General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12571535 views, last view: 11/08/2024 22:43 |
|
for questions, announcements etc.
|
|
Board Index
|
|
#12456: Error |
by Frisbee
on 08/13/2009 10:17
|
|
Same problem as Sarcasm above.
Problem running any mode. Console starts up but when I try to start playing it closes.
Windows XP SP3
1.25GB Ram
NVIDIA GeForce FX Go5200
C:\Program Files\Sauerbraten>bin\sauerbraten.exe -r
init: sdl
init: net
init: game
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)
Rendering using the OpenGL assembly shader path.
init: console
init: gl: effects
init: world
init: sound
init: cfg
init: mainloop
could not load sky texture packages/skyboxes/remus/sky01_lf
could not load sky texture packages/skyboxes/remus/sky01_rt
could not load sky texture packages/skyboxes/remus/sky01_ft
could not load sky texture packages/skyboxes/remus/sky01_bk
could not load sky texture packages/skyboxes/remus/sky01_dn
could not load sky texture packages/skyboxes/remus/sky01_up
read map packages\base\nmp8.ogz (0.5 seconds)
Cube 2: Sauerbraten Win32 Exception: 0xc0000005 [0xd4]
Cube 2: Sauerbraten Win32 Exception: 0xc0000005 [0xd4]
reply to this message
|
|
#12457: Re: problem |
by Ironhorse
on 08/13/2009 10:41, refers to #12445
|
|
I am getting this same crash
reply to this message
|
|
#12458: Message censored by administrator |
by ATIRULE2.0
on 08/13/2009 12:07
|
|
|
#12459: Show a Video |
by Gilmer
on 08/13/2009 13:47
|
|
I am needing to present a video, where I can find a good article to help in the implantation in the code.
reply to this message
|
|
#12460: Cube 1 Binary/Source |
by demonx2381
on 08/14/2009 08:17
|
|
I need to know any of the following, if possible:
1. Is there still a SVN for the original Cube? If so, what is it?
2. Do you have the source for the last Cube 1 rev? If so, might you be able to send it to me?
3. Do you have a Macintosh Binary made from the SVN of the last Cube 1 rev? If so, might you be able to send it to me?
4. Is there any way to change the network protocol in the official release to that of the SVN?
I need this information so I can use the iPhone/iPod build of Cube on a multiplayer server. Any information you can provide regarding this is appreaciated. Thank you in advance.
reply to this message
|
|
#12461: Walk mod - School project |
by Skribble
on 08/14/2009 08:20
|
|
Hey guys. I've been using Sauerbraten at school for the last few weeks and it's tons of fun. I'm currently working on a little mod for class and I'd like to be able to slow the character down a bit.
I've read there is no variable to change this speed, and that it must be hard-coded and recompiled in to SB itself. I've attempted this a few times myself, as I'm quite used to programming, but I am unfamiliar with C++ and each attempt has failed.
I followed some instructions to alter the game.h file to add a maxspeed = 100f; variable, but I wasn't sure if I should just edit the file in the SB or if I had to do it in a C++ editor, etc.
If I could just get a quick response on what I should actually do to alter this aspect of gameplay, that would be very appreciated!
Thanks in advance, Brendan.
reply to this message
|
|
#12462: Re: Cube 1 Binary/Source |
by baby~rabbit
on 08/14/2009 13:20, refers to #12460
|
|
1/ no svn/cvs.
2/ http://sourceforge.net/projects/cube/files/
3/ see above - but the protocol of the binary is different from that in the source.
4/ just compile the source above.
iphone cube 1.7+ uses a slightly modified protocol so you won't be able to build a server regardless.
reply to this message
|
|
#12463: Running a Server opens you to a permanent PING FLOOD! |
by rixter
on 08/14/2009 15:11
|
|
I ran a dedicated linux server for MONTHS (it was Rick Nickell's Frag Fest and then eventually Buster's Frag Fest) and had to take it down because the architecture of this game actually ends up acting like a ping flooding bot net, slowing down your machine's networking capability horribly.
I had to take the server down because of that, and what amounts to WEEKS after I took it down, I am STILL getting ping flooded by all the clients that still have my server in their server list!
There should be a change in the architecture that allows a server master to have the server REMOVED from the master servers, as well as have that server flagged as removed on the client side, so it isn't pinged forever and ever.
Rick Nickell - Former Server Master
reply to this message
|
|
#12464: Message censored by administrator |
by ATIRULE2.0
on 08/14/2009 19:46
|
|
|
#12465: Re: Walk mod - School project |
by SheeEttin
on 08/14/2009 23:57, refers to #12461
|
|
All you'd have to do is edit the file and recompile.
Cube 2 includes several IDE project files (including Code::Blocks) for you to load.
