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by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826156 views, last view: 12/09/2021 02:41 |
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#8981: Re: Cube 1 editing question: Lightswitch |
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by Quin
on 09/04/2007 16:45, refers to #8976
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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 |
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by Acord
on 09/04/2007 19:26, refers to #8976
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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 |
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by Acord
on 09/04/2007 19:33, refers to #8976
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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 |
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by Drakas
on 09/04/2007 22:26, refers to #8968
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Read the documentation, everything is there.
All you need is Ctrl+F to find specific things in the page.
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#8985: .. |
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by randomcivilian [just found linux]
on 09/05/2007 00:07
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/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 |
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by Tennessee Cliffy
on 09/05/2007 00:51, refers to #8983
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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 |
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by Acord
on 09/05/2007 05:27, refers to #8986
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There IS dynamic lighting. It's just not usable for whole levels.
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#8988: Re: Cube 1 editing question: Lightswitch |
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by Tennessee Cliffy
on 09/05/2007 05:43, refers to #8987
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Okay, so what is it usable for? Just rocket explosions?
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#8989: Re: Cube 1 editing question: Lightswitch |
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by Quin
on 09/05/2007 14:15, refers to #8988
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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 |
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by etko
on 09/05/2007 17:39
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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 |
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by LeOuf4
on 09/05/2007 18:34
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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: |
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by toshi
on 09/05/2007 19:20
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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: |
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by ThomasX
on 09/05/2007 19:28, refers to #8992
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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: |
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by toshi
on 09/05/2007 19:38, refers to #8993
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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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#8995: Re: Weird problem: |
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by eihrul
on 09/05/2007 19:57, refers to #8994
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Try installing the 9-04 patch in the downloads section.
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#8996: Re: Weird problem: |
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by toshi
on 09/05/2007 20:11, refers to #8995
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Already don. Changed nothing. :(
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#8997: Re: Weird problem: |
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by ThomasX
on 09/05/2007 20:40, refers to #8994
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Strange on a computer like your's Cube 2 should work to it's maximum power, Does this happen to any server you join in or just a random selection of servers?
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#8998: Re: Weird problem: |
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by eihrul
on 09/05/2007 21:18, refers to #8996
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I suspect your system clock is returning REALLY bad timing. I will put up a patch for you to try shortly.
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#8999: Re: Weird problem: |
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by eihrul
on 09/05/2007 21:26, refers to #8998
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Try using this patch: http://tunes.org/~eihrul/timesync_patch.exe
If it fixes your timing issues I will integrate it into Sauer.
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#9000: Re: Weird problem: |
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by toshi
on 09/05/2007 22:10, refers to #8999
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Sorry eihul. No changes. When I install the spring version, all things are ok. But with summer edition i get this strange performance.
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