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by Aardappel on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826610 views, last view: 12/09/2021 05:13

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#13679: Re: cube 2 falldamage

by tempest on 02/22/2011 15:32, refers to #13677

There is no falling damage in Sauer. You either got hit by somone and didn't notice it, or you entered death material when landing. Another possibility, of course, is that someone on the server used a cheat.

Btw: http://cube.wikispaces.com/FAQ#Frequently%20Asked%20Questions-Q:%20Where%20are%20my%20saved%20maps,%20configs,%20screenshots?%20Where%20do%20I%20put%20things%20I%20wish%20to%20add?

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#13680: Re: Enemies and some other objects do not appear

by SheeEttin on 02/23/2011 00:24, refers to #13675

Try uninstalling/reinstalling.
(If you didn't install the official package from Sourceforge, do that. See "files" on the left.)

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#13681: Movement speed

by bruhja on 02/23/2011 22:39

I know this has been asked 100's of times
But this forums layout is absolutely horrid and to find any information takes too much of ones life trolling through threads to find nothing.

I have used the search function and found a couple of questions regarding this topic yet i have yet to see 1 answer.

I don't mean the game speed command, all that does is pretty much throttle the rate @ which the cpu runs the code(STUPID!) anyhow I mean like actual movement speed.

I would love to try to make a digital paintball style mod for this, but current player speeds and bunny hopping do not suit the feel for a paintball style game.

I have read brushed over the docs done google searches and trolled the forums.

A simple answer of ohh its in the "insert_name_here.cfg" or whatever would be extremely appreciated.

Thank you in advance.

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#13682: Player Speed

by Snark on 02/23/2011 22:58

http://cubeengine.com/forum.php4?action=display_thread&thread_id=1816&start=0#57854

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#13683: Re: Movement speed

by SheeEttin on 02/24/2011 00:26, refers to #13681

Red Eclipse already has a paintball mode. ;)

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#13684: Re: Movement speed

by Afro on 02/24/2011 06:17, refers to #13683

I think Calinou made a paintball map for RE too so maybe we could play pb on it. ^^

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#13685: Cubescript's Buggy...

by Mappleconfusers on 02/24/2011 15:35

I'm currently developing some obove the "bind" command which enables double-clicking and some more events and I'm doing it in Cubescript because i want it to be working on others than my own client.

I'll skip the Foo about 'designing a language' and 'issue managing' and cut right to the chase:
One bug (and it's a real BUG!) is the handling of c-variables: There is numargs which indicates the number of arguments passed to the current function (or block or string, because every string [] or "" or even without delimiters except () is a code block and a function at the same time). This means, that if i use some kind of block (=> function) in my function, "numargs" is overwritten. The only way to access the numargs i want is to write it to an cubescript variable.

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#13686: Re: Cubescript's Buggy...

by Razgriz on 02/24/2011 15:50, refers to #13685

can you provide an example of what you're talking about? something that we can test as well, as i want to see if the "bug" persists in the SVN as well.

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#13687: Saving a game

by tlunney on 02/24/2011 17:08

Total newbie to Sauerbraten and have looked on this site and done searches to no avail. How do I save a game in Campaign mode? I can make a respawn point but this is lost when I exit the game and I have to start again.I'm using XP with Service Pack 3. Thanks for any help. Tony

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#13688: Re: Saving a game

by tempest on 02/24/2011 17:13, refers to #13687

"How do I save a game in Campaign mode?"
Short things short: you can't. SP mode is kind of orphaned in Sauer, and it was already considered to drop it. AFAIK it was originally to make the game more challenging. Instead of saving all the time and just loading the last save when things go bad, players can only start over at respawn points.

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#13689: Re: Cubescript's Buggy...

by tman elite on 02/24/2011 17:15, refers to #13685

Sorry if this sounds dumb, but why can't you write the number of arguments to a variable? Wouldn't that be just as good?

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#13690: Re: Cubescript's Buggy...

by Mappleconfusers on 02/24/2011 18:42, refers to #13689

Here's an example :)

sauerbraten # fun = [
sauerbraten # echo (concat "CASE 0: $.. =>" $numargs "| @.. =>" @numargs "| @@.. =>" @@numargs "| (..) =>" (numargs) )
sauerbraten #
sauerbraten # bar = [
sauerbraten # echo (concat "CASE 1: $.. =>" $numargs "| @.. =>" @numargs "| @@.. =>" @@numargs "| (..) =>" (numargs))
sauerbraten # ]
sauerbraten # bar
sauerbraten #
sauerbraten # if (<= $numargs 1) [
sauerbraten # echo (concat "CASE 2: $.. =>" $numargs "| @.. =>" @numargs "| @@.. =>" @@numargs "| (..) =>" (numargs))
sauerbraten # ]
sauerbraten # ]

sauerbraten # fun
numargs = 0
CASE 0: $.. => 0 | @.. => | @@.. => | (..) =>
numargs = 0
CASE 1: $.. => 0 | @.. => | @@.. => | (..) =>
numargs = 0
CASE 2: $.. => 0 | @.. => | @@.. => | (..) =>
==> (null)

sauerbraten # fun 1 2 3 4
numargs = 4
CASE 0: $.. => 4 | @.. => | @@.. => | (..) =>
numargs = 0
CASE 1: $.. => 0 | @.. => | @@.. => | (..) =>
numargs = 0
CASE 2: $.. => 0 | @.. => | @@.. => | (..) =>
==> (null)

