Your problems are solved!!! |
by L. Tempris
on 08/01/2008 20:24, 52 messages, last message: 08/19/2009 19:08, 15623 views, last view: 12/09/2021 02:32, closed on 08/20/2009 10:07 |
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Heres how this goes. Once we solve a problem then we go to the next one. OK. Here is my idea:
People of Sauerbraten have asked about molding glass. I have figured out how to do so.
If we could make a cube transparent
then we could texture it blue
then mold it and give that texture a reflectiveness
then it would be just like glass but molded!
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#6: ummm |
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by fhjksdconorfhdsjk
on 08/01/2008 20:54
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This is how they do it in BloodFrontier, it isn't anything new. You can't make the "glass" partly transparent.
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#7: kool |
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by $k!llz
on 08/01/2008 23:46
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kool Thanks for reading my sauer improvement thread
It would be gnarly, even tubular if there was at least some kind of turret and vehicle or something.
I am trying to make a gravity variable so u could go like /gravity 50 or something.
I am also trying to make motion blur which
is way over my head but i wont stop until it is done.
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#8: .. |
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by Hirato Kirata
on 08/02/2008 03:26
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glass already is transparent!
molded geometry can already be made to reflect stuff, though transparency is another matter, I mean, what if there's nothing but HoMs and skybox beyond the cube
they can be made to reflect stuff with the envworld and bumpenv*world shaders, and perhaps tweaking pixel param 0 or 3 to alter the RGB values of the reflection.
there already is dynamic shadows too, keep in mind that shadowmaps take precedence as dynshadows are ugly. you can tweak them with /dynshadow [opacity %]
now skillz, vehicles. you should perhaps look at sauermod's kart mode for an idea, I think you'll realise it's way over your head if you can't even make a gravity variable, which is one simple line of code in physics.cpp.
I think you'll also realise that adding variables like gravity, jumpvel and movespeed require quite a lot of work to immunise against cheating, which is usually not a very nice task, and considering the openness of the engine, those who are interested in cheating could remove this protection relatively easily.
~Hirato Kirata
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#9: zooming in |
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by SomeGuy
on 08/02/2008 03:57
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i've been trying to bind right-click so that when i hold it, it zooms in, and when i let go, it zooms out, i have however found the bind for this:
/bind MOUSE2 [togglezoom; onrelease [togglezom]]
however, when i die while zooming in, it gets reversed! is there a way to stop it form reversing without having to use zoom 0 as the onrelease command, because i find the togglezoom more comfortable and smooth or something like that.
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#10: Re: .. |
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by $k!llz
on 08/02/2008 04:23, refers to #8
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wif i know how to make gravity variable
VARP(GRAVITY, 0, 200, 1000,)
but i just donr know how you can go /gravity 23 and it changes gravity
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#11: turrets |
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by hfdjksconorfhdsjk
on 08/02/2008 04:52
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I would love turrets in Sauerbraten, as they don't require as much code as vehicles and they don't have any physics. They would just make it go thirdperson and prevent you from moving. Essentially it is just a gun that puts you into third person.
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#12: Re: .. |
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by Hirato Kirata
on 08/02/2008 05:35, refers to #10
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I don't suppose you tried to be case sensitive then :P ie, type /GRAVITY 23 ingame :P
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#13: Re: .. |
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by scanf
on 08/02/2008 06:16, refers to #12
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roflol
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#14: Other maters... |
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by L. Tempris
on 08/02/2008 14:49
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Is there a way to make cubes transparent and if so how could this be done to only certain cubes.
Do i need to take code from the glass code and put it into something like the .cfg file and put it as to be like the envworld feature and have certain textures see through then one way windows would work too.
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#15: Re: .. |
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by L. Tempris
on 08/02/2008 14:53, refers to #8
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what if there's nothing but HoMs and skybox beyond the cube
-posted by~Hirato Kirata
reply:
Then again you could choose what cubes you want and don't want to have such features. *_*
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#16: Stationary guns: |
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by L. Tempris
on 08/02/2008 14:57
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On the topic of that, all thats needed are some animations and something to put the character in that seat or grab the gun.
You could have that timed to have an overheat feature were the gun heats red hot and has to cool before firing can begin again.
Also, check out the glass feature with Sauerbraten. because I have noticed that the grenade launcher can shoot through the glass. NOT Cool!
