General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12352624 views, last view: 10/06/2024 19:30 |
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for questions, announcements etc.
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#9431: Re: Cube very slow |
by SheeEttin
on 11/02/2007 15:20, refers to #9430
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See post #9456.
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#9432: .. |
by zheddo
on 11/02/2007 15:58
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A little Question: Personally i really like some of the AC weaponary, however I tried switching the smg hudgun model with the one of the ac, using the .md2 model file and its skin. However when i then choose the smg in sauerbraten it doesnt appear, what woud i have to change to make it appear? I tried playing around with the mdlscale however also that didnt help it :(
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#9433: Re: Cube very slow |
by zaraki
on 11/02/2007 15:59, refers to #9431
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so i have to buy another grafic card :(
is there any another solution?
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#9434: Re: Cube very slow |
by MeatROme
on 11/02/2007 16:16, refers to #9433
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Probably not ... you might try stuff from
http://cube.wikispaces.com/Performance+Guide
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#9435: Re: .. |
by MeatROme
on 11/02/2007 16:22, refers to #9432
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I'm no modeller ... but looking at the code it looks like cube/sauer hudgun animations are completely different than those of AssaultCube.
Try comparing the frames of the original hudgun you're trying to replace with those of the replacement model - or wait till a modeller gives us more insight into this aspect.
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#9436: Re: Midi problem? |
by tentus_
on 11/04/2007 02:23, refers to #9415
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In response to my own question: yes, apparently there is some version of MIDI we don't support. I opened and re-exported the MIDI file and the new version now works.
Eihrul, do you have any ideas as to what's up with the discrepancy?
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#9437: Re: Midi problem? |
by Passa
on 11/04/2007 04:02, refers to #9436
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Tentus, even if it does work I've found Sauerbraten crashes randomly while playing the midi.
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#9438: Re: Midi problem? |
by tentus_
on 11/04/2007 08:51, refers to #9437
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Really? I haven't run across that bug yet, and I've spent some quality time with this song now, and playing around in Eisenstern. Maybe it's a hardware thing, seeing as I've put in so much time without a crash or even an error report- all I got with the unplayable midi was silence.
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#9439: Re: Midi problem? |
by Quin
on 11/04/2007 18:15, refers to #9436
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http://www.libsdl.org/projects/SDL_mixer/
"Mixer supports playing MIDI format files using software wavetable via an old version of timidity. This requires you to have a GUS compatible set of sound patches on your system."
Doesn't sound very up to date though, I somehow remember that being alot more of a pain in the ass. But yeah, it'd be and SDL Mixer thing.
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#9440: The Forums |
by TheStorey
on 11/05/2007 04:47
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What are they? I am a major fan of minimalism. Are they a custom script? may i use it? or are they off an open source project?
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#9441: Slowing speed |
by Puff
on 11/05/2007 18:16
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is there any way to slow the speed the player runs like as default? Its too fast for the mood I want.
Anyway is this possible?
Thanks,
Puff
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#9442: Re: Slowing speed |
by SanHolo
on 11/05/2007 20:03, refers to #9441
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Yes: /gamespeed 75
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#9443: Re: Slowing speed |
by Puff
on 11/05/2007 21:05, refers to #9442
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Is there anyway of keeping it as default?
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#9444: Re: Slowing speed |
by SheeEttin
on 11/05/2007 21:28, refers to #9443
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Put it in autoexec.cfg, in your Sauerbraten directory (no leading slash). If it doesn't exist, create it.
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#9445: Re: Slowing speed |
by Puff
on 11/05/2007 21:37, refers to #9444
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Didn't work :S
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#9446: Re: Slowing speed |
by MeatROme
on 11/05/2007 21:57, refers to #9445
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this would require you to edit
data/default_map_settings.cfg
which is not really the place for personal settings.
in multiplayer though - as SheeEttin already pointed out (other thread) - you're fixed to gamespeed 100 (of course).
see also
http://cube.wikispaces.com/Scripting+Guide#tocScripting%20Guide7
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#9447: Re: Slowing speed |
by Puff
on 11/05/2007 22:03, refers to #9446
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Ok thank you for all your help.
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#9448: Quaternions and 6DOF in Cube Engine 2 |
by GaidinTS
on 11/05/2007 23:23
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I'm curious, does the Cube Engine 2 use quaternions for rotations, and if so is there a fairly complete math library in the source.
I'm looking for an engine that can do 6DOF, and if rotations are handled with Eular math, then the view suffers from gimbal lock.
I'm just curious if cube 2 would suffer this same problem.
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#9449: Re: Quaternions and 6DOF in Cube Engine 2 |
by Aardappel_
on 11/06/2007 00:26, refers to #9448
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it uses euler angles, but it does not suffer from gimbal lock, as the engine's camera transformations are limited to what makes sense for 1st and 3rd person shooter style cameras, meaning only yaw has full freedom, pitch is limited to +-90, and roll is extremely limited.
There is nothing in the engine that requires quaternions yet, so its not there.
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#9450: Crosshair problem |
by ignignokt
on 11/06/2007 17:43
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My crosshair always loads as an opaque white box. My crosshair.png is fine.
Thoughts?
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