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by Aardappel on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826524 views, last view: 12/09/2021 04:25

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#8975: Re: Cube 1 editing question: Lightswitch

by Quin on 09/04/2007 13:42, refers to #8974

This would be easy to do in code for Cube 1, due to dynamic lighting, but nobody codes for that anymore, unless you count AssaultCube.

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#8976: Re: Cube 1 editing question: Lightswitch

by eihrul on 09/04/2007 13:49, refers to #8975

The problem with switchable lights is they require a combinatorial explosion in the number of lights. If you have N switchable lights, you require 2^N different lightmap configurations, and that's if the lights are simply ON or OFF.

So if you have 8 lights, then that's 256 different sets of lightmaps... eeew.

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#8977: Re: Cube 1 editing question: Lightswitch

by Tennessee Cliffy on 09/04/2007 13:58, refers to #8975

That's too bad. Assaultcube seems a bit silly to me.

I know it's supposed to be serious, but if I wanted serious I'd play something else. I just imagine the AC soldiers at boot camp...

Drill Sergeant: SIMMS! What the hell are you doing?

Pvt. Simms: Rocketjumping SIR!

Sgt: Well, cut it out. this is BUNNYHOPPING day, and next we've got STRAFEJUMPING. Now start hopping on the double!

additionally, I'm a bit surprised that Saurbraten doesn't have dynamic lighting. haven't played enough of it I guess. What happened to the rockets' red glare?

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#8978: Re: Cube 1 editing question: Lightswitch

by Tennessee Cliffy on 09/04/2007 14:03, refers to #8976

256 lightmaps, eh? Wow. that's pretty wild.

Now if (in Cube 2) I were to have two rooms (i.e. sets of lights) that were switchable, then it'd only use 4 lightmaps though, right? (both off, one on, other on, both on). That's not too bad. Having every light in the place with a lightswitch is a bit much, but a couple might be more doable.

not that I'm doing it... I'm still cutting my teeth on cube 1.

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#8979: ..

by makkE on 09/04/2007 14:16

Tenessee: AC is not supposed to be seriious at all. Itīs supposed to be fun.

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#8980: Re: ..

by Tennessee Cliffy on 09/04/2007 14:22, refers to #8979

I didn't mean any offense. I just wanted to use that drill sergeant bit...

It's just not my style. I prefer the "rust and rockets" of cube and quake to the AC / CS style.

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#8981: Re: Cube 1 editing question: Lightswitch

by Quin on 09/04/2007 16:45, refers to #8976

I wouldn't say do it like that.

Say you have X number of "lightmap levels" (the default being 0). Light entities could be associated with a specific lightmap level (and thus only be visible when switched to that lightmap level in editmode), then when calculating lightmaps it'd cycle through the lightmap levels and generate the lightmaps for each of the lights associated with that level. A trigger could then simply switch the lightmap level to change the lighting within the level.

That's just my random thought on it anyway.

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#8982: Re: Cube 1 editing question: Lightswitch

by Acord on 09/04/2007 19:26, refers to #8976

You don't have to create a lightmap for each combination, just have a base set of lightmaps that you can overlay lights on since it's all additive anyways, or should be. You know, being light and all instead of paint.

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#8983: Re: Cube 1 editing question: Lightswitch

by Acord on 09/04/2007 19:33, refers to #8976

You don't have to create a lightmap for each combination, just have a base set of lightmaps that you can overlay lights on since it's all additive anyways, or should be. You know, being light and all instead of paint.

And most of the lightmaps made this way would be empty, meaning they'd take little to no space. As long as the lightmaps don't use something dumb like BMPs or TIFs for a graphic format.

So if your map has 10 lightmaps, and you have 12 toggle lights, you're looking at a maximum of 130 lightmaps.

(10 base light maps + (12 x base) interactive light lightmaps).

And additionally, it would be very easy to make the lights flicker, do soft fades, etc, because all you're doing is switching the lightmaps on and off and increasing/decreasing the opacity.

I'll have to work on a graphic example, I think, of the idea I have in mind.

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#8984: Re: NEED MAJOR HELP

by Drakas on 09/04/2007 22:26, refers to #8968

Read the documentation, everything is there.
All you need is Ctrl+F to find specific things in the page.

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#8985: ..

by randomcivilian [just found linux] on 09/05/2007 00:07

/map ad/
City Pool version 1.5 is released!

http://www.quadropolis.us/node/624

Many new features had been added (thanks apflstrudl)!