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#17: Re: turrets |
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by CC_machine#928346198
on 08/02/2008 16:36, refers to #11
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i'd also really appreciate an automated turret that shoots at the player and/or monsters, should be easy to code.
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#18: Re: turrets |
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by SheeEttin
on 08/02/2008 16:38, refers to #17
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Yeah. Just take a Rhino, jack up its rate of fire, and stick it on the turret model, and there you go.
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#19: Re: turrets |
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by tentus_
on 08/02/2008 18:39, refers to #18
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Don't get me wrong, I would love to have turrets in Sauerbraten. But let's stop one second and think about what the natural result of turrets will be.
"You've got turrets, it can't be that much more to have vehicles! Gimme gimme gimme!"
... I suspect that the moment turrets exist, the number of requests for vehicles will spike enormously. This is a good example the "better to have no fruit than just a bite of one" situation, one that we've run into with glass and water materials... it'd almost be better not to have glass at all, because people naturally want the ability to sculpt it.
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#20: Re: turrets |
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by scanf
on 08/02/2008 19:35, refers to #19
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I'm actually working on a vehicle mod. It's a ways off and I'm currently only working on SP mod. I'd need some help from the devs for MP games. I should have a something to show in the next few weeks.
As for the turrets it would be easy to take the vehicle code and create a turret class. Each ent has a model for the vehicle and a movable weapon. i.e. if the vehicle was a tank the turret would rotate freely from the vehicle.
I don't want to focus on turrets right now as I've got a lot of work to do for the vehicles. Having said that I may hack up the class and create a second turret class that would be cleaner and easier to get into the next SB version.
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#21: Well... |
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by L. Tempris
on 08/03/2008 02:44
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Of course people want it but if they can do it themselves then why not let them try?
Anyways, I am gonna work on the glass project.
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#22: New, But Willing |
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by General Betzon
on 08/03/2008 07:18
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Like the subject says, I\\\'m new. Painfully new. And I have no idea how to code or where to go to learn. Thusly I have no idea how difficult it is to add anything, but I\\\'d like to mention a few things that sound cool.
1 - Vehicles, as they are oft requested, are very wanted and would be amazing.
2 - Turrets as well
3 - If a gravity option is added to the release of the game, it would be nice to have 3 possible values. (i.e /gravity Z X Y where each value is the gravity along that axis. That way you can have gravity pull in any direction with negatives as well. )
4 - A light that shifts colors.
5 - Additional textures would always be welcomed.
6 - More mapmodels, especially medieval ones and high-tech ones would be nice.
7 - Obviously sculptable materials - Not just glass.
8 - More materials
9 - Breakable glass? I realize that\\\'s likely to be pretty much impossible, but I really do enjoy shattering glass in games.
10 - More weapons.
11 - Multiplayer AI
With all of that said, I\\\'m sure a lot of this is not only possible, but has been done in MODs or something else - So why not compile all the additions people have made into a version with lots more options and content?
Sorry if this is really annoying to you coders and other people who are capable of changing things... If there\'s anywhere I can go to lean how to code, please say so.
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#23: .. |
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by {Qs}Homicidal
on 08/03/2008 08:18
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you are already in a Vehicle now SHUT UP AND Drive
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#24: .. |
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by Acord
on 08/03/2008 20:37
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lol - There were turrets long ago and far away in Blood Frontier - I copied the rhino and set the speed to zero. The funny part was that you could knock them around with explosions.
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#25: Vehicles? |
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by c0rdawg
on 08/03/2008 22:34
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I am still very confused why vehicles are requested so often. I really don't see what they would add to sauerbraten. If you look at the current maps there are none in which vehicles would make sense because they are relatively small and do not have ramps anywhere. Aside from that the usual response, "you are already in a Vehicle now shut up and drive" actually makes a whole lot of sense. In order for vehicles to make sense we would have to slow down the main character because he moves extremely fast. Then that would just change the whole game play of sauerbraten to a much slower FPS which I'm pretty sure the main developers have been avoiding. If we didn't slow the main character down, we couldn't really make a vehicle faster than him because you wouldn't be able to control it at all. So perhaps we should think a little bit more before requesting vehicles about what they would actually improve in the game and not just saying they would be cool...
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