General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12569551 views, last view: 11/08/2024 19:01 |
|
for questions, announcements etc.
|
|
Board Index
|
|
#9619: Screenshot |
by sfhdjksdconorjdhfjkshd
on 12/01/2007 20:37
|
|
how about this screenshot for our screenshot page?
http://img113.imageshack.us/img113/8504/bloomshadowsjd2.png
reply to this message
|
|
#9620: Re: .. |
by Hirato Kirata
on 12/01/2007 23:21, refers to #9618
|
|
you\'d want to use /casuticscale to set the size of them, the default value is 100.
To set their speed, the command is /causticmillis, higher values are slower, default is 75
reply to this message
|
|
#9621: Re: Screenshot |
by tentus_
on 12/02/2007 00:00, refers to #9619
|
|
Speaking of screenshots, we should probably update most of them, so are quite dated. If I start retaking the shots with the lasted release, will they be implemented, or is this a no-interest situation?
reply to this message
|
|
#9622: Re: Screenshot |
by SheeEttin
on 12/02/2007 00:46, refers to #9621
|
|
Page 2 is quite old, but the others are a little more recent...
Some newer screenshots would be nice indeed. I'll take a few if some new ones would be useful.
reply to this message
|
|
#9623: Re: Screenshot |
by MovingTarget
on 12/02/2007 01:06, refers to #9622
|
|
Count me in too! I'll be happy to take a couple if anyone wants them!
reply to this message
|
|
#9624: Re: Screenshot |
by w 400%
on 12/02/2007 04:29, refers to #9621
|
|
someone use at least a 8800 on them, i believe all the current ones were taken with a 6600 but i could be wrong. (and i probably am)
reply to this message
|
|
#9625: Re: Screenshot |
by MovingTarget
on 12/02/2007 04:30, refers to #9624
|
|
As long as your card doesn't crash displaying at close to or at max settings, it doesn't matter, even if the FPS is 1.
reply to this message
|
|
#9626: Re: Screenshot |
by SheeEttin
on 12/02/2007 05:06, refers to #9625
|
|
shaderdetail 3, soft shadows, alpha-blended water, and maybe just a hint of bloom... Beautiful.
reply to this message
|
|
#9627: Open ports required for the MP to work |
by Happy Camper
on 12/02/2007 13:06
|
|
Hey guys! I\'d like to start by saying what a great job you\'ve done on the game. The graphics are really good (and they run on my rig :D) and the load times are phenominal. It\'s wonderful not actually having to wait a minute or two for a game to load. Keep it up!
Anyway, on to my main question. I\'m currently behind a tightly locked down university firewall. Luckily the admins have created a facility where you can create up to 10 holes in said firewall in order to allow certain things to run. I\'ve already unblocked UDP ports 28785 and 28786 but I\'m still not having any luck connecting to any of the master servers or any of the servers listed in the forums?
What have I missed,
Thanks in advance,
Happy Camper
reply to this message
|
|
#9628: RPG status, patches |
by Sascha
on 12/02/2007 13:23
|
|
What's the status of the RPG part? The last change I've seen in CVS (apart from what looked like an adaptation to engine changes) is several months ago. Has development stalled or do you continue outside of official CVS?
For my own purposes (going to do a simple RPG map), I've made some changes to the RPG code (add r_dropaction, add parameter silent to r_take and r_give). Since this might be of interest to others, I'd like to share the code. What's the preferred way to do so? Somebody to send patches to?
On the legal issues: My current interpretation of the licenses is that, as long as the user already has Sauerbraten installed and I only provide files that are either done by me from scratch or are derived from the source code (which is ZLIB licensed), it's all right. In other words: I may change the engine and create new maps using (i.e. referencing) models contained in Sauerbraten, if I'm only distributing the changed engine and the maps, not the original media. Is that correct?
PS: Is there a mailing list or at least some kind of email notification for the forum? I don't have the time to poll the forum on a regular basis.
reply to this message
|
|
#9629: Re: .. |
by Juliz
on 12/02/2007 18:26, refers to #9620
|
|
Where I have to put the causticscale? because I doesn't work
Note: the speed It work's
reply to this message
|
|
#9630: New Level |
by Titanic12ship
on 12/02/2007 19:18
|
|
I am making a new level called TheTower. It's probably the tallest tower in Sauerbraten. Please comment on this level.
Here is the link to it's page:
e.macsrule.googlepages.com/thetower
reply to this message
|
|
#9631: Better link |
by Titanic12ship
on 12/02/2007 19:20
|
|
Here's a real link to my new levels's page:
http://e.macsrule.googlepages.com/thetower
reply to this message
|
|
#9632: Re: Better link |
by w 400%
on 12/02/2007 19:54, refers to #9631
|
|
i thought that page died like 3 months ago. Sadly the maps havnt gotten much better either. javascript:;
reply to this message
|
|
#9633: Re: Better link |
by thenewrandomcivilian [using safari for windoze!]
on 12/02/2007 20:14, refers to #9631
|
|
Been there, done that. The map wasn't any good (but detailed) when I finished yet because of all the deathtraps. Not a very good DM map to play on however.
reply to this message
|
|
#9634: .. |
by WTM
on 12/02/2007 22:13
|
|
movers (For doors and elevators. don't tell me the collision isn't designed around these in the engine. Make a second collision engine that only checks for these objects. A simple collision detection for this is nothing. Also people saying it would need a seperate editor are just being stupid. You could just do keyframes. Ex type /mover position 1, /mover position 2 speed 5, etc.)
Awesometastic physics (Ragdolls)
Selfshadowing and multi-directional shadows
hell, I can dream right?
reply to this message
|
|
#9635: Re: .. |
by WTM
on 12/02/2007 22:15, refers to #9634
|
|
btw I put this in the general thread because I know no one would even pay attention to it in the requests thread
reply to this message
|
|
#9636: Re: .. |
by MovingTarget
on 12/02/2007 22:48, refers to #9634
|
|
Yeah, you can dream about that stuff, but that's about as far as you'll get. The idea of keyframes is great for video editing software, but not for an in-game level editor!!! *sighs* If you'd browse around the forum, physics has been asked for quite a few times, and guess what the answer has been? A very solid NO. Dream on...
reply to this message
|
|
#9637: Re: Better link |
by ATIRULE
on 12/02/2007 23:27, refers to #9631
|
|
some one bad this guy for spaming his crap maps and crappy google page
Meh
^TrOLLiNg^
reply to this message
|
|
#9638: Re: Better link |
by ATIRULE
on 12/02/2007 23:27, refers to #9637
|
|
^ban*
meh typos
reply to this message
|
|
|
Board Index
|
|