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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12352605 views, last view: 10/06/2024 19:26

for questions, announcements etc.

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#9694: Latency/Delay Problem

by dax on 12/12/2007 22:34

I\'ve been having a strange delay problem while playing Sauerbraten ever since I installed Ubuntu Gutsy Gibbon. Can someone please help me?

When I play, the timing gets all screwed up. I\'ve been accused of cheating because I spawn too early, but from my end everything looks normal! I can hit someone with a rocket, and they don\'t die until up to 10 seconds later. When I pick up an item, it takes between 3 and 10 seconds for it to appear in my inventory (ammo, armor, etc.).

What could be causing this? I\'ve tried connecting to my network via three different network adapters and that doesn\'t change anything.

Any help is appreciated. Thanks.

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#9695: Re: CUBESCRIPT help needed!

by Hirato Kirata on 12/12/2007 22:37, refers to #9693

relax mate, my cubescript is excellent. I'd dare call myself one of the best there currently is.
Anyways, there was an alias named skyboxes, which looked like this

skyboxes = "morning black evilsky"

Now here's the beauty of it, if another skybox was added, and placed in /packages/skyboxes/ I can just like change it to, exactly like they do with the maps. Which is where I derived the code from btw.

skyboxes = "morning black evilsky new-addition"

now on the positioning

guilist [ //goes right now
guilist [ //er... now it's going down
genskyitems $skyboxes skyboxes
] //closed the list, so it's going right again.
showskyshot
]//Closed the first list, so the preview should appear on the right

The comments will help. This is exactly like the map list generation code. (only I derived it and modified them considerably)


The best I can do in ascii is to say it'll look like this (fixed font for this)

________
/skyboxes\
|________|___________________
|____________________________|
|[ ] Morning | /......\ |
|[ ] Black | |MM....| |
|[ ] Evilsky | |MMM...| |
|[ ] New-addition | \MMM.../ |
|_________________|___________|

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#9696: Re: Graphics cards etc.

by Developer on 12/12/2007 23:44, refers to #9692

Thanks heaps, I'll check out some Quake-compatible programs... I'll see if I can make some announcements on this site when the game is in it's Beta edition.
This could be a while though!

Thanks again!

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#9697: a little help please

by Devoil on 12/13/2007 05:18

Hi all,
Has anyone had any problems getting sauerbaten/cube 2 working on windows vista? and if you have, are there any fixes that anyone know of

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#9698: Re: CUBESCRIPT help needed!

by MeatROme on 12/13/2007 06:35, refers to #9695

I hacked this up once http://pastebin.ca/814341

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#9699: try this :

by rock.n.rol_ on 12/13/2007 06:47

http://www.cubeengine.com/forum.php4?action=display_thread&thread_id=1516

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#9700: Re: try this :

by rock.n.rol_ on 12/13/2007 06:49, refers to #9699

Dammit, my post #9733 was meant as repy to #9731, sry for confusing ;)

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#9701: Re: try this - or 'a little help please' :

by steve_e on 12/13/2007 10:25, refers to #9700

Which is this link here:
http://www.cubeengine.com/forum.php4?action=display_thread&thread_id=1516

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#9702: Re: try this - or 'a little help please' :

by rock.n.rol_ on 12/13/2007 19:41, refers to #9701

Vista showed a side-by-side configuration error with sauerbraten, when sauer didn't run on vista. In this thread, eihrul explained what to do to make it run.

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#9703: adding dynlights

by hicks on 12/13/2007 22:16

I've been trying to add a dynamic light around the player, but I can't find the vector that stores the player's coordinates.

Sorry to be a burden :(
It's probably in the most obvious place...

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#9704: Re: adding dynlights

by MovingTarget on 12/13/2007 22:26, refers to #9703

There is no cubescript variable that stores the player's position, at least not that I know of.

