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General Thread

by Aardappel on 01/05/2002 01:55, 15500 messages, last message: 01/19/2022 17:29, 8935428 views, last view: 01/29/2022 03:21

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#15307: Re: mdlbb

by northstar on 04/27/2015 19:16, refers to #15306

ok, i kinda fixed the bounding box with a small hack...

in fps.cpp:

void playerbb ()
{
player1->eyeheight = 25;
}
COMMAND(playerbb, "");

then in your map config (or player.cfg for my games)

put:

playerbb 25

or any int height you prefer to set your eyeheight and boundingbox... its hacky, but it works

now bb is a variable for your player you can set to your hearts desire...

have a good one
ns

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#15308: respawnpoint

by northstar on 04/30/2015 19:19

i was wondering if anyone has come up with a script or code to use the respawnpoint as a savegame yet...

i've tested respawnpoint on my inventory and levels and such, and it seems to hold all of my stuff correctly (i've castrated respawnpoint so it is a checkpoint)...

rpg is not an fps... you can play an rpg for days, which is totally different from an fps which is more about instant gratification in a single serving... i wish someone had pointed that out to the coders before they coded respawnpoint...

but... nevertheless... it is what it is... has anyone come up with a way to re-code the respawnpoint so i can save and load an .ogz, for example, from a save folder?

just thought i would ask here first before i started mutilating my src...

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#15309: Re: respawnpoint

by Papriko on 04/30/2015 20:06, refers to #15308

I don't really have much experience with this, especially not with the map format, buuuut...

Each ent can be uniquely identified and distinguished, even when type and settings are the same. I guess you could add a new part to the ogz file which keeps track of the last point touched and optionally also of your ammo and health and an inventory you might add and all that stuff.
Then you just /savemap and /map. Or maybe make a new savefile format, kinda like waypoints, ogz and cgf go hand in hand.
Lastly, you edit the respawn routine to check for savestates. When savestate available, load savestate & spawn at respawnpoint, else spawn with defaults at the playerstart.

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#15310: Re: respawnpoint

by suicizer03 on 05/01/2015 00:46, refers to #15308

That's exactly the reason why there are respawnpoints ans no checkpoints.

Read the stuff from the next link;
http://sauerbraten.org/docs/game.html#sp_respawning

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#15311: Re: respawnpoint

by northstar on 05/01/2015 02:07, refers to #15309

yeah, thats the kinda stuff i'm trying papriko, and i can feel the engine shuddering as i do :-)... but i have to figure something out...

sabicubes method doesn't work for some reason, and platinum arts has one also... but respawn already works and saves within the build... there just HAS to be a way...

i'm still in the 'oh... i see how he did that' copy and paste phase of my learning curve... honestly, sometimes i wonder why i'm even doing all this... udk is leaps and bounds beyond sauer...

but sauer is such a small, tight and simple little engine for 32bit, i just love it...

i can get to the point of setting a respawnpoint while in game with script, but i know i have to go farther since i can't reload a specific respawnpoint yet... but its only been a day or two, i've struggled for weeks sometimes to fix one little tweek... i'll find a way, but it might be a bit hacky...

ns

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#15312: Re: respawnpoint

by northstar on 05/01/2015 02:21, refers to #15310

well suicizer, that's why i wish there was more rpg people around when the engine was built... fps ppl don't really understand an rpg game...

sure you can save before you go into the dungeon the fight the level boss, but even a respawnpiont doesn't change that... the only thing that changes is that you can save your progress and go to bed... even game players need to eat and sleep and talk to real people sometimes... as i said, and rpg game can take weeks to finish one level...

thanks, yes i read the documentation and am well aware of the mindset of the developers...

ns

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#15313: Re: respawnpoint

by suicizer03 on 05/01/2015 10:02, refers to #15312

The developers took a fps probably due it looks less time consuming than coding a proper RPG.

Keep in mind; Sauerbraten is only existing as a demo to show what the basic features from Cube Engine 2 are capable of. That it gets played by a certain amount of players is only a beneficial point.

