Sauerbraten engine development |
by Aardappel
on 03/03/2004 05:18, 1571 messages, last message: 03/14/2008 18:53, 1351342 views, last view: 12/09/2021 06:35 |
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This thread is for discussion of Sauerbraten coding issues / implementation ideas etc.
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Board Index

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#1061: Re: sound |
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by eihrul
on 08/12/2005 23:56, refers to #1061
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I don't believe in paragraphs and paragraphs of commenting. It is just a huge distraction for me as well, when I have to read the actual code hidden among the comments. Good code is self-explanatory.
The code presented here was not self-explanatory, and in such cases, a token line or two of commenting is helpful to explain the intent.
Comments can be used judiciously, but using them correctly is almost as much an art as writing good code itself. As I said above, I hate when people write novels and hide a few lines of code inside, and bad code without a good comment or two can be hard to understand.
And, anecdotally, I know of very few people who write good code and good comments. I somehow doubt Aard is opposed to comments in the code, just opposed to bad usage of them.
Then again, the Sauerbraten developers (Aard, me, etc.) write the code for ourselves, more than we write it for you, so the burden for you to get code included, if you are not a developer, is to have us understand the code you want us to incorporate for you. Tough.
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#1062: Re: sound |
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by eihrul
on 08/13/2005 04:35, refers to #1062
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I just committed a newer and better fix for this. I believe Aard put it in, and I attempted a fix for it later when I saw a bug in the code. Sometimes fixes are buggy too.
But, you prove my point about good comments being as hard as good code, man. You gave me six lines of code, with comments, that did not at all explain why it was doing what I saw was an obvious bug on multiple counts.
Even then, do comments like "simple stereo attenuation" say much? Might have been better to say, "find the relative angle of the sound along the X-Y plane". For some people, that comment still might be too cryptic. Good comments are not easy.
But, saving a number of clock cycles which is certainly more than 0, but less than 10, just to introduce a latent bug in the code confused me.
Now, also, the CVS tree carries no guarentee of reliability. Aard, gilt, and I often leave a ton of broken stuff in there while we're working. A development tree is going to be unstable.
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#1063: openbsd |
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by orobo
on 08/13/2005 15:01
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I could compile and run sauerbauten engine on openbsd(3.7) with almost no mod.
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#1064: Re: openbsd |
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by -Rick-
on 08/13/2005 18:42, refers to #1063
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Yea works OK on FreeBSD too :)
Just had to add an extra include and library dir to the Makefile(-I/usr/X11R6/include and -L/usr/X11R6/lib)
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#1065: .. |
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by TOGoS_1u2kuhbui
on 08/13/2005 22:09
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Eww! autoconf!
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#1066: Re: bool local in weapon.cpp (projectiles) |
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by -Rick-
on 08/13/2005 23:18, refers to #1066
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Its indeed for the local player. The projectile is created in shootv. shootv for non-local players is called in clients2c at the SV_SHOT message. The argument 'local' is ommited in this case, but the default is 'false'(check the decleration in protos.h).
newdynent():
Nope. Its used for monsters and players. Monsters can't be used over the network so that leaves players. If a client sees an unknown player it will call this function to make a new dynent structure for this player locally.
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#1067: Re: .. |
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by pushplay
on 08/15/2005 03:03, refers to #1065
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If the organization of files in linux wasn't such a mess we wouldn't need scripts to run tools which create scripts that call other tools for information so they can finally run the compiler.
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#1068: console |
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by Aardappel_
on 08/15/2005 05:26
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I added a toggle for a more traditional, larger console display (default F11) for serious chatting :) good thing is, unlike other games, you can keep playing while it is on.
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#1069: Re: console |
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by pushplay
on 08/15/2005 07:40, refers to #1068
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I like it. When I brought it down though I expected the textfield for commands to then be at the bottom of the console.
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#1070: animation interpolation |
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by Aardappel_
on 08/15/2005 09:34
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this makes third person camera, monsters, and MP enemies look a HELL of a lot better. Won't switch from 1 animation to the next instantly anymore, but slowly interpolates between whatever animations get sequenced (default 150msec).
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#1071: Re: console |
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by Aardappel_
on 08/15/2005 09:35, refers to #1069
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well, that's what you get in games where the prompt is tied to the console. Here, you can have the console and prompt on and off independently.
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#1072: Re: animation interpolation |
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by Aardappel_
on 08/15/2005 22:51, refers to #1072
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you are probably confused with interpolation between two successive animation frames (which we've had forever), and interpolation between two seperate animations (going from idle to jump, say, which is new).
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#1073: Re: animation interpolation |
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by pushplay
on 08/17/2005 05:45, refers to #1072
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I grabbed the cvs version and something's broken. At first I thought that monsters were going through their death animations before they die, and then I thought they're comming back to life. Actually what's happening is I'm killing something, and randomly another monster goes through its death animation. Eventually the running in place and dead monster is cleared and a monster in a dead pose chases me around.
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#1074: Re: animation interpolation |
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by CC_machine2
on 08/17/2005 19:01, refers to #1073
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yes ive got that bug too.. annoying since ive actually got sauer to work properly on my machine (driver problem)
and its not just the death animation.. ive seen:
-monsters that sink into the ground in their "sleeping" state.. and they are still moving! (that is their sleeping animation is still playing but they are sinking into the ground)
-monsters that walk around in their "jumping/falling" state
-monsters that are walking about but still using their "sleeping" animation
-monsters that don't do their "shooting" animation when shooting, they just keep using their walking animation
Has anyone else (apart from pushplay) noticed this?
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#1075: Re: console |
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by CC_machine2
on 08/17/2005 19:02, refers to #1068
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You should include that feature in the new cube version.
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#1076: Re: animation interpolation |
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by Grogan
on 08/17/2005 19:48, refers to #1074
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Yes, I have noticed the problem with the monsters as well, as you guys have described. I shoot them and they keep on running and gyrating in place for a while until they finally sink into the floor. Also, even with some of the ones that die normally, if you turn around again there they are, jogging on the spot like Richard Simmons in your worst nightmare :-)
I downloaded sauerbraten_2005_08_15_quakecon_edition.zip and compiled my client under Linux. (this is how I always use cube/sauer).
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#1077: Re: animation interpolation |
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by Aardappel_
on 08/17/2005 22:21, refers to #1073
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yup there is a bug whereby the monsters get stuck in their 1 before last animation or something. I thought this was caused by some physics twitchyness which eihrul is fixing, hence why I am waiting with looking at it.
Until then, enjoy Crazy Monsters (tm).
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#1078: Re: animation interpolation |
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by CC_machine2
on 08/18/2005 16:40, refers to #1077
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lol :)
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#1079: Re: animation interpolation |
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by CC_machine2
on 08/18/2005 19:13, refers to #1079
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if you want proper SP, then use the 07_04 independance edition. (there is no difference really)
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#1080: characters |
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by da_five_id
on 08/19/2005 02:08
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what format will be
used as md2\\\\\\\'s sucessor
in sauerbraten? has there
been any more disscussions
or conclusions on this or
am i jumping the gun?
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