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by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 11391724 views, last view: 05/06/2024 10:48 |
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#14278: mapsize |
by it9999
on 12/11/2011 04:38
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in sauerbraten the bigest mapsize is 16. is there any way i can raise the limit. to something like 20. if it is possible to set the floatspeed to something higher than 1000. how do i get a mapsise greater than 16?
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#14279: Re: mapsize |
by Razgriz
on 12/11/2011 07:14, refers to #14278
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mapsize 16 is already enormous, every time you raise that you double the previous size, it's powers of 2. If my quick calculation was correct, a map of size 20 will be 65536 times larger than a map of size 16.
you can always modify the source to go over the limit.
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#14280: Re: mapsize |
by it9999
on 12/11/2011 11:00, refers to #14279
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where do i have to go in the src to increase the map size?
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#14281: Re: mapsize |
by Q009
on 12/11/2011 12:57, refers to #14280
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Your PC wouldn't handle such huge map. Even if it's a good PC, it's just way too big.
If you still want to do it just search for command called "newmap". There are min, default and max values set in the same line.
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#14282: Re: mapsize |
by tempest
on 12/11/2011 15:44, refers to #14278
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Size 17 is more or less okay on my computer. Size 18 is laggy as hell, size 19 is completely unplayable. Size 20 make Sauerbraten crash after using up about 400MB of memory. And that's just for a completely flat map.
If you want to give it a try, look for emptymap() in world.cpp.
YMMV.
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#14283: Re: mapsize |
by suicizer01
on 12/12/2011 00:32, refers to #14278
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In ctf-edition (and earlier releases), there wasn't any limit on mapsize, so you were able to have a mapsize of 32.
It has been capped so people can't abuse it to let any other player on the server, will have to wait something like 10minutes before they finally reach the "newmap", which they won't have a higher framerate of 15 if they are unlucky (at least, that's how it was in ctf-edition and earlier releases).
I've been playing with the "newmap" command on ctf-edition several times again and noticed that it's very crash-sensitive, even when your not on a server (putting things like "newmap 32" in console line which do get accepted and executed, but I get a frame-rate of 3 in some situations).
So it's not recommended to take the cap off, even the geometry system has been improved since then.
What's the purpose actually of having such huge map which people couldn't render anyways?
Floatspeed 1000 is already damn fast if your editing, even for something like an RPG map.
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#14284: Re: mapsize |
by it9999
on 12/12/2011 02:45, refers to #14283
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i have a very small data allowance. i pay $40AUD for 3GB of data. the ctf version will take way too long to download and take up a huge ammount of my data. i only need the binary files. can you do a favour and email the binary files of the ctf version to iain.turville1@tafensw.net.au preferably in a zip file. it will save me time and data
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#14285: Re: mapsize |
by suicizer01
on 12/12/2011 11:00, refers to #14284
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http://www.mediafire.com/?or3704zcz5wi4rp
There you go.
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#14286: Re: mapsize |
by it9999
on 12/12/2011 11:45
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thanks. i have downloaded it. i am using an internet connection at a slow 3KB per second. if this src needs to be compiled i wont be able to do it because an error message will show up on code:blocks saying "'sauerbraten' uses an invalid compiler. Probably the toolchain path within the compiler options is not setup correctly?! Skipping...
Nothing to be done.
my computer is infected with malware and could be triggering this message. if it needs to be compiled can you do a favour and compile it and send me the exe files and bin files. even better send me all of the ctf files excluding the textures and audio and the packages folder. it will be very appriciated.
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#14287: Re: mapsize |
by it9999
on 12/12/2011 11:45
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thanks. i have downloaded it. i am using an internet connection at a slow 3KB per second. if this src needs to be compiled i wont be able to do it because an error message will show up on code:blocks saying "'sauerbraten' uses an invalid compiler. Probably the toolchain path within the compiler options is not setup correctly?! Skipping...
Nothing to be done.
my computer is infected with malware and could be triggering this message. if it needs to be compiled can you do a favour and compile it and send me the exe files and bin files. even better send me all of the ctf files excluding the textures and audio and the packages folder. it will be very appriciated.
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#14288: Re: mapsize |
by it9999
on 12/12/2011 12:26, refers to #14287
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i tried to run it and an error message came up saying 'could not load core textures'
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#14289: Re: mapsize |
by Razgriz
on 12/12/2011 13:54, refers to #14288
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Why do people ALWAYS run the executable directly? Run the bat file instead.
Your computer is not infected. I doubt ANY sort of infection would cause Code::Blocks specifically to produce an error that is perfectly normal due to the fact that you downloaded the release WITHOUT the MinGW component.
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#14290: Re: mapsize |
by tempest
on 12/12/2011 16:30, refers to #14289
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"Your computer is not infected."
I wouldn't bet on that. It's amazing how careless many people are. "My computer is infected, but I don't give a damn" - yeah, maybe you don't, but everyone else will be grateful for the spam, DDoS attacks etc.
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#14291: Re: mapsize |
by Razgriz
on 12/12/2011 17:58, refers to #14290
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He may be infected, or he may be not. I just stated that the fact that Code::Blocks cannot build is irrelevant to any kind of infection.
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#14292: Re: mapsize |
by Zamwa
on 12/12/2011 22:38, refers to #14291
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That's just not true! There is many ways a kilobyte sized bugger can screw windows! I had such bug and it's target was the windows .net framework!
You should think before you post!
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#14293: Re: mapsize |
by suicizer01
on 12/13/2011 12:25, refers to #14292
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Same story here zamwa, I know all about it...
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#14294: Automated messages |
by ArrowToTheKnee
on 12/14/2011 05:24
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Yeah um...I was just wondering of there is a way to make Sauerbraten send a message [say blahsahdsad] everytime you kill someone.
Some guy told me to type /do do [say message]
But that made sauerbraten crash and exit each time.
And if it is possible, is there a way to make them randomized so they arent the same message each time?
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#14295: Re: Automated messages |
by eihrul
on 12/14/2011 07:07, refers to #14294
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There is no way to actually do that, and the only effect of /do do, as you noted, is to crash Sauerbraten.
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#14296: Re: Automated messages |
by Sub-Zero
on 12/14/2011 08:26, refers to #14295
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you can however use the autosorry scripts given off of quadropolis.us
scripts such as:
http://quadropolis.us/node/3183
and:
http://quadropolis.us/node/2835
also, for future reference, /do is a defined command for execution, so if i were to type /do kill, it kills me (form of the command /kill which makes you suicide).
so when you execute /do do, it makes a never ending loop of executions on the command \"do\", basically, its like saying \"this statement is false\" is it true or false?
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#14297: Re: Automated messages |
by suicizer01
on 12/14/2011 08:45, refers to #14296
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Yep, very similar to execute something like "while 1 = 1"...
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