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General Thread

by Aardappel on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8825831 views, last view: 12/09/2021 01:15

for questions, announcements etc.

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#5936: Re: silly question

by Passa on 06/24/2006 15:41, refers to #5935

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: ..

by Gilt on 06/24/2006 16:27, refers to #5933

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: ..

by mciann on 06/24/2006 17:09

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: ..

by eihrul on 06/24/2006 17:44, refers to #5938

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

by pete3867 on 06/24/2006 18:40, refers to #5936

o.k dude thanks!

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#5941: ..

by makkE on 06/24/2006 19:22

Mcian: Of course it´s always good to keep the texture count low, but since most are 256², it´s ok to use lots of em.

Just be careful with custom textures, keep em small in size (don´t use 1024² or 512² unless it´s REALLY needed, and always test if some can work just as fine on 128² or so).

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#5942: Re: ..

by shadow,516 on 06/24/2006 20:31, refers to #5938

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?

by Frosz on 06/25/2006 09:47

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?

by Passa on 06/25/2006 09:54, refers to #5943

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

by Passa on 06/25/2006 13:43, refers to #5945

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

by MeatROme on 06/25/2006 15:30, refers to #5924

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

by Conor on 06/26/2006 08:31

what are the minimum requirements for cube 1? thanks!

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#5948: Mac OS X

by PSPFan on 06/26/2006 16:26

I can\'t switch weapons because my mouse doesn\'t have a scroll wheel. Any way to change that?

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#5949: ..

by virtualblackfox on 06/26/2006 16:43

Numbers above "qwerty" do the same thing.

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#5950: Re: Mac OS X

by MeatROme on 06/26/2006 19:51, refers to #5948

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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#5951: I need a DLL file...

by Kaomé on 06/26/2006 23:12

I can't run sauerbarten because I need "DGBHELP.DLL"...

Is it a sauerbraten file? If yes, where could I find it?

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#5952: Re: State of scripting in Sauerbraten

by chombee on 06/27/2006 19:25, refers to #5924

Okay. Is there anywhere I can look right now to learn about the scripting language?

I see a section in this page of the docs:

http://sauerbraten.org/docs/config.html

about the 'console language', but it doesn't tell me much.

I want to get an idea if what sort of thing can and can't be easily done with the scripting language. For example, can I script NPC behaviours? Can I script NPC dialogue? What about event-based plot and narrative controls?

If it's not documented yet, is there some part of the source code I could investigate?

Thanks

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#5953: Re: State of scripting in Sauerbraten

by Pxtl on 06/27/2006 19:39, refers to #5952

None of that stuff is in Sauer. The scripting language is mostly for console events and mapping - not really for active event-scripting. If you want that kind of complicated stuff, lookin into the Eisenstern project, which is still in early development.

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#5954: Infos serveur en live

by sff2 on 06/27/2006 20:09

Est ce que c'est possible d'avoir les infos du serveur en direct comme c'était le cas il y a quelques temps sur cette page: http://www.cubeengine.com/servers.html ?

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#5955: ..

by virtualblackfox on 06/28/2006 09:48

Non mais ça doit être techniquement possible à coder (Il y avait une appli en ligne de commande qui avait été diffusée sur le forum je crois)

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