This has also been discussed before, please search the forum.
reply to this message
|
|
#12466: Re: Running a Server opens you to a permanent PING FLOOD! |
by SleepwalkR
on 08/15/2009 11:26, refers to #12463
|
|
Rixter, please give me your server's ip so that I can check whether the master server still lists that adress. The master should forget any server that doesn't reply to a ping (sent every couple of minutes) and not deliver that server to the clients anymore.
I don't know whether the client forgets about servers, but the master should.
reply to this message
|
|
#12467: Re: Running a Server opens you to a permanent PING FLOOD! |
by SleepwalkR
on 08/15/2009 11:29, refers to #12463
|
|
Rixter, this is the current server list from the Sauerbraten masterserver:
addserver 94.23.69.20
addserver 93.205.188.201
addserver 193.111.2.23
addserver 93.132.184.16
addserver 203.46.105.69
addserver 85.25.67.190
addserver 78.46.152.130
addserver 80.219.21.14
addserver 85.23.163.90
addserver 94.25.74.17
addserver 62.75.166.42
addserver 70.165.18.98
addserver 213.186.61.92
addserver 217.20.138.4
Is your machine's adress among those IPs?
reply to this message
|
|
#12468: A question on crosshair scripts |
by SAMtheMAN99
on 08/15/2009 17:56
|
|
I was just wondering where the script for the cross hair changing when over a team-mate is located for a mod I am working on. Any help will be greatly appreciated.
reply to this message
|
|
#12469: Re: A question on crosshair scripts |
by Hirato Kirata
on 08/16/2009 02:59, refers to #12468
|
|
the script is a lie!
on the other hand, if you'd feel sufficiently compensated with code, look at
int selectcrosshair(float &r, float &g, float &b)
inside src/fpsgame/fps.cpp
reply to this message
|
|
#12470: doors n stuff |
by thuatrhaergh
on 08/17/2009 17:09
|
|
ive created some mad stuff in sauerbraten, but ive no idea how to do some advanced stuff like create doors for example. Ive gone into the model menu and tried to create a door with the \\\'trigger\\\' menu but it never turns out right, a door appears and just becomes a solid immovable object or something you can see but pass right through, cant understand please help me!
reply to this message
|
|
#12471: wat is a dmo file |
by chasester
on 08/17/2009 20:07
|
|
wat do u use a *.dmo file for ... and how would u create one
reply to this message
|
|
#12473: Predictions |
by fispaul
on 08/18/2009 18:15
|
|
This is a really pointless thread, so don't take it too seriously or anything, I just have little better to do right now.
I DO NOT OWN THE SVN OR VS VERSION, I HAVE NO IDEA WHATS GOING ON THERE, SO IF ANY OF THIS ALREADY IS THERE, SORRY,
IM NOT CHEATING
I shall use my okayish predicting skills to a test and predict the changes that will come to the next version of Sauer.
- Again, TONS of new maps
- No new singleplayer levels, mainly because the big standalone one is in development and there's nothing too good on quadro, but maybe
-Since there's not too much to change about gameplay, it'll be mainly about editing. There will be tons of new skyboxes and textures, maybe mapmodels, new ones or improved old ones.
- No new soundtrack I predict
- Maybe, just MAYBE some improved SP monsters. No, I dont mean AI, that wont happen, but maybe new models or something from the singleplayer campaign in development will be brought to Sauer.
- Obviously tons of bug fixes, including ragdolls, etc.
- Probably some slight changes to the menu, especially on editing, to make getting models and skyboxes easier and more visual, less about commands.
- No new hudguns, maybe just improved versions of these, or something
- Maybe some of the stuff by Q009 and K1 and stuff will be implemented, like IMPROVED sound effects and more eye candy, better blood and asplosionn effects.
- No vehicles, no jetpacks or anything like that.
So that's all I have for now, and if that was it, thought it's not a lot, it might still be awesome.
I believe that assuming its something like what I said, it should be out about a little before July next year, 2010. It could be earlier, but mainly cos of the SP episode.
reply to this message
|
|
#12474: Re: Predictions |
by baby~rabbit
on 08/18/2009 23:01, refers to #12473
|
|
I predict that the devs will do something totally different - so as to spite your whimsical predictions.
reply to this message
|
|
#12475: Re: Predictions |
by Quin
on 08/18/2009 23:50, refers to #12473
|
|
Sounds more like a wish-list in disguise. Some of the points you make highlight how much you really don't know about the development/community.
reply to this message
|
|
#12476: Re: Predictions |
by tentus_
on 08/19/2009 02:28, refers to #12475
|
|
I was just about to say the same thing.
reply to this message
|
|
|
Board Index
|
|