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Sauerbraten engine development

by Aardappel on 03/03/2004 05:18, 1571 messages, last message: 03/14/2008 18:53, 1351268 views, last view: 12/09/2021 04:21

This thread is for discussion of Sauerbraten coding issues / implementation ideas etc.

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#1081: Re: Difference

by CC_machine2 on 08/19/2005 11:57, refers to #1080

not much

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#1082: blue explosions? lol

by CC_machine2 on 08/19/2005 12:03

excuse me but why are the explosions from the rocket launcher blue? has anyone else noticed this?

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#1083: Re: blue explosions? lol

by CC_machine2 on 08/19/2005 15:39, refers to #1083

lol, must be a bug since in the 07_04 verson the explosions are as normal

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#1084: Re: blue explosions? lol

by CC_machine2 on 08/19/2005 16:54, refers to #1084

the explosion tex is still red, so it must be a bug

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#1085: ..

by makkE on 08/19/2005 21:24

Would you two please read the first post of this thread again?
Please stop spamming. There´s email or IM ´s or irc for your conversation...
:/

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#1086: Re: 2 Seconds wow.....

by CC_machine2 on 08/19/2005 23:28, refers to #1085

off-topic:
you both have good points, but i have to agree with makkE on this one.

FireBall please stop spamming and get serious.

-------------------------------------------

on-topic:
has anyone else (apart from fireball and i) noticed blue explosions from the rl? (and if you havent plz try the rl and find out)

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#1087: ..

by CC_machine2 on 08/22/2005 19:59

Am i going crazy or something? i could have sworn that fireball had posted messages in this thread 0.o

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#1088: cube map loader :)

by Aardappel_ on 08/24/2005 04:03

http://img381.imageshack.us/my.php?image=screenshot1964042eb.jpg

anyone recognise that map? looks a little different? hmm, I wonder...

I just checked in the first test version for developers to try. It is still rough around the edges, particularly "remip" on it doesn't work yet. So DON'T go and convert your favourite cube map just yet, wait till its perfected.

Heighfields are imaginably the most problematic. Simple heighfields like slopes convert perfectly, organic heighfields like terrain convert decently, and round heighfields like arches convert, but look very jaggy and will need to manually corrected in many cases.

Other than that, textures, corners, entities all convert 1:1. Light entities are useless, as expected, and has to be redone. Mapmodels will work once I am done.

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#1089: Re: cube map loader :)

by Aardappel_ on 08/24/2005 04:08, refers to #1088

oh, for those trying it out:
put your favourite .cgz in the packages/cube folder

/importcube <name>
/clearents light
/newent light ...
/calclight
/savemap cube/<name>

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#1090: Cool

by makke_on_linux on 08/24/2005 19:00

Wow, great!!

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#1091: crazy monsters

by Sloppy_taco on 08/26/2005 01:25

AH!

i see, there is a bug with the monsters.

Ok, so I guess i will get teh older version, and try out my new map :)

Thanks you fo help :)

BTW, if I compile a CVS version will this problem be fixed?

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#1092: Re: cube map loader :)

by tentus on 08/26/2005 04:31, refers to #1088

woo hoo!
sauer mapping is going to EXPLODE with this available! i really can't wait to test a reliable version of this, the possiblities are huge. it does make me worry that there will be a flooding of unfinished conversion maps though, which considering the size increase, could be a real issue for sauer. perhaps cube based maps should be released in a seperate download than the main sauer release :)

still, wow, this will make it far easier for me to map, by making it possible to carve out your basic map shape in cube before jumping into the less intuitive sauer interface.

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#1093: Re: cube map loader :)

by Aardappel_ on 08/26/2005 20:09, refers to #1092

less intuitive sauer interface? what crack are you on... maybe you should try sauer first :)

cube conversions won't bloat sauer. I will only add the best and most polished conversions to sauer, not all of cube's several hundred maps

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#1094: Re: cube map loader :)

by tentus on 08/28/2005 06:06, refers to #1093

i'm serious, i prefer the 2d editing scheme :) i've made three maps for sauer and only one of them is worth posting on quadropolis, because i find myself getting frustrated with the editing UI. the more frustrating i get, the more "close enough" edits i do, and hence the worse my maps become. it's a matter of personal preference, which is almost certainly *not* unique to me.

besides, being able to edit without having the engine crash on you really helps work get done :) i've had a pretty rough time with some of the later CVS builds. haven't had a chance to test the newest one out though, so enough whining from me...

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#1095: ..

by TOGoS_1u2kuhbui on 08/28/2005 08:26

I agree. For most maps, a 2.5D editing interface is all you need. Adding another dimension just adds more space that you have to fill to make an interesting place. Of course you don't really *have* to fill it. It just feels like you have to because it's there. I found that when I forced myself not to do any room-over-room business (at least on a large scale) my maps got better. Not as good as my cube maps, though, because of the extra Z-wise constraints that sauer adds (you generally can't arbitraily change the ceiling height of a room without doing a lot of re-work on the walls, too).

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#1096: Re: ..

by TOGoS_1u2kuhbui on 08/30/2005 00:54, refers to #1096

I'm just calling cube 2.5D because in addition to the 2D map you have models floating around in 3D space and have differing floor/ceiling heights. As opposed to something like Super Mario which is totally flat.

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#1097: Re: ..

by tentus on 08/30/2005 01:33, refers to #1096

in the distance i believe Aard plans to set up a system so custom editing UIs can be rigged, or even predesigned UIs we can load. I personally would really appreciate it if i could toggle between a more cube-esque editting interface and back to the standard Suaer interface.

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#1098: General Water Inquiries

by Steve on 09/10/2005 22:52

First off, I\'d like to write that I\'ve enjoyed learning rudimentary map editting in Sauerbraten. It has been a fairly fun experience & I look forward to learning even more. With that written, I do have some observations that I would like to state :

1). Water implementation seems to be harder then it should be. Although I have had no problem making an initial flat-bottom pool, any attempts to make that pool\'s bottom uneven has resulted in pockets of air forming at the bottom. A combination of pushing / pulling cubes along with changing materals before & after said pushing or pulling has not given me consistent results. I am mystified at this & can not find a solution.

2). Will there eventually be a method for producing currents in water?

3). Currently, it seems that the water is designed only to be in a pool environment. Will it eventually be designed for situations like waterfalls or flowing out of pipes?

If these questions have already been answered previously, my apologies. I have only recently begun reading the threads in these forums. Thank you.

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#1099: MD3 for Sauerbraten

by >driAn<. on 09/10/2005 23:29

http://sprintf.org/sauerbraten/md3.jpg

I coded md3 support for sauerbraten. Atm there is only one player- and weapon model slot since I don't know how the engine should interface with the md3 code: access using a hashtable (as in md2) or via id's.
The md3 code has a very good functionality/size ratio (IMHO) since it provides custom skins per mesh, custom anim. frames, linking, etc as in Q3A in less than 400 code lines. Sure, those customizations could be hardcoded, but actually all the models on the net require it.
If we stick with md3 in the future and make models for it, we could now discuss how exactly it should be accessible, what features it should provide, etc.

(human-readable) diff to the cvs
http://sprintf.org/sauerbraten/md3.diff

To test it, get this model package and extract it to the game-root
http://sprintf.org/sauerbraten/test-mdls.tar.bz2

/loadplayermdl lobo
/loadweapons
/weapon 0
/thirdperson 1

Again, the storage & access of the models is a hack atm.

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#1100: Re: MD3 for Sauerbraten

by >driAn<. on 09/10/2005 23:37, refers to #1099

So, post your feedback and tell me if it fits the philosophy ;)

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