General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12354248 views, last view: 10/07/2024 03:18 |
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#9502: Re: Compiling the CVS |
by jbuk2k7s cookie has gone
on 11/12/2007 18:56, refers to #9501
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Oh, and I also put the makefile.mingw from src/mingw into src.
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#9503: Re: Compiling the CVS |
by MovingTarget
on 11/12/2007 19:16, refers to #9502
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All the .o files are in the src/mingw/.objs directory. Other than that I can't figure out what may have gone wrong. I'll think about it...
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#9504: Re: Compiling the CVS |
by jbuk2k7s cookie has gone
on 11/12/2007 19:58, refers to #9503
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Hmmm I don't have that dir. CVS update methinks.
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#9505: Re: Compiling the CVS |
by MovingTarget
on 11/13/2007 00:17, refers to #9504
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Oh crap don't listen to me. I got all the .o files by opening the src/mingw/sauerbraten.cbp in code::blocks and compiling. Do you have code::blocks?
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#9506: Re: Compiling the CVS |
by asd1
on 11/13/2007 11:27
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did you try to invert tools.cpp and tools.o in the makefile ?
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#9507: Re: Compiling the CVS |
by jbuk2k7s cookie has gone
on 11/13/2007 17:24, refers to #9506
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My makefile doesn't have tools.cpp in it, and I tried opening the codeblocks project and returned the same error when I tried to build it form there.
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#9508: Re: Compiling the CVS |
by jbuk2k7s cookie has gone
on 11/13/2007 17:30, refers to #9507
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Ooh, messed around with where cb is looking for mingw, and it now reports:
-------------- Build: default in sauerbraten ---------------
Compiling: ..\enet\callbacks.c
mingw32-gcc.exe: installation problem, cannot exec `cc1': No such file or directory
Process terminated with status 1 (0 minutes, 0 seconds)
0 errors, 0 warnings
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#9509: Re: Compiling the CVS |
by MovingTarget
on 11/13/2007 17:51, refers to #9508
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Are you using the cb 1.0-rc2 build, or a nightly snapshot?
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#9510: Re: Compiling the CVS |
by jbuk2k7s cookie has gone
on 11/13/2007 19:12, refers to #9509
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Latest nightly (10th Nov possibly)
8+1=81? 18? 8? A window with one curtain?
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#9511: Rendering Type |
by Steven
on 11/14/2007 12:38
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Hi, im steven, im a student of game development, i want to ask you guys how does Cube Engine Rendering works ?
Thx for the asking..
n Sorry for my stupid question.. ^^
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#9512: RE: |
by Dan
on 11/14/2007 15:40
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Meatloaf, it means what the engine spits out. You're graphics card is the problem.
A) Download the patch for the summer edition.
B) Your graphics card may need updated drivers, make sure you get drivers for VISTA.
C) If all else fails then it seems that the ATI card you have failed. And you should upgrade to Nvidia :)
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#9513: .. |
by MovingTarget
on 11/15/2007 01:43
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/gamespeed is framerate dependent, it seems?
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#9514: Re: Compiling the CVS |
by Quin
on 11/15/2007 02:04, refers to #9510
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You want the the stable (1.0-rc2) build that is *bundled with mingw*, which is what I use to generate the project.
You do not want the standalone version unless you already have mingw installed, in which case you need to point CB toward it (consult their docs/support for that then).
The reason for choosing the stable version was both that it was, in fact, stable, and has bundled versions which stop these kind of questions (it makes it easy for anyone), because it "just works".
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#9515: Re: Compiling the CVS |
by MovingTarget
on 11/15/2007 02:19, refers to #9514
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You're right, actually. The only reason I use the nightly builds is that the 1.0-rc2 build was released about a year ago! I like stuff that's up-to-date!
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#9516: Re: Rendering Type |
by Acord
on 11/15/2007 05:37, refers to #9511
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Not entirely sure - I think Aard, Eirhul or Quin might be able to answer your question. I just make pretty things with it :)
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#9517: Re: Rendering Type |
by demosthenes
on 11/15/2007 07:43, refers to #9511
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Uses OGL, renders polys, models. Pretty simple. Then the rendered objects are moved through renderspace and re-rendered at however fast your computer can do so, movement dependent on input. Just like almost every other FPS.
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#9518: .. |
by w2+2
on 11/15/2007 23:39
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anyone want to try porting the cube 1 to android? It could be an interesting experiment.
I cant think of any reasons why it wouldnt work, but then again i could be wrong.
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#9519: Modifying Asault Cube Resolution |
by Gargoile
on 11/16/2007 01:43
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I read the guide on how to edit the screen resolution but i cant find the file it says to edit. what should i do
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#9520: Elevator md2 |
by slider
on 11/16/2007 14:29
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Hi Peeps Im nearly terrified to post on this forum at times but please let me tell you in advance I have googled and used the search function for a response to this without avail. I will admit this much I am a noob and I\'m not ashamed of the fact we have to start somewhere right ? Anyways I have been very inspired with the CVS version of sauerbraten and the new toys i.e elevators barrels etc so I downloaded an open source md2 model of an elevator lift and added it to a customer singleplayer map. My problem is however that although it appears to be more than big enough and hollow, that I cant seem to get inside. I can clamber on top of it but just not inside it. I am using the open source software misfit with md2 and md3 support for model creation and editing. Anyone any ideas do I have to convert the md2 some how ? I have really no clue...I\'m gonna get flamed arent I
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#9521: Re: Elevator md2 |
by tentus_
on 11/16/2007 15:12, refers to #9520
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The way that model collision works is that a model is given a single chunk of space which the player an no longer run through. A hollow elevator model will be treated a lot like a big crate, because the collision is so simple. What you need to do is define it so that only the floor of the elevator has a bounding box.
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