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SauerMod: Bots and Gameplay Extensions

by Quin on 12/22/2006 13:03, 189 messages, last message: 11/26/2009 17:54, 112765 views, last view: 12/09/2021 06:25

This is the official thread for SauerMod, a continuation of SauerBot.

You can get it from: http://www.quadropolis.us/node/418

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#163: i got it to work

by Jake77777 on 09/21/2007 01:19

I dont no y i asked for help because i got it to work right after i asked, sorry for any trouble

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#164: a few things I find wrong

by Hirato Kirata on 09/23/2007 13:38

I myself have struggled to get it running. In the end I just changed a few parameters in the launching script (you really should use exec <path> instead of .<path>)
two of the changes I had to make to get it working was to change
SAUER_DIR=.
to
SAUER_DIR=./
and
.${SAUER_DIR}/bin/sauermod_client ${SAUER_OPTIONS} $@
to
exec ${SAUER_DIR}/bin/sauermod_client ${SAUER_OPTIONS} $@
While it works fine (finds all the content, etc) But it becomes unplayable if theres water on the scene. I\'m unable to toggle the water shaders (I was hoping you'd fix that eventually). I actually can, but they just turn themselves on a second later even when I tried "/loop i 1000 [waterreflect 0; waterrefract 0]". Basically the shaders work for a split second then deactvate themselves, repeating this a few seconds later. I also can\'t turn on the soft shadows (I even tried /shadowmap).
While the shadow maps aren't a big thing, I'd at least like to play with a constant framerate and set the shader quality (they keep jumping to either 2 or 0). The textures also seem to be unable to find their glowmaps.

While none of these errors occur on the sauerbraten CVS, cept maybe the framerate (but hey, I play with FSAA 4X and /maxdebris 1000, so it's bound to happen)

If you can fix the water shaders, you'd have yourself a permanent sauermod user.... probably

Rig stats (if needed)

Linux (2.6.18)
libc (2.3.6 (This means I had to compile it myself, as your precompiled one wants 2.4 or newer))

Nvidia 7600GT with the 100.14.11 proprietary drivers
1024 MB RAM
3GHZ core duo (i686, intel)

~Hirato Kirata

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#165: something else

by Hirato Kirata on 09/23/2007 16:15

I've just tried -gssp, it's funny, the problems with the shaders don't exist there. I wonder why. the ssp mode looks pretty cool though (fun too), shame it gets floating point exceptions so often (aka crashes)

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#166: Re: a few things I find wrong

by Quin on 09/23/2007 23:37, refers to #164

Yep, all known issues. Thanks for the input on the Linux stuff, please don't hesitate to send anything you fix my way, as the *only* reason Linux support sucks is because I can't test what I do (and everything I do is based on a 4 year old memory of Systems Administration).

You'll often get weirdness from me, I like to experiment, and up until now I haven't had alot of people helping me test.

Shadow maps are only available in CVS at the moment, as I haven't done a patch release after the initial release (I started some heavy revisions I'd been planning straight after release).

Not sure about water/shaders changing themselves, unless you tried an early CVS revision not long after the release, if so you just need to clear the data/(fps|ssp|krs)/config.cfg files (experiments with auto variable adjustments for performance, variables like these were at one point toggled by default, but aren't anymore) and perhaps turn the [auto]perfall/[auto]perffps off if it's there (they changed slightly over time).

Running the game with '-f0' on the command line should help people for now, granted - purrty effects won't be present, but it'll work.

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#167: ..

by Acord on 09/24/2007 00:19

I'll be installing wubi later on and giving that a try, so hopefully things can get tested better before they're released on both of our ends.

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#168: thanks

by Hirato Kirata on 09/24/2007 13:24

It definitely won't be an outdated version, I do a CVS checkout practically every day. I like gloating about having features hardly anyone else has access to.

I did try turning shaders off, it just complained and activated some bug fix thing.

And thanks, setting /perfall to 0 definitely fixed the problem with the water shaders (they stay on, no more choppy FPS), even the glowmaps loaded. Thanks a bunch mate. Even the shader detail doesn't snap to 0 or 2.

Another note when I do /newent and misspell or type in a none existent entity, the game appears to have frozen for about 30 seconds before continuing (doesn't happen if it's correctly entered). While it does echo the text, it doesn't show (it does in the F11 console). And I also can't see the stencil shadows.

take care and thanks again
~Hirato

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#169: Re: thanks

by Quin on 09/25/2007 03:22, refers to #168

No worries, I thoroughly test stuff over time, so if you stay bleeding edge you should clear you config regularly (and save settings you really want in SAUER_HOME/data/fps/autoexec.cfg).