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#15314: Re: respawnpoint

by eihrul on 05/01/2015 13:05, refers to #15313

Umm, no, Sauerbraten is not an engine "demo". It's a game.

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#15315: Re: respawnpoint

by hypernova^ on 05/01/2015 16:57, refers to #15314

Unfortunately Sauerbraten has some serious competition from other open source games. I've talked to alot of people in other games' communities, and they generally have a negative attitude toward Sauer as a game and a positive attitude toward Red Eclipse. Will Sauerbraten be seeing any major gameplay renovations?

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#15316: Re: respawnpoint

by northstar on 05/01/2015 17:57, refers to #15315

hey guys...

well i love it, and i always return to it in one form or another...

save game is my last major hurdle, and after that i can call my little mod a beta... but i'm also well aware of how much more work/play i need to do to improve and tie up loose ends...

i'm not a coder, i'm a mod... and my head still spins when i look at how 6 measly mb of code can produce such a fine piece of work... my hats are off to the coders, its really a fine piece of work...

i know there is a way to set a save game with respawn, and i will keep at it, or try something else... and now i sooo sooo wish i had joined my estranged alcoholic father back in 85 with Hewlett Packard and got into code because i knew in 95 when win95 came out... but well... life got in the way...

i really must get back at it... and if anyone has some insight on respawn, it would be muchly appreciated... and hopefully... life will find a way...

ns

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#15317: Re: respawnpoint

by northstar on 05/01/2015 19:28, refers to #15316

ok, i think i have it started...

void savegame(int *arg, char *curmapname, char *gamename) {
if(player1->state!=CS_DEAD) {
if(m_classicsp) {
string gamesavename;
formatstring(gamesavename)("Games/savegame/%s/%s.sav", gamename, curmapname);


conoutf(CON_GAMEINFO, "your game has been saved");
}
}
}

COMMAND(savegame, "iss");

boy, i hope this prints out right... the beginning and end i think are right so i can work with it in script, now just the middle part to set a respawnpoint at the coordinates... maybe??

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#15318: Re: respawnpoint

by suicizer03 on 05/03/2015 01:23, refers to #15314

I'm glad you didn't confirmed it.

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#15319: rpg express address change

by northstar on 05/05/2015 16:46

i've changed the address because the search engine wouldn't update...

http://freerpggamemaker.weebly.com/

don't bother downloading alpha2 unless your just curious... alpha3 is already much better, and will be a bit more useful as more things will work...

as soon as i figure out savegame i'll make a beta... but as i said before, i'm really just making it for myself but it has some interesting scripts and such you might want to use in your engine... and has been trimmed down to a 200mb zip

ciao

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#15320: Re: mdlbb

by northstar on 05/07/2015 23:45, refers to #15307

the way to change the default eyeheight is in:

"shared/ents.h"

line 76

where it says "eyeheight(14)"

just change it to :

"eyeheight(25)"

or whatever height you prefer...

don't know why somebody didn't just say that, would have saved me alot of heartache... not to mention time...

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#15321: Re: rpg express address change

by northstar on 05/07/2015 23:51, refers to #15319

i've decided to dump the website, since i'm basically just playing with the engine for my own games... but the really primitive alpha will be there until we get some better weather... so maybe a day or so

maybe in a year i will put a project on db/mod... and maybe not, we'll see if i can get savegame to work

ciao
ns

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#15322: Re: mdlbb

by suicizer03 on 05/08/2015 00:29, refers to #15320

Probably because people which are responding aren't aware of it ;)

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#15323: Re: mdlbb

by hypernova^ on 05/08/2015 16:42, refers to #15322

Perhaps because player's eye height has nothing to do with the player's bb :P

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#15324: Re: mdlbb

by hypernova^ on 05/08/2015 16:44, refers to #15323

in theory, I must add)

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#15325: Re: mdlbb

by hypernova^ on 05/08/2015 16:48, refers to #15324

OOps, forget what I just said. I forgot to look at the code first xD derp derp derp

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#15326: Re: mdlbb

by northstar on 05/08/2015 18:11, refers to #15325

lol... jolly jokers

you guys have a nice day...

ns

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