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#9705: Re: adding dynlights

by hicks on 12/13/2007 22:30, refers to #9704

oops sorry, I meant in the source code. I think a struct would be defined for the players motion. Guessing it's line 78 physent ents.h. "vec o" looks to be it, but where has this struct been created for the player before so I can just grab the coordinates from there.

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#9706: Re: adding dynlights

by hicks on 12/13/2007 22:42, refers to #9705

Actually I think I've just found it. Been searching for days. "player->o"

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#9707: Re: adding dynlights

by MovingTarget on 12/13/2007 22:53, refers to #9706

Yes, you found it. player->vel is the velocity.

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#9708: tape/flare or type/flare?

by demosthenes on 12/14/2007 08:32

Hirato and I were discussing tonight whether the docs have a typo in them regarding type four particles. I think they don't, and that tape/flare is their name, but Hirato is of the opinion that it should be type/flare instead. Could someone who knows (preferably whoever wrote it) clear this up for us?

Thanks in advance.

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#9709: Re: tape/flare or type/flare?

by Hirato Kirata on 12/15/2007 00:25, refers to #9709

if it truly is "tape". can you at least point out the most appropriate definition form the dictionary?
I'm just asking as it makes absolutely no sense to me to be 'tape' instead of 'type'.

http://dictionary.reference.com/search?q=tape&x=0&y=0

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#9710: Re: tape/flare or type/flare?

by SheeEttin on 12/15/2007 00:31, refers to #9709

#2: A long, narrow strip of paper, metal, etc.

Ever seen a tapeworm?
You don't want to.

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#9711: Scriptable monsters

by MovingTarget on 12/15/2007 00:59

Alright guys, how exactly would you guys like to see scriptable monsters implemented? What properties do you think should be modified? Would you like to initialize the whole monster in one function, or just modify single variables? Could you give an example of the syntax of the CubeScript functions and/or variables that you would feel comfortable with? Thanks!

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#9712: Re: Scriptable monsters

by Hirato Kirata on 12/15/2007 01:53, refers to #9711

For the idea I have, health, ammunition, and damage are musts. I suspect we can set them the rpg way with r_health r_damage, etc.

as we already have two attributes, for monsters, may I suggest that the third variable link to an entry in the script which sets its strength like so

level_monster_1 = [ r_name "Mr Ogro"; r_weapon 1; r_damage 20; r_speed 110; r_jumpvel 150; r_friendly 1; ignoreff 0; if (= $alive 1) [echo "Hi"]]

r_name sets the monster's name. Like when he's killed, or kills you, the echo message will say you were killed by mr ogro.
r_weapon just sets the ID of the weapon he's equipped with, in this example, he has a shotgun.
We'll pretend the damage is a fixed number, and that speed and jumpvel are percentages.
Friendly will just state if the monster will attack the target on site, or wait for the player to attack him first.
The ignoreff states whether they'll ignore friendly fire.
The $alive just checks if the monster is alive, and executes a script accordingly.

for monsters IDs (var2), if possible can we receive 2 additional commands. providing equal functionality in loading monsters as mapmodelreset and mapmodel and does for mapmodels. Of course with a defaults-monsterlist done already

The paramaters of course could be "loadmonster (Scale) (name) (vweps) (pain sound) (deathsound)". only scale and name ahs to be provided, the others of course will set to sensible defaults. So it can be added to the docs as

loadmonster S N (V P D)


The 4th parameter could be scripts.
waypoint entities will make this so much easier. some vars we can use

level_monsterscript_1 = []
moveto (waypoint ID)
montype (number of level_monster alias)
turn (yaw to turn to) (how long to take)
attack (simple, he fires in the direction he's facing)
move (how long) (if you don't wish to use waypoints, use this)

That's all I could think of from the top of my head.

~Hirato Kirata

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#9713: Re: Scriptable monsters

by Hirato Kirata on 12/15/2007 02:01, refers to #9712

sorry for double posting, but another variable that must exist just hit me.

r_respawn (respawns?) (how long to wait before it respawns respawning)

~Hirato Kirata

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