I guess I didn't test extended entities too well when typing in the incorrect name. Those entities are placed up at 100 (way above the normal entity range), but I had to fill in the gap will NULLs because the engine loops over the number of total entity types.

I'm currently in the process of more tightly integrating the extension system with the engine and will address this matter while I'm there. Thanks, I probably wouldn't have bothered to do this otherwise.

Not sure about the stencil shadows, perhaps try copying an updated version of sauerbraten's data/stdshader.cfg to sauermod's?

In other news, SauerMod is merging with Blood Frontier, which will premiere as the primary game mode. The different areas of expertise provided by Acord and I will both ease development cycles on us both, and provide better quality games for you all.

Of course, a backward compatible mode using Blood Frontier's enhanced content will be available for your regular Sauerbraten fragging and bot needs, for you die-hard SauerMod fans, this just ends the old brand name in favour of a consistent theme.

I hope you'll all take a look at Acord's Blood Frontier Alpha if you haven't already. It uses code he came up with mostly himself, conferring with me for a guide. You can only expect it to get better in our next combined release.

http://sourceforge.net/projects/bloodfrontier/

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#170: Re: thanks

by SheeEttin on 09/25/2007 03:28, refers to #169

:D

I need say no more.

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#171: Re: thanks

by randomcivilian [just found linux] on 09/25/2007 05:35, refers to #169

but if sauermod's merging with Sauerbraten, and sauermod's merging with Blood Frontier.... that means we get to download 500mb of multiplayer goodness!

/me scratches what used to be my brain

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#172: Re: thanks

by SheeEttin on 09/25/2007 21:10, refers to #171

The majority of the data is textures, audio, and maps, most of which is duplicated (especially Sauerbraten/SauerMod, I don't think BF contains any Sauer media).

So, assuming they all merge, it'll be more like 300 MB. (And 67% of statistics are made up on the spot.)

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#173: ..

by Julius on 09/25/2007 23:06

Easy solution... use FXgen and it will be something like 20MB all together :p

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#174: Re: thanks

by Drakas on 09/25/2007 23:11, refers to #171

wtf?

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#175: Re: ..

by eihrul on 09/26/2007 03:33, refers to #173

"will be X" should be read "would be X if only Y", for some unlikely event Y.

Silly modalities.

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#176: ..

by Quin on 09/26/2007 14:50

Uh, I don't know where everyone got the idea the two would merge together. All that has been said is that Sauerbraten is simply open to the possibility of porting over the bots.

Blood Frontier will be a standalone game, but you will be able to play Sauerbraten games with it provided you have Sauerbraten installed. Acord will be handling the art and other assets for the game.

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#177: ..

by Acord on 09/27/2007 04:51

Yerp!

And I'll be taking a good long look at FXGen this weekend. It's promising, but it's got to be robust enough to generate an awful lot of textures. My only real concern from the gallery is that it's operator based, because I don't see any sort of art tools.

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#178: ..

by geartrooper^2 on 09/27/2007 05:16

excellent maps in Blood Frontier.

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#179: Re: ..

by thenewrandomcivilian [new desktop!] on 09/27/2007 06:09, refers to #176

Quote by Quin: "In other news, SauerMod is merging with Blood Frontier, which will premiere as the primary game mode. The different areas of expertise provided by Acord and I will both ease development cycles on us both, and provide better quality games for you all."

Also the SauerMod page on Quadropolis has changed to a Blood Frontier page.

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#180: SSP.

by demosthenes on 09/27/2007 06:32

So I went to check out Sauermod finally - I wanted to try the SSP mode. I come here, discover that the node links to BF. So I figured the merge already happened. Turns out, it hasn't. No SSP for me so far, after trying both unpatched and patched versions of Blood Frontier.

Any tips?

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#181: Re: SSP.

by Quin on 09/27/2007 12:33, refers to #180

Go to the 'Vault' section in file releases on the Sourceforge page, their data retention policy ensures I keep old copies in the event of a merge and resulting project removal. You're looking for the last release of SauerMod, "v0.30 for Summer Edition".

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#182: ..

by Q009 on 10/19/2007 18:57

Where is Sauerod?!? It's abonded?!?
If i want download it via CVS is see message "Unknown host" WTF?
And if im going to www.sourceforge.net/projects/sauermod i see "Invaild project"...
Its dead?

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