Oh and, the question is not that dumb, because you could do that and that is the workaround I use,
but there are serval reasons, why just using a variable won't work:
- Cubescript has only a global scope
- It would require an extra line of code and therefore obfuscate the code a little more
– If it would be just a global argc, the var would just be usable until the first function call
– If it would be a specific var for every func it would flood the global namespace and produce a lot of data, which is even worse, because cbs is not garbage collected and recursive calls would still be very problematic
- It's a VERY dirty workaround
– And finally, of the same reason we use librarys or c/c++ instead of assembler or cubescript instead c/c++: because we are lazy :)

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#13691: Movement speed

by bruhja on 02/24/2011 19:11

Nice, however again no has answered the question. I'm sorry if I'm coming off as a bit of an ass but, I didn't ask if there were any paintball mods.

My direct question was how do you change player movement speed.

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#13692: Re: Movement speed

by tman elite on 02/24/2011 20:52, refers to #13691

Did you even click the link?

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#13693: Re: Cubescript's Buggy...

by Razgriz on 02/25/2011 09:41, refers to #13690

Mapple, we did a similar argument test in both Justice and the SVN

test1 = [
echo test1-numargs: $numargs
test2 this is a test omg moar args!
echo test1-numargs: $numargs
]
test2 = [ echo test2-numargs: $numargs ]

Justice: FAILED
0 7 7

SVN: PASSED
0 7 0

So assuming you can't work another way, you can either do this workaround you suggested or transfer your scripting to the SVN. its much faster and more reliable.

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#13694: Re: Movement speed

by suicizer01 on 02/25/2011 10:31, refers to #13691

Read and click and think before write.
You should appreciate they let you notice there is a paintball mode in an other game, wich has more features than sauerbraten while it's on the same engine.

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#13695: Re: Cubescript's Buggy...

by srbs on 02/25/2011 12:17, refers to #13690

Next time.. remove those pesky "sauerbraten # "s.

"enables double-clicking"
Hmm, maybe I'll add that to mine. :P

"and some more events"
I'm curious, such as..?

"The only way to access the numargs i want is to write it to an cubescript variable."
you can use the @'s
"Cubescript has only a global scope"
not quite..details:

For now, I would say to use a temporary variable until the next release comes out since we know from my test (see Razgriz's post above)
In justice and before we had these two commands, push & pop, that simulate temporary variables, but are still global. Things have changed in SVN, now all that exists is push with a new syntax. So, either way you will have to change the code for the next version of sauer.

srbs

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#13696: Re: Cubescript's Buggy...

by Mappleconfusers on 02/26/2011 14:58, refers to #13695

Sorry, I'm using a shell that reads from stdin ^^

I have written my script with support for:
Press / Release – One click or the first press of a Doublepress
-Doublepress / -Release – Pressing two times during a certain amount of time
-Singlepress / -Release – Invoked after the 'the amount of time' if no second press occured
-(Single- / Double-) Hold / Release – Invoked periodically while a button is pressed / when it's released.
sadly it's quite hard to debug this code and i did not finish it yet.
Bedsides that i planned some more features:
– Multiple closures for each event
– Management of the closures (add/remove/list)
- A helper for Shift-lock
- Key-Combinations

But i anyway thought about implementing Python as scripting language.
I have a modified client with some physics experiments (e.g. Grapple from the freezetag mod)
and I want to implement force emitters for editing (scripting defined fprce entities to enable for example radial gravitation or space-station maps with artificial gravitation). But for that I need a much more sophisticated access to the entities and a more powerful language :)

Btw: I have implemented some file Read/Write and a "invoke each frame" command (if you want it :) )

Im going to upload my sources later, now I have to eat :D

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#13697: Master

by [milk]Malk on 02/27/2011 03:13

Hey everyone

Sorry for being a noob, but when I try to clam master on, I get this error:

Your name is not assigned to any accounts

So I cant kick anyone or anything.

Thanks,
Malk

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#13698: Re: Cubescript's Buggy...

by srbs on 02/27/2011 06:16, refers to #13696

I have the single hold/release and key-combo done, but haven't combined the two yet.

Multiple closures & management should be easy to add (since I already have another system that does this).

Shift-lock: Interesting idea, butwhat do you mean by 'helper'?


"file Read/Write and an invoke each frame command"
I already have these in cubescript. :P

srbs

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