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by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826006 views, last view: 12/09/2021 02:29 |
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for questions, announcements etc.
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#14246: Re: Texture GUI |
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by Papriko
on 11/23/2011 16:33, refers to #14245
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Aw, poo... Again an idea I had to change the source for... I really thought I could get around that.
But well, also thanks to you for answering so quickly.
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#14247: Proposed a new feature for the next release. |
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by fbp_ym
on 11/30/2011 02:35
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An entity "cable". Linked with another entity "cable" for target and a "cable profile" (a bit like teleports) :
newent "cable" ent_cable_target cable_profile_num
The profiles of the cables would work like the brushes heightmap...
newcable tension textureslot profil[ scale, xy, xy, xy... ] startmodel endmodel
tension :
* 0.00 for a perfect line
* + 100.00 for perfect DOWN half circle
* +25.00 by default
* - 100.00 for perfect UP half circle
textureslot : a texture slot with it alpha activated (for rainbow arrow indication per example)
startmodel and endmodel : paths to start/end models (obj, md3, ...) for give arrows as in word processors. These models are centered on 0 for the axes X and Y, and of xxx to 0 on Z (arrow pointed down). Their scale would be determined in the file as usual, but their vertex would be twisted depending on the tension
The "profile" would be (like with heightmap brushes), an array of 2D vertex coords that begin with the scale of X and Y.
Examples :
[ "1.0 0.5" "1 1" "1 -1" "-1 -1" "-1 1"] for a flat rectangular section-profile
[ "1 1" "0 1" "1 -1" "-1 -1"] for a triangular section-profile
As for the algorithm of Bezier curves, the number of repetition of the profile-section depend on the curvature.
This would allow to easily create power lines or floating arrows !
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#14248: Re: Proposed a new feature for the next release. |
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by AlternateLives
on 11/30/2011 04:46, refers to #14247
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Now that I (after a few read-throughs) actually understand what you are proposing, I think this is a pretty good idea.
Post it in my Idea Mine thread! Someone might pick it up!
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#14250: .. |
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by Papriko
on 12/01/2011 21:50
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I guess the answer on this is embarrassingly easy, but... how do I connect the output of a loop? Example:
loop i 10 [echo $i]
This will output the numbers 0 to 9, line per line. How do I get the same output merged into a SINGLE line? So instead of
0
1
2
3
...
I get: "0 1 2 3 4 5 6 7 8 9" at once. I had some experiments where I tried to let the loop run inside the brackets of a concat command, but I guess either I did something wrong or it was a completely wrong idea.
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#14251: Re: .. |
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by Quin
on 12/02/2011 02:08, refers to #14250
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words = ""
loop i 10 [words = (concat $words $i)]
echo $words
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#14252: Re: .. |
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by Papriko
on 12/02/2011 13:21, refers to #14251
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Ah, that was the fault. I tried to do it without using a variable. Thanks!
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#14253: .. |
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by 1000000
on 12/02/2011 22:57
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What language(s) were used to create Sauerbraten?
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#14254: Re: .. |
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by eihrul
on 12/03/2011 01:57, refers to #14253
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C++
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#14255: .. |
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by 1000000
on 12/03/2011 04:21
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Nice.
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#14256: Re: Proposed a new feature for the next release. |
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by unnaemd
on 12/04/2011 11:22, refers to #14247
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What a nice idea.
If it would become sauerbraten feature (it likely wouldn't), editors will no longer need to build thousands of cubes, thereby increasing octree complexity, to create wire-looking object.
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#14257: RayTracing |
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by Maniek
on 12/04/2011 18:28
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Is possible to write raytracing ?
In first time i sugest make write pov-ray source code. and render it separatelly. Pov-ray is the best code
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#14258: Re: RayTracing |
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by Q009
on 12/05/2011 11:57, refers to #14257
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There is raytracing implemented already. For example, lightmap generator :P
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#14259: Re: RayTracing |
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by Razgriz
on 12/05/2011 14:02, refers to #14258
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CPU based.
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#14260: Re: RayTracing |
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by Q009
on 12/05/2011 14:08, refers to #14259
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So? Still raytracing
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#14261: Re: RayTracing |
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by Razgriz
on 12/05/2011 15:41, refers to #14260
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Slow. Too slow. I demand retribution! The calclight is a lie!
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#14262: Re: RayTracing |
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by Zamwa
on 12/05/2011 16:20, refers to #14257
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Pov-ray dynamic! :"D
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#14263: Re: RayTracing |
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by Q009
on 12/05/2011 16:26, refers to #14261
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graphitemaster managed to run it real-time. Dunno if you know. hahah
http://www.youtube.com/watch?v=7x1_YwohGXU
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#14264: Re: RayTracing |
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by Zamwa
on 12/05/2011 16:57
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graphitemaster... source please?
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#14265: .. |
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by New person
on 12/05/2011 20:58
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i am new to sauerbraten and i was wondering if there is any good hacking clans or is hacking allowed in sauerbraten?
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#14266: Re: .. |
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by Papriko
on 12/05/2011 21:51, refers to #14265
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I think this question answers itself.
In case it doesn't: Sauer comes with the source code so you can modify, experiment and learn with it, perhaps even write your own game. That's allowed and fine since that is what the source is for.
In theory you could make wallhacks, aimbots, invincibility and much more with it too, but I hope you can understand that most people hate it when someone fiddles with the source just to kick asses on some public servers. In the most cases people don't discuss much and simply give you a permanent ban.
But look at it it from their side: how would you like it when you frequently get killed like 2 seconds after respawn, regardless how quick, clever and skilled you are?
To sum it up: No, hacker clans usually stay secret because when they get public they usually get instantly a bad reputation and previously mentioned perma bans.
And no, "hacking" as in "modifications that give you an unfair advantage to increase your killing rate massively" are not allowed.
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