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Unreal Tornament

by Chainfist on 06/10/2007 10:55, 53 messages, last message: 06/21/2007 00:14, 18229 views, last view: 05/05/2024 13:11

What is with Suerbraten and Unreal Tournament (mostly ut2004) maps? Serpentine is an example. I think it is just strange. I was playng in Ut2004, then I started playing Sauerbraten. I looked through the maps and I saw the map I had been playing 5 minutes ago in a completely different game. That just blew me away...

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#34: ..

by Chainfist on 06/13/2007 07:33

LOL dodgh

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#35: ..

by Zorro_hates_cookies2 on 06/16/2007 01:26

> No vehicals please. It will only enter us into a whole new world of glitches

Not in the name of supporting vehicles being added, I would like to point out how useless such an assumption is. If Aard and eihrul have enough sense to bring together what they have so far, accomplishing something as simple as latching a player to a vehicle and redirecting the controls should be childsplay. I can see the bottleneck being obtaining new models to use for vehicles however.

If people were afraid of wrting code because their product would be glitchy while it was being developed, we would not have gotten much farther then a hello world bootsector.

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#36: Re: ..

by theW4, finally can post again on 06/16/2007 03:54, refers to #35

Have you even played BF1942, 2 or 2142. You can get inside any building using a vehical. Other games like halo also have several know problems because of vehicals.



And besides, saubertaten is not really a vehical game.

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#37: Re: ..

by RealNitro on 06/16/2007 14:55, refers to #36

>And besides, saubertaten is not really a vehical game.

That's right. It's a game engine.

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#38: ..

by Drakas on 06/16/2007 22:59

it is VEHICLE, NOT VEHICAL!

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#39: ..

by Quin on 06/17/2007 00:06

Yes, an "Engine". So you can do anything you put your mind to.

http://qreeves.googlepages.com/sauermod_021_krs_teaser.jpg

Now shush.

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#40: Re: ..

by Passa on 06/17/2007 03:16, refers to #39

Holy mother of sweet god :O

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#41: Re: ..

by Acord on 06/17/2007 05:59, refers to #39

Heheh - I'm gonna have to make you a car for that. How does it need to be configured?

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#42: Message censored by administrator

by theW4, finally can post again on 06/17/2007 06:00

#43: Re: ..

by demosthenes on 06/17/2007 07:01, refers to #42

Sauerbraten's ability to perform at a given resolution is directly dependent on the graphics processing power behind it.

My SLi'd dual 7600GT system can run Sauerbraten at 1600x1200, with 8x AA (unless it only supports 4x, but I pass 8 on the command line), full shader detail, full water detail, running any shader I want (like invert, which melts your eyeballs), and still runs into the vsync cap.

So yes, Sauerbraten can run at 1080p resolutions. Easily.

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#44: Resolution

by Morosoph on 06/18/2007 01:18, refers to #43

I used to run Sauer at 2048x1536 on my old CRT; I run it quite happily at 1920x1200 on my new LCD :o)

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#45: Message censored by administrator

by theW4, finally can post again on 06/18/2007 01:26, refers to #43

#46: Re: ..

by Quin on 06/18/2007 03:53, refers to #41

Acord: Dunno yet, geartrooper's the resident modeling brainiac.

I think he wants to follow the eventual Sauer theme and pursue a steampunk like decorum. As far as rig setup goes, I've left it to him mostly to figure out what is best for it. This is still in the alpha phase of planning/development.

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#47: Deck 18 !

by White-templar on 06/19/2007 19:18

I started to make my deck 18 :
http://img523.imageshack.us/img523/2940/deck18zb3.jpg

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#48: ..

by makkE on 06/19/2007 22:36

Not bad.. bit a tad narrow, isnt it.. keep in ,mind.. you might need to adapt the scaling to sauer player speeds/view feel-

What I mean is.. looking at the screen it seems too small in scale.. and if I imagine I´d jump around in it, i´d get down there in half the time than I would in UT.

I´d advise you to fire up UT and see if your Sauer version feels the same. You might need to make it a bit bigger in Sauer to feel the same as in UT.

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#49: Re: Deck 18 !

by tentus_ on 06/20/2007 16:51, refers to #47

Really, the best thing to do is sit down and use UnrealEd to find out the measurements for the map. Print out some wireframe screenshots and write numbers all over them, so you can use them for reference. UT uses a grid too, even though they break it pretty often.

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#50: Re: Deck 18 !

by Drakas on 06/20/2007 17:25, refers to #47

Looks really too small.

But I wanna see this thing happen :D

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#51: Re: Deck 18 !

by White-templar on 06/20/2007 18:43, refers to #47

I dont think she is so small, and a lot of sauer maps are small. Its a normal size map.

more screens :

http://img111.imageshack.us/img111/6125/deck1yx3.jpg

http://img523.imageshack.us/img523/1549/deck2sn0.jpg

http://img523.imageshack.us/img523/2491/deck3wc8.jpg

http://img523.imageshack.us/img523/1528/deck4wx6.jpg

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#52: Re: Deck 18 !

by SanHolo on 06/20/2007 19:10, refers to #51

I guess it's just a bit too narrow. But nice work so far!

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#53: Re: Deck 18 !

by Drakas on 06/21/2007 00:14, refers to #51

Now just enlarge it three times, and it will be like the original.

Did you make anything for the bottom? (the water part)?

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