a highres background image (I was thinking something along 1680x1050 px) which will be downscaled or cropped on different resolution?
I think It'd be cool if people were able to customize their loading screen even further than with a seamless texture "only" (the "only" because I think that it's already an awesome job done even enabeling us to change the background!!!)
Sorry for all the stupid progging questions, but as mentioned I dont really understand lots of it ;)
Cheers,
K1
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#12448: .. |
by K1P57A
on 08/11/2009 10:13
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Sorry forgot to mention in my 2nd paragraph that I meant the hires image for the loading / main screen ;)
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#12449: is der blood? |
by shrackx
on 08/12/2009 02:14
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hi im planing on getting cube and there was just 1 ting i needed 2 know. i know ders blood and stuff but can you turn it off in options or sompthin?
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#12450: .. |
by Harry711
on 08/12/2009 02:33
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Hello; I run my server with:
`sauerbraten-server "-o1" "-pMYADMINPASS" "-c69" "-nSRL's Server - By Harry" "-lbase/wdcd" "-g4"
It does not seem to load the wdcd map by default. Everything else works. How would I make it run insta-ctf on the wdcd map 24/7?
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#12451: Re: is der blood? |
by eihrul
on 08/12/2009 03:05, refers to #12449
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There is an option to turn off blood in the options menu, yes.
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#12452: Torrent to Download Cube? |
by Da Grt
on 08/12/2009 21:31
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Is there any official torrent for Cube (2)? I know that it is only 330 Mb but I can't hold a good direct download speed. If not, is there any un-official torrent (if it's not illegal copyright infringement or whatever)?
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#12453: Re: Torrent to Download Cube? |
by SheeEttin
on 08/12/2009 22:24, refers to #12452
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Sourceforge has several mirrors for all project downloads. Poke around (starting at the download page) for the list, and try a different (preferably closer) one.
You can try searching for a torrent on your favorite site, though. Someone might have uploaded it.
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#12454: Minor mods for Bot Matches |
by FreddyB
on 08/13/2009 05:44
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I've been killing some time lately playing bot matches. I made a few trivial changes and thought I would share them since someone else might enjoy them, too.
1. Changed A.I. so that enemies 'see' you within 50 units regardless of angle (i.e. hearing range) and narrowed the fov at distance so it takes a little longer for a distant bot sniper to find you. I didn't like walking up to a bot and blowing him away without a reaction. I also didn't like snipers instantly locking on to me from a mile away.
2. Changed weapons so that getting hit knocks your orientation a bit. (This affects humans but not the bots because they instantly re-orient.)
3. Changed the weapons preference so that pistol is preferred over grenades because AI is not smart enough to be trusted with them. They seem to suicide/fraticide more than kill with grenades.
Here are the patches to the svn version:
Index: fpsgame/ai.cpp
===================================================================
--- fpsgame/ai.cpp (revision 1806)
+++ fpsgame/ai.cpp (working copy)
@@ -50,11 +50,17 @@
{
float dist = o.dist(q);
+ if(dist <= 50) //within hearing distance
+ return raycubelos(o, q, v);
if(dist <= mdist)
{
float x = fabs((asin((q.z-o.z)/dist)/RAD)-pitch);
float y = fabs((-(float)atan2(q.x-o.x, q.y-o.y)/PI*180+180)-yaw);
- if(x <= fovx && y <= fovy) return raycubelos(o, q, v);
+ //see full fov at half distance
+ if( dist <= mdist/2 )
+ if(x <= fovx && y <= fovy) return raycubelos(o, q, v);
+ //see half fov each way at full distance
+ if(x <= fovx/2 && y <= fovy/2) return raycubelos(o, q, v);
}
return false;
}
@@ -906,7 +912,7 @@
void chooseweapon(fpsent *d)
{
- static const int gunprefs[] = { GUN_CG, GUN_RL, GUN_SG, GUN_RIFLE, GUN_GL, GUN_PISTOL, GUN_FIST };
+ static const int gunprefs[] = { GUN_CG, GUN_RL, GUN_SG, GUN_RIFLE, GUN_PISTOL, GUN_GL, GUN_FIST };
int gun = -1;
if(d->hasammo(d->ai->weappref)) gun = d->ai->weappref;
else
Index: fpsgame/weapon.cpp
===================================================================
--- fpsgame/weapon.cpp (revision 1806)
+++ fpsgame/weapon.cpp (working copy)
@@ -380,6 +380,12 @@
vec v(to);
v.sub(from);
v.normalize();
+ // Fred: add a jolt to pitch and yaw of victim
+ int hityaw, hitpitch;
+ hityaw = rnd( damage ) - damage/2;
+ d->yaw = (int)(d->yaw + hityaw) % 360;
+ hitpitch = rnd( damage ) - damage/2;
+ d->pitch = (int)(d->pitch + hitpitch) % 90;
hit(damage, d, at, v, gun, rays);
}
@@ -739,6 +745,9 @@
vec kickback(unitv);
kickback.mul(guns[d->gunselect].kickamount*-2.5f);
d->vel.add(kickback);
+ // Fred add a little pitch up
+ d->pitch+=0.1*guns[d->gunselect].kickamount;
+
float shorten = 0;
if(guns[d->gunselect].range && dist > guns[d->gunselect].range)
shorten = guns[d->gunselect].range;
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