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by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826086 views, last view: 12/09/2021 02:38 |
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for questions, announcements etc.
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#5931: Re: Mesa Drivers? What are the alternatives? |
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by Passa
on 06/24/2006 01:15, refers to #5930
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Intergrated graphics eh? Most likely SiS as well. You will need a new graphics card to play properly.
mciann: For the doors, read the docs and you will find out how to insert doors into your map. (Also note that they may not necessarily be 4 by 6 cubes, you might need to make a custom model if they don't fit.) For detail, curve the outside of the shit, it looks blocky.
On the turbolift.. no, you cannot put lifts into Sauerbraten levels.
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#5932: .. |
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by D D-H
on 06/24/2006 01:21, refers to #5931
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How would you go about compiling Cube with visual studio??
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#5933: .. |
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by mciann
on 06/24/2006 08:42
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"For detail, curve the outside of the shit, it looks blocky."
Uh, yeah, thanks. I guess I was sort of more looking for tips such as "You'll break down if you place x number of lights." or "Textures of type y really cause performance problems on big maps." or maybe "You can have z number of animated doors before the engine goes nuts."
I can see that it's blocky. It's a WIP, not a finished piece.
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#5934: Re: .. |
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by Passa
on 06/24/2006 09:51, refers to #5933
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Erm was a typo, I didn't mean shit I meant ship :/
All the things you wanted suggested.. no-one knows really. Your map is probably pushing the engine to its absoloute limits, I doubt anyone knows what the engine limitations are. No textures in particular cause the engine grief and no amount of lights cause a problem, they just take forever to render. And on the blockiness again, the only reason it should be smoothed is because it makes the ship look like lego.
Good luck with the map anyway.
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#5935: silly question |
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by pete3867
on 06/24/2006 12:41
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first of all this game is GREAT . but when in multiplayer how do you talk to other ppl, thanks
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#5936: Re: silly question |
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by Passa
on 06/24/2006 15:41, refers to #5935
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1. Read the manual, you wont have to ask a 'silly question' again.
2. Press T, and type your message, just like virtually any modern FPS game.
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#5937: Re: .. |
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by Gilt
on 06/24/2006 16:27, refers to #5933
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The big thing to remember when it comes to performance is the gridsize that you use. Try to stay away from the really small gridsizes unless you need it.
An indicator that you may be using a small gridsize too much (or simply have a huge map) is the OND stat at the bottom left corner of the screen. This stat tells you the number of cubes currently being used by the system. For most decent sized maps you'll want 30k-50k at most, I'd say. Over 100k, performance will really tend to suffer for low-end people.
In the edit menu, there should be a command "Optimize map". This will try to reduce the amount of cubes. You can also just type "/remip" into the console as well. This will automatically be done when you calculate the lighting for the map.
I suppose I should write a tut for some of this advanced stuff, but like most things in life, doing one well is more work then you'd think... and I don't have a huge amount of spare time.
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#5938: .. |
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by mciann
on 06/24/2006 17:09
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Yes, we have discovered the goodness that is "optimize map". During construction, especially after a few big copy/paste operations, the block count would get up to 2-3 million and we'd start getting problems. After optimizing, we are running around 200k cubes. A system down to a 1.5 gig Athlon seems to be able to run that without problems.
We have been living in mortal terror of hitting some performance limit halfway through the project after we've put months of work into it. We've done some testing building big condos of highly detailed (80% of the blocks are squished 1x scale blocks) little rooms using copy/paste. A modern system with an OK video card seems to be able to handle 4 64x64x64 blocks of "condos". As has been said, however, using 2x scale blocks or higher when possible and limiting the number of squished blocks you are using greatly helps things. We copy/pasted our completed transporter room, building a giant stack of them with a volume about 10 times that of the entire interior of the ship and were unable to cause any stress on the system.
We've been very concerned about trying to limit the number of textures we have in the map. Is that a valid concern, or can we just go crazy?
What is the scale supposed to be? We figured since the player seems to need 2x6 to walk through that the smallest blocks must be feet. Of course, the player doesn't really look human and might be more than 2 meters tall.
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#5939: Re: .. |
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by eihrul
on 06/24/2006 17:44, refers to #5938
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It'd be interesting to see a map which is geometry limited. We have so few of these days. Where we could we've optimized it so its not a bottleneck.
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#5940: Re: silly question |
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by pete3867
on 06/24/2006 18:40, refers to #5936
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o.k dude thanks!
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#5941: .. |
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by makkE
on 06/24/2006 19:22
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Mcian: Of course itīs always good to keep the texture count low, but since most are 256ē, itīs ok to use lots of em.
Just be careful with custom textures, keep em small in size (donīt use 1024ē or 512ē unless itīs REALLY needed, and always test if some can work just as fine on 128ē or so).
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#5942: Re: .. |
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by shadow,516
on 06/24/2006 20:31, refers to #5938
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I believe that the ogro's bounding box is 2.5x3.5 so 3x4 is the absolute minimum. an ogro is about the size of a very short, fat human.
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#5943: smooth mouse off? |
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by Frosz
on 06/25/2006 09:47
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Is it posible to get smooth mouse off? i can't play with it on.. it's killing me
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#5944: Re: smooth mouse off? |
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by Passa
on 06/25/2006 09:54, refers to #5943
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Its not on.. I don't like mouse smoothing either but as far as I can tell its not on.
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#5945: Re: bloom |
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by Passa
on 06/25/2006 13:43, refers to #5945
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What GPU.
I actually disagree, I get less FPS in Nexuiz and HL2, in fact, the whole source engine lags like hell on nvidia cards:
http://paradoxproject.servegame.org/lowfpscss.JPG
Thats my 7800GT running CSS, lowest detail, 640x480, 27 FPS.
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#5946: Re: State of scripting in Sauerbraten |
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by MeatROme
on 06/25/2006 15:30, refers to #5924
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May I suggest splitting up the commands into 3 layers of usage-level -
0 : basic
1 : editing
2 : advanced
That way you can get the user informed about autoexec.cfg and the basic commands to get him going w/o overloading his input receptors with all editing commands and the advanced stuff (rate, loddistance, dumplms, printcube, ...)
About the language docs - apart from writing a basic intro into scripting in general I guess you could put in some basic examples - maybe even tolerate the redundancy of replicating stuff in data/*.cfg - playsong is probably a nice alias to make beginners aware of ...
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#5947: requirements |
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by Conor
on 06/26/2006 08:31
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what are the minimum requirements for cube 1? thanks!
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#5948: Mac OS X |
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by PSPFan
on 06/26/2006 16:26
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I can\'t switch weapons because my mouse doesn\'t have a scroll wheel. Any way to change that?
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#5949: .. |
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by virtualblackfox
on 06/26/2006 16:43
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Numbers above "qwerty" do the same thing.
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#5950: Re: Mac OS X |
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by MeatROme
on 06/26/2006 19:51, refers to #5948
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any time your sauerbraten starts showing such "strange symptoms"
you should send your config.cfg to it's room, to give it a good talking to later on.
damn configs, at their age always rebellious ;-)
If you rename/delete it (read "send to it's room"), the values get taken from data/defaults.cfg at next engine start.
They should be safe for the current release of sauerbraten.
Or you could just overwrite your data/ folder with data/ from the installation ZIP ... that should fixes all else ;-)
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