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General Thread

by Aardappel on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826611 views, last view: 12/09/2021 05:14

for questions, announcements etc.

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#13639: offer

by FunMan on 01/28/2011 17:43

Please , add in game map dowloading , very big thanks :) FunMan

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#13640: Re: offer

by tempest on 01/28/2011 19:53, refers to #13639

How about using /getmap?
Lol.

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#13641: Minecraft in Sauerbraten

by LeftClicker on 01/29/2011 04:30

This guy wrote something that lets you play Minecraft maps in Sauerbraten. Pretty damn amazing, if you ask me.

Link: http://www.minecraftforum.net/viewtopic.php?f=25&t=42602&sid=39da6ee0ff930488fcb0248e7b5feb27

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#13642: Re: classic cube guns for justice edition

by killa^.^ on 01/29/2011 13:05, refers to #13638

oh ya and make the hands 2

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#13643: Re: classic cube guns for justice edition

by Razgriz on 01/29/2011 13:15, refers to #13642

.. the internet has made you stupid.

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#13644: can someone give me the ctf edition rifle sound

by masterkillz100 on 02/03/2011 23:56

can someone give me the normal sound to the rifle in ctf edition?

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#13645: Server

by aimstarz on 02/04/2011 20:45

Hello Guys i Run Sauerbraten on a Mac os x and i want too run a server from the Mac. I read that i need a server.init.cfg but where i can download it ? Please answer it or give me a link Thank you in advance your AimstarZ

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#13646: brightness

by Spiney0001 on 02/06/2011 00:44

Can anyone tell me what the command for screen brightness is? The options only have gamma. Contrast could be handy too.

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#13647: Re: Server

by Papriko on 02/06/2011 17:29, refers to #13645

You can write it yourself with a simple text editor like notepad. There was a link with what you need and what you can add optionally, but I forgot it.
But here are a few of the things you can write in:


// Explains itself
maxclients 8

// The password you need to get on the server
serverpass "abcLaLaLa"

// The text that is written as server name in the connection list
serverdesc "Best Server Ever"

// The message you see on login
servermotd "Hello people, thanks for playing here!"

// Password you need to claim server admin
adminpass "IMtheboss"

// Shall it show up in the connectionlist? 1 yes, 0 no
updatemaster 1

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#13648: Big trouble: Setting up a private server

by Peter_Story on 02/07/2011 21:12

For the last few weeks I\'ve been trying to get a private server running. It will be hosted at my school, so I only want my friends to be able to access it.

I am becoming frustrated, because many of the command line options specified on this page are not working:
http://sauerbraten.org/docs/config.html

Specifically, I would like to either password protect my server, or take it off the public tracker.

Using -mlocalhost to disable reporting to the tracker has no effect.
Setting a password with -ypassword does not work; when I try to connect to my password protected server with \"/connect 192.168.1.2 password,\" I get an error saying that the server is in private mode.

*Note* I am using Justice Edition on Mac OS X 10.5
*Note* The server otherwise works.

Any help would be much appreciated!
-Peter Story

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#13649: Re: Big trouble: Setting up a private server

by Peter_Story on 02/07/2011 21:18, refers to #13648

DANG! I figured it out.

*THIS COULD BE A BUG*
The /connect syntax seems to be silly.
If you type "/connect 192.168.1.2 password"
like I did, it will never work. You need to specify the port, which is silly because it is usually assumed. So my connection worked with "connect 192.168.1.2 28785 password"

The documentation should make a better note of this, IMO.

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#13650: Visible/Invisible Material Sides

by Snark on 02/09/2011 08:22

Hello, I've gotten rather stuck on a point.
How does the the engine determine which sides of a cube of material will be visible?
i.e. If you place a cube of water above you, it resembles a box with the bottom cut out. No texture is placed on the bottom of the cube (For obvious reasons)

I'm stumped as to how which sides will be visible/invisible is determined by the engine.

My attempts to create/remove invisible material sides have repeatedly failed, could someone just point me to the section of the code where this is controlled?

Thankyou.

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#13651: ..

by Osbios on 02/10/2011 04:03

In the case of water visiblematerial in engine/material.cpp does that.

But most of it happens in visibleface in engine/octa.cpp.

That exactly do you want to do?

If you just don't want some faces to render then set skytexture to 0 and use the sky texture on that surface.

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#13652: Re: Material Visibility

by Snark on 02/10/2011 07:42, refers to #13651

Thankyou so much for replying.

I've almost finished a third-person-platformer type mod, but want to add a 'floating water' material (so you can have fields of water floating in the sky).
Basically, this is just the normal 'water' material with a few slight tweaks and a 'waterfall'-type texture displayed on the base of the cube.
However, this is proving to be particularly tricky.

I'd noticed the 'visiblematerial' and 'visibleface' sections, but still can't get it to do what I want.

My current (and obviously wrong, judging by my level of success) theory has been that the 'water' material has no bottom due to the '!= O_BOTTOM' qualifier in the relevant water section of 'visiblematerial', and the reason why the current waterfall texture isn't displayed on it is due to the same qualifier in the 'setupmaterials' section. (with the '!= O_TOP' qualifier being why it also doesn't display on the top), as well as a similar occurrence in Water.cpp

However, changing these things has made absolutely no difference to anything that I can see, so I'm obviously missing something.
...And I really can't work out what.

I would be incredibly grateful for any hints.

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#13653: Re: Material Visibility

by suicizer01 on 02/10/2011 11:52, refers to #13652

Can I ask first why you would like floating water :S?

Isn't it breaking all realism?

Anyways, I'm only asking since it maybe isn't necassery to do such actions...

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#13654: Re: Material Visibility

by Snark on 02/10/2011 12:09, refers to #13653

It's for an incredibly cartoony platform game.

It's BECAUSE it breaks all realism... and is potentially a very cool game mechanic.

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#13655: cartoony water...

by suicizer01 on 02/11/2011 12:10

What about just using a texture and alpha material?
If necassery, you can still try to modified the texscroll feature, so it wont go only 1 direction, but moves from 1 point to another?
Or just use the "movie" script that has been released several times last years?

I don't think it's necassery to modified the sourcecode for what you want.
If this is false, explain better what you would like to get...

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#13656: Re: cartoony water...

by Snark on 02/11/2011 18:33, refers to #13655

You need to be able to SWIM through the surreal tunnels of skywater and that most definitely requires screwing with the source code.

Okay, so I was definitely correct that the lack of a base is due to that section of 'visiblematerials', wrong about the section in 'setupmaterials' being the reason why the waterfall texture doesn't display.

The new water material now DOES technically have a base, but it is still invisible due to not actually having a texture assigned to it.

The section of code that assigns the waterfall texture doesn't seem to discriminate against the base though, and so I'm still stumped as to why this isn't visible.

I suspect there's some fiddly little thing somewhere that I just can't find that's stopping the waterfall texture from being assigned to the bottom of the cube.

I'm completely stumped as to what though.

Ideas?

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#13657: Re: cartoony water...

by Papriko on 02/11/2011 22:04, refers to #13656

You are still able to use alpha and a texture. Simply make your "block" of water out of cubes. Then FIRST use water. After that apply nocip and alpha in an order of your desire.

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#13658: Screenshots

by MushroomQuillrForumFats on 02/12/2011 16:52

Hello. I have taken screenshots in Sauerbraten, and I have no idea where they are saved on my computer. Does anyone know?

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