New Features:
Beds were clipped so you can't walk through them.
Pond looks more natural
Jumppads removed for the diving boards
Changed ground textures for the Pool
Sloped the bottoms of the stairs for the apartments
Redesigned the waterslide
***Bonus!*** Botroutes for SauerMod!****

Hopefully this release will make it so this map is more enjoyable to play on.

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#8986: Re: Cube 1 editing question: Lightswitch

by Tennessee Cliffy on 09/05/2007 00:51, refers to #8983

cool. can't wait to see it.

So I'm still a little confused on how the lights work in SB. They say there's no dynamic lighting, and rockets no longer light up their paths with their trails as in cube 1, but rockets and grenades still light up spherical areas when they explode. How does Saur accomplish this without dynamic lighting? Is that lightmap also? Nah, can't be... Then four rockets would produce umpteen lightmaps...

So please, enlighten me.

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#8987: Re: Cube 1 editing question: Lightswitch

by Acord on 09/05/2007 05:27, refers to #8986

There IS dynamic lighting. It's just not usable for whole levels.

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#8988: Re: Cube 1 editing question: Lightswitch

by Tennessee Cliffy on 09/05/2007 05:43, refers to #8987

Okay, so what is it usable for? Just rocket explosions?

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#8989: Re: Cube 1 editing question: Lightswitch

by Quin on 09/05/2007 14:15, refers to #8988

Sauer's dynamic lighting is only suitable for non-realistic additive colouring. It basically brightens geometry inside the radius and does absolutely no shadows, etc (the light goes through walls).

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#8990: MinGW problem & couple of questions

by etko on 09/05/2007 17:39

Hello,

I've just managed to compile sauer using combo code::blocks + mingw, game works fine, however menus are not responding to mouse clicks - has anybody experienced this? I am on windows. Official sauer binary works fine.

Second question is whether sauer does some kind of occlusion or it just draws whole level in one pass? I mean when i am running in really big maps like the rpg ones sauer gets quite slow on my setup. I have athlon 1400 and Gf6200. i would like to know too in what state is portal code mentioned somewhere in the docs. was it implemented?

Third question is whether according to you (anyone on the forum) sauer is suitable for small commercial game, in it's current state. I have some experience with modelling and texturing and was playing with idea to spawn very small game.

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#8991: Still texture failures

by LeOuf4 on 09/05/2007 18:34

hello,

I got still textures errors on my intel 945 (linux). I understand that good cards may be needed, but same maps are unplayable in the summer ed., but were roughly ok on spring ed., without changes (e.g. urban).

Thanks !

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#8992: Weird problem:

by toshi on 09/05/2007 19:20

A try to explain it:

3 player on one map: Shooter "A", "B" and Mr. "C".

I'm Mr. "A"

I shot "B". He dies immediately.
I shot Mr. "C". He dies immediately too.
I shot "B" again. He does NOT die immediately!! Or was it just a feeling?!
I shot Mr. "C". He does NOT die immediately!!! That wasn't just a feeling...
I shot poor "B" again. Wth is goin on? He dies after 1 second!
I shot Mr. "C". He does NOT die at all, because angry "B" was killing me within the 1 second.
After coming back I shot "B". He does NOT die immediately, so i run out of his sight. Managed it and just in this moment i come around the next corner I hear his "death" moaning...
Mr. "C" saw me, runned after me. I shot him and... of course he does NOT die immediately, so the next corner was my one! Oh. Now they don't need just 1 second - almost 2 seconds from now!! What a pity. Around the croner awaits angry "B" me and killed poor player "A" (ME). Therfore Mr. "C" did not die.
And so on. It does not stop by 2 seconds. It goes higher...much higher. Does somebody know the problem?

My system:
AMD Athlon 3200+
1024 MB RAM
ATI Radeon 9800Se
Windows XP SP2

The spring Edition was fine. Got this problem with the new releases!!

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#8993: Re: Weird problem:

by ThomasX on 09/05/2007 19:28, refers to #8992

By no doubts it's lag, This makes it so that players die after a couple of seconds but if it's increasing and increasing you should go and find another server with lower ping(The higher the ping = The more the lag)

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#8994: Re: Weird problem:

by toshi on 09/05/2007 19:38, refers to #8993

Hmm. I have a ping from 10-40. Never had this before. On some servers I have a ping from ~10. On others ~30-40. I never playing on servers with a ping higher then 100... So it can't be a ping problem!
And again: The spring edition is fine for me. The same server with spring ed.(I love the sever COE with the map urban_c)give me now with summer edition this problem.

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