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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12610201 views, last view: 11/14/2024 04:06

for questions, announcements etc.

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#12525: Re: [Question] Compiling Sauerbraten-Engine without using an

by eihrul on 09/05/2009 03:38, refers to #12523

Look in src/vcpp dir. There is a codeblocks project in there: sauerbraten.cbp.

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#12526: Re: [Question] Compiling Sauerbraten-Engine without using an

by MovingTarget on 09/05/2009 04:56, refers to #12523

You can use msys. Just cd into the src directory and make. I just tried it out.

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#12527: Re: [Question] Compiling Sauerbraten-Engine without using an

by RungAaz on 09/05/2009 13:53, refers to #12526

ok thanks at all

i will try it out.

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#12528: Re: [Question] Compiling Sauerbraten-Engine without using an

by RungAaz on 09/05/2009 14:09, refers to #12527

Yes it works. thanks!

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#12529: Invisible monsters/weapons

by munkyface710 on 09/06/2009 07:13

Just downloaded Sauerbraten and whenever I try to play SP, all the monsters/weapons/certain other stuff is invisible. I've never had this problem in Cube and it's really hard to play the game when you can't see anything other than the map itself. Any suggestions?

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#12530: Map Saving Directory

by dagurdragon on 09/06/2009 07:36

I have been working on a map for a while now, and have been able to save a load it. Now for some reason I am unable to find the map file on my pc, I have tried windows search but no solution.

Does anyone have any idea what is going on? BTW I have windows vista home basic 64bit.

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#12531: Re: Invisible monsters/weapons

by FiReLoVeR on 09/06/2009 15:13, refers to #12529

I get the same thing on the school computers. I think that it is because the computer doesn't have a good enough graphics card to support Sauer.

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#12532: Re: Map Saving Directory

by FiReLoVeR on 09/06/2009 15:15, refers to #12530

Sauerbraten/packages/base. The map files should be in there. At least for XP. Hope that it's the same and that this helped.

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#12533: auth key?

by Kane1073 on 09/07/2009 07:34

I've been playing sauer for several years under various names and I was wondering if it would be possible to get an auth key. I understand that as a relatively random person, I should have no expectation of being a granted such a request purely on my word that I'm a good person/player/whatever but I figure it can't hurt to try. It bothers me when there are people cheating and they get away with it solely because no one is around to stop them.

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#12534: Re: auth key?

by eihrul on 09/07/2009 08:31, refers to #12533

I generally require that someone who has an authkey already refer you, otherwise there would be no way to control who got them.

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#12535: Re: Monster scripting variables help needed

by redon_onanotherpc on 09/08/2009 13:23, refers to #12520

That\'s not true actually, there is a new variable that can be used for that in the new release, eihrul added it when I was working on my SP map Lost.

@steveh
I\'m not exactly sure anymore how it works, but I think it was like this:

The command (nummonsters $x) will give you the number of monsters there are that have the number $x as their second entity parameter.
So basically, you either have to make a script that checks how many monsters there are left whenever you walk over the trap door.

That would be something like this:
Set the door to mapmodeltype 11 (third parameter) and a tag y (fourth parameter). Then put a second invisible mapmodel (second parameter -1) over it with the mapmodeltype 7 (that\'s a trigger that keeps on working whenever you walk over it - 3 would be a trigger that works once) and the tag z.
(Note: x, y and z stand for random number that you can pick yourself.)

Trigger: mapmodel -1 7 [z]
Trapdoor: mapmodel [rotation] [door model] 11 [y]

Then Change the third parameter of all monster on the top floor to a monstertag x:

monster [rotation] [monstertype] [x]

Now write a script for the trigger that checks if a monster of tag x is still alive, and opens the trapdoor if yes:

level_trigger_z = [
if (> (nummonsters x) 0) [trigger y 1]
]

The second solution would be a script that checks the monster number every few miliseconds, but that\'s a bit more complicated.
Have fun and if anything about it doesn\'t work, just ask, it could be that I didn\'t remember something correctly.

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#12536: Re: Monster scripting variables help needed

by Redon on 09/08/2009 20:27, refers to #12535

Correction: I wrote second parameter for monsters in the first half of the post, I meant the third. Also the script is wrong, it's supposed to be:

level_trigger_z = [
if (> (nummonsters x) 0) [] [trigger y 1]

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#12537: Re: Monster scripting variables help needed

by Redon on 09/08/2009 20:38, refers to #12536

Argh, doing too much mistakes today :)

In the first reply, it's supposed to be:

Trigger: [rotation] mapmodel -1 7 [z]
Trapdoor: mapmodel [rotation] [door model] 11 [y]
(forgot the rotation on the first one)

and I explained the script wrong, I meant "Now write a script for the trigger that checks if a monster of tag x is still alive, and opens the trapdoor if NO"

Sorry for all the corrections (Edit Button would be nice ;) )

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#12538: Re: Monster scripting variables help needed

by Redon on 09/08/2009 20:40, refers to #12537

Oh my god seriously... Not my day, wrote it in the wrong order...

Trigger: mapmodel [rotation] -1 7 [z]

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#12539: Save game in progress in Campaign mode?

by cquante on 09/09/2009 08:10

I can't seem to find a way to save a game in progress. Help?

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#12540: Re: Save game in progress in Campaign mode?

by MeatROme on 09/09/2009 11:34, refers to #12539

If you hear "Respawn Point Set" you've saved a point in your session .. there are no persistent save files. Neither can you pick the spot where to save - the mapper has to provide "respawn points".

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#12541: I want ragdolls and decals to stay forever! :)

by Repy on 09/09/2009 22:35

Hello there, sorry my english...

I\'m playing sauerbraten with some friends and it\'s a really amazing game... it\'s so well made that i can\'t believe the guy made it opensource! It\'s a lot unknown also.

My question is very simple: Is it possible do deactivate completely the fade time for ragdolls and decals?

I want them to stay forever in the scene, just being removed by a number limit thereshold. For example, the number of ragdoll is 100 then when the ragdoll 101 is created the ragdoll 1 is removed.

Or if it\'s hard, i just want them to stay forever simply by tweaking the fade tima... i tried changing the number in the config files but the engine doesn\'t accept them i think it\'s necessary to force new numbers os maybe it\'s hard-coded... :(.

If it\'s hard-coded could someone please send me a modified binary (win32) that allows the decals and ragdolls to stay forever?

Thank you very much and sorry my english.

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#12542: Re: I want ragdolls and decals to stay forever! :)

by Hirato Kirata on 09/10/2009 01:43, refers to #12541

you can easily change this, but do you know what this means?

This means you're going to play at < 1 FPS; have fun you :D

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#12543: thx

by Repy on 09/10/2009 03:00

Thanks man!

I alredy did it changing the source code... there is a cbp file which is easily modified and compiled using the latest code::blocks :)

Actually i resized the bullet hole texture to 48x48px and i let a lot of bots killin themselfs on the urban map and even after half-hour (the floor was covered from blood, explosions and bodies) the thing was running @ 40fps on a intel onboard w/o pixel shader 2.0 (256mb) but everything on low (on the begining was running @ 85fps). Of course, on a 6gb (1333MHz) dual-xeon server. however, the program was taking less than 120mb of memory and was using 45~50 percent of CPU (i think the engine can\\\\\\\'t use multiple cores).

If anyone wanna know detaileth instructions on how to make the bots and decals stay foreva jus lemme know.

sorry mine english, it isnt my native language

thanks

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#12544: Message censored by administrator

by Zama;"( on 09/10/2009 07:04

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