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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12353854 views, last view: 10/07/2024 01:23

for questions, announcements etc.

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#9291: Re: Coop remip

by MovingTarget on 10/14/2007 01:40, refers to #9289

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

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

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

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

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

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

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

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

Right...another mistype :)

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#9300: Textures

by Dracion on 10/14/2007 18:42

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

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

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

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

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

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

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

They should be included. Nobody should be storing textures in packages/base.

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#9308: Re: Textures

by demosthenes on 10/17/2007 04:54, refers to #9307

I wasn't even referring to your post. Your number is probably fairly accurate.

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#9309: color symbol

by GreyMario on 10/17/2007 05:27

Okay, how the heck do you get the (color modifier) symbol in-game without copy/paste?

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#9310: Vertical Jitter

by demosthenes on 10/17/2007 19:36

On my SLi rig, playing Sauer in fullscreen seems to cause vertical jitter now. It's like the two frames don't line up quite right and so when they get put together every other frame is off center by a small amount, resulting in a terrible vertical jitter.

I know it's SLi itself because in single GPU mode, there's no jitter. This doesn't happen in any other games.

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