General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12355116 views, last view: 10/07/2024 07:26 |
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for questions, announcements etc.
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#9288: Re: .. |
by SheeEttin
on 10/13/2007 21:37, refers to #9287
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I think he's mistaken about the definition of "bind"...
The manual doesn't explain it and Wikipedia doesn't have an entry, so I'll define it.
To "bind" a key means to assign an action to that key, so when it's pressed, the action is made.
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#9289: Coop remip |
by SheeEttin
on 10/14/2007 00:36
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So a new feature was introduced recently, the one that causes everyone to remip if everyone remips (in coop).
Problem is, I do a lot of remipping, so it's very annoying to other people.
Does anyone know how I might go about disabling this (or better yet, creating another /remip that doesn't make everyone do it)? I've been reading the source, but I can't figure out where it actually does the network remipping. Closest I found was line 458 in engine/octa.cpp, but that's only if it's a local game...
Any help, if only a suggestion as to which file or function to look in, would be very much appreciated.
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#9290: Re: Coop remip |
by eihrul
on 10/14/2007 01:38, refers to #9289
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You're not supposed to disable it. Once you remip, your map has changed in a way that has made it incompatible with all other clients. Unless the other clients remip, then you are no longer editing the same maps. That is there by necessity, not choice.
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#9291: Re: Coop remip |
by MovingTarget
on 10/14/2007 01:40, refers to #9289
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That IS annoying. Look in fps.cpp, line 667 to 671. (I think) that case statement means if you do a remip, it sends a message to the server so everyone else must also remip. So you should only have to remove that case statement, and you'll be good.
Correct me if I'm wrong.
MovingTarget
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#9292: Re: .. |
by Xannin
on 10/14/2007 01:54, refers to #9287
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It's not the zooming part that I am musing about, it's making it so that the zoom is only available on a certain weapon without having to alter the source code.
So SheeEttin, your saying that you can't make it so that when you press a key, a script is executed?
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#9293: Re: .. |
by demosthenes
on 10/14/2007 02:07, refers to #9292
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It's not about pressing keys anyway. I can still type /weapon 3 3 3 and then /fov 30 and get a zoomed in rocket launcher, or /bind lctrl [if (= $fov 120) [fov 30] [fov 120] ] and magically have a zoom script bound to a key.
You can't restrict fov changes to a single weapon without altering the source, and I don't think you should do that even then. I prefer to play with a field of view angle of 100, not 120, which is part of the reason I'm not really interested in Blood Frontier at the moment. Because the method used to implement anti-zoom-scripting in BF is to lock fov to 120 except when using the rifle, in which case it allows you to zoom in to another fixed fov, without any sensitivity compensation.
Ugh, way way longer than I wanted and I did not intend to rant against BF, which is actually quite good except for the silly locked perspective.
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#9294: Re: Coop remip |
by SheeEttin
on 10/14/2007 04:15, refers to #9290
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Really? Then how did it work before? Did it only remip, then lose the remipping next time someone else edited?
Oh well... guess I'll just have to get used to remipping less often when in coop.
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#9295: Re: Coop remip |
by eihrul
on 10/14/2007 04:26, refers to #9294
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It didn't really ever work, just no one noticed.
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#9296: Jailbreak - My map, public beta |
by Voker57
on 10/14/2007 14:08
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please, download, play, test, discuss :)
It\'s general amusement/story map. no monsters. I plan to make dm version though.
Here\'s the link: http://nbl.yurx.com/down/jailbreak.zip
Unpack this into your data/base directory, type /sp jailbreak in game console and enjoy
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#9297: Re: Jailbreak - My map, public beta |
by Voker57
on 10/14/2007 14:10, refers to #9296
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oops,sorry -- dir is packages/base
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#9298: Re: Jailbreak - My map, public beta |
by Drakas
on 10/14/2007 15:52, refers to #9296
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404 Not Found...
The actual link is http://nbl.yurx.com/down/Jailbreak.zip
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#9299: Re: Jailbreak - My map, public beta |
by Voker57
on 10/14/2007 15:55, refers to #9298
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Right...another mistype :)
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#9300: Textures |
by Dracion
on 10/14/2007 18:42
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Hi,
I've started making maps for sauerbraten, and I noticed that there are seemingly hundreds of textures available. Does anyone what the exact figure is? It's not vitally important, but I'd like to know, if possible.
Thanks.
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#9301: Re: Textures |
by MovingTarget
on 10/14/2007 20:20, refers to #9300
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In response to your question, it would be almost impossibly hard to determine the number of texture because of the matching normal maps and masks etc. Excluding all skyboxes, model skins and masks, I got 1819. Of course, like I said, this includes all normal map pics etc. So the actual number of textures is probably a little more than half that.
MovingTarget
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#9302: Re: Textures |
by SheeEttin
on 10/15/2007 02:22, refers to #9301
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1422, assuming that all textures are of the extension .jpg, aren't in packages/base or packages/models and don't end with _h.jpg, _n.jpg, or a skybox suffix.
Specifically, I performed this rather horrible command in packages: 'locate $PWD | grep "jpg$" | grep -v "/packages/base/" | grep -v "/packages/models/" | grep -v "_[hn]\.jpg" | grep -v "_[brldfu][ktfnp]\.jpg"'. (I probably could've made that much simpler, or with many fewer greps.)
I think that's a reasonably accurate number. (Not to one-up you, MovingTarget, but I just wanted to see if I could be more accurate.)
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#9303: Re: Textures |
by MovingTarget
on 10/15/2007 16:12, refers to #9302
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Darn. I gotta figure out how to do that with batch. Or switch to Linux.
But there is a MUCH easier way. Do a quick F2 count, and you'll find 661 textures to choose from.
MovingTarget
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#9304: Re: Textures |
by MeatROme
on 10/15/2007 16:40, refers to #9303
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Discrepancy due to images used soley for engine (not via script/map) and shader (sub-)images not showing in "showtexgui 1"
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#9305: Re: Textures |
by demosthenes
on 10/16/2007 04:14, refers to #9303
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That doesn't catch them all.
What about textures that came with maps and are used only in that map's config?
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#9306: Re: Textures |
by MovingTarget
on 10/16/2007 04:29, refers to #9305
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Eh... forgot those. There shouldn't be too many though
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#9307: Re: Textures |
by SheeEttin
on 10/16/2007 04:50, refers to #9305
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They should be included. Nobody should be storing textures in packages/base.
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