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by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12353496 views, last view: 10/06/2024 23:28 |
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#9311: Re: Textures |
by SheeEttin
on 10/17/2007 21:32, refers to #9308
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I need to actually look at the "refers to" number more often...
I don't suppose anyone's considered a different forum. I personally like Simple Machines forums.
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#9312: .. |
by ATIRULE
on 10/17/2007 22:26
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do u have Vsysc on it so turn it off
2 times 4 is? OMG THIS IS JUST EVIL
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#9313: .. |
by zheddo
on 10/19/2007 09:19
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I got a little question about a graphic bug. Sometimes, I havent quiet figured out on which textures this applies, I get a "twirl" effect on the texture where my hud is... Does any one know of this bug? Its really just minimal, but it kinda destroys the beauty of all the eye candy for me when my attention is focused at that :/
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#9314: probleme menus |
by quick
on 10/19/2007 11:32
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hello
je suis nouveau sur le jeux (decouvert aujourd\'hui) et j\'ai un probleme avec les menus du jeu
je ne peut pas lire ce qu\'il y a d\'ecris j\'ai des carrés blancs :(
je vous met une mini capture que vous pouvez agrandir en clic dessus :
[url=http://img152.imageshack.us/my.php?image=screenshot14390lh9.jpg][img]http://img152.imageshack.us/img152/3475/screenshot14390lh9.th.jpg[/img][/url]
Je vous precise que je suis sous Ubuntu 7.10 et que hors mis le probleme des menus le jeu est fluide et tourne tres bien.
merci
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#9315: Re: .. |
by MovingTarget
on 10/19/2007 15:19, refers to #9313
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That is probably the textures with normalmaps. If you don't do a /calclight, then they'll have a weird effect on them like you said.
MovingTarget
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#9316: Re: .. |
by perhapsdemosthenesagain
on 10/20/2007 02:00, refers to #9312
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I've already isolated the problem to the way Sauerbraten and SLi interact. It has nothing whatsoever to do with vsync, as it occurs both with vsync on and with vsync off. This is a problem that I suspect only the coders or others with SLi who have found a way to fix the problem could help with, so please don't suggest things that are sure not to help. Thanks.
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#9317: Re: .. |
by shadow,516
on 10/20/2007 03:03, refers to #9316
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SLI can also (in my case) cause water bugs. The easiest way to fix this, short of disabling SLI, is to go into the 3d settings of the nvidia control panel. There should be a tab for individual settings, scroll down till you see sauerbraten (it's there by default), and force SLI AA
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#9318: Question about LAN |
by Overpowered
on 10/20/2007 03:46
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Is it possible to play with 2 people over LAN on co-op on the single player levels? With the demons and stuff.
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#9319: Re: .. |
by perhapsdemosthenesagain
on 10/20/2007 04:04, refers to #9317
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That option seems to be a deprecated one with the 163.xx drivers. :-/ (SLi AA, I mean. I'll look again, though.)
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#9320: Re: Question about LAN |
by SheeEttin
on 10/20/2007 04:25, refers to #9318
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Not currently, but it's being considered for some point in the future.
I wouldn't hold your breath, though.
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#9321: Re: color symbol |
by MeatROme
on 10/20/2007 15:24, refers to #9309
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See this post
http://cubeengine.com/forum.php4?action=display_thread&thread_id=1&start=9274
If you can't figure out how your system enables you to input control-chars (try Alt-Gr + NumKeyPad on Windows or just press Ctrl + L on Linux) then using a wrapper script should at least give you control over colours ...
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#9322: Re: color symbol |
by MeatROme
on 10/20/2007 15:27, refers to #9321
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... oh - BTW - in console input
you'll NEVER see the control-char,
it'll be there though - so press your desired number after it and keep typing, the line should then be coloured as desired ... end your colour with "f" (for back to white) ... or better still ... always start them of with "s" (for save previous colour) and end them with "r" (for restoring to the last saved colour).
(Of course the "f", "s" and "r" need to be prepended with the control-char)
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#9323: mutable map |
by kerno
on 10/20/2007 22:01
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Hi,
would Sauerbraten engine be suitable to use in 3d tile based, game with changeable map. I'm looking for some 3d engine that could support a game similiar to first parts of X-COM/UFO series, eg: multiple levels (but confined to layers tiles of constant dimensions), terrain that changes during gameplay (tiles that chage appearance as they take damage or walls that can be demolished). I'm ready to implement the logic, however I'd like to do as little graphics engine programming as possible.
If not, do you have any other suggestions?
Thanks & regards
Peter
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#9324: Re: mutable map |
by Quin
on 10/21/2007 02:15, refers to #9323
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Maybe not Sauerbraten directly, but Cube maybe, as it is basically a terrain generator pretending to be an FPS, and doesn't use lightmaps like Sauer does.
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#9325: a weird glitch in edit mode |
by twoot
on 10/21/2007 08:36
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every time i try to edit in sauer now i get this realy werid looking glitch that i didnt get on any other computer. its like there is a particle strobe light turned on and following me arround how do i fix this????
heres a screen
http://www.freewebs.com/twoot/screenshot_30693.jpg
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#9326: Re: a weird glitch in edit mode |
by Quin
on 10/21/2007 16:23, refers to #9325
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Try changing your Z-buffer depth, on the command line run sauer with the '-z24' or '-z16'.
All else fails, Wiki FAQ; http://cube.wikispaces.com/FAQ
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#9327: screen width and height |
by streamer
on 10/22/2007 12:09
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How can I resize visible portion of rendered screen? i.e. if my resolution is 1024x768 I want to all rendered stuff be within upper half of screen (1024x (768/2))
Thanx
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#9328: Re: screen width and height |
by MeatROme
on 10/22/2007 14:49, refers to #9327
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start with "-t -w1024 -h334"
;-)
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#9329: Where does sauerbraten access fov? |
by Memphetic
on 10/22/2007 15:06
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Where does the game access (in the source code) the variable defined by typing /fov <int> ? The only thing I've found is a line saying VARP(fov,10,105,150) which apparently initializes and sets boundaries on the variable to be controlled by /fov. I want to make this a non-variable though, so I need to know where it is accessed in the sources.
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#9330: Re: Where does sauerbraten access fov? |
by MeatROme
on 10/22/2007 15:22, refers to #9329
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That /is/ where it's defined (look at commands.h for the alias used) ... simply replace the line with "int fov;" ... maybe you'll need to add an "extern int fov" into one of the headers though so you can access it outside of it's scope.
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