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Sauerbraten engine development

by Aardappel on 03/03/2004 05:18, 1571 messages, last message: 03/14/2008 18:53, 1351329 views, last view: 12/09/2021 06:27

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

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#1465: can't play Sauerbraten

by Orthzar on 06/01/2006 21:58

I need some help. when I start Sauerbraten a command prompt screen appears with info on the loading process then a screen with three rectangles one in the middle the others in the top left corner no text anywhere. Although the recatange second from the top has a series of white blocks that change. I have reason to believe that these are supposed to be text and they are not being rendered correctly by my "RADEON 7000". After that the music begins and the screen changes to a view of what looks like the side of a hill and the usual cube HUD. The music is still playing music at this point and the game does not respond to any buttons like "`" or "Esc" and when I do Alt Ctrl Delete Windows says that Sauerbraten is not responding. When I was looking for a reason for this to possibly be happening I noticed that the "Autoexec.cfg" was missing and I am unable and unexperienced enough to figure out what to do. Please help.

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#1466: Re: ..

by Passa on 06/01/2006 22:57, refers to #1465

"Removing the cc->changemap("curvedm"); call did not fix the problem, so I implemented "loadmap" which I then changed to "start" so I could set the starting map in defaults.cfg or autoexec.cfg"

Thats weird.. in my Paradox mod it worked, that was with the shader edition anyway./

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#1467: Re: can't play Sauerbraten

by eihrul on 06/01/2006 22:58, refers to #1465

The problem is you're getting pushed into software rendering. There's basically no way a Radeon 7000 will run Sauer.

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#1468: Re: can't play Sauerbraten

by Passa on 06/01/2006 23:02, refers to #1467

Wrong, my laptop runs it fine, 20FPS in most cases.

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#1469: Re: can't play Sauerbraten

by eihrul on 06/01/2006 23:04, refers to #1468

20 FPS = mostly unplayable.

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#1470: Re: can't play Sauerbraten

by Passa on 06/01/2006 23:32, refers to #1469

Yes, but good enough for mapping, trust me, alot of pgdm was done on that laptop ;)

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#1471: startup map

by MeatROme on 06/01/2006 23:36, refers to #1465

when I posted that snippet it was of course not "complete" ...
... what I did was (more or less) the following :

a variable "loadmap" exists and is filled with "curvedm" by default, the snippet would change that in case the user passed a parameter like +maard3 to "aard3"
then the cc->changemap(loadmap) call will work as desired.

placing the calls in autoexec.cfg will not work because they are loaded and executed BEFORE the initial map change, you might even notice two lines at the start of the engine telling you about the gamemode ffa/default - because first it loads an empty map and then the initial map ...

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#1472: Re: can't play Sauerbraten

by Max of S2D [Fr] on 06/02/2006 07:32, refers to #1469

"20 FPS = mostly unplayable."

Nope. It's playable, but it disturb.

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#1473: Re: Slice snippet

by Passa on 06/02/2006 07:32, refers to #1472

Nice stuff, good work.

Any timeframe on the next SliceTC release?

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#1474: ..

by Greywhind on 06/02/2006 22:51

I play with 10-20 FPS all the time - it's perfectly playable.

Hopefully, however, I'll be able to get more than that when I get a new computer sometime this year.

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#1475: Re: ..

by absinth on 06/03/2006 02:59, refers to #1462

>I see that fullscreen shaders are now working portably/properly (at least on osx/ATIx800), well done.

how did you get it to compile at all? with current CVS i have problems related to opengl functions pointers:

1. different naming, e.g. PFNGLGENPROGRAMSARBPROC/glGenProgramsARBProcPtr

2. it seems on macosx you can't mix and match function pointers and "normal calls", it seems like it's an all or nothing thing...

3. using the sauerbraten supplied glext.h to circumvent these problems seems like a very bad idea

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#1476: Re: ..

by Aardappel_ on 06/03/2006 04:02, refers to #1475

3. why? if your compilation problems come from using some macosx modified version of glext.h, that would be a bad idea. The version of glext.h is the latest official one from SGI, it is included specifically to avoid compilation incompatabilities.

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#1477: Re: ..

by guest57 on 06/03/2006 12:41, refers to #1475

My currrent 'solution' is to edit pch.h and hardcode the extension - yuck.

//#define NO_SDL_GLEXT
#include <SDL_opengl.h>
#define GL_TEXTURE_RECTANGLE_ARB 0x84F5

-- aka rpointon

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#1478: My attempt to reenable and fix /savegame and /loadgame

by xoltra on 06/03/2006 23:48

I found that /savegame and /loadgame pretty much works for a given instance of sauer_client. Rearranging things a bit so that it does not save any pointers or references makes it work correctly, as far as I can tell (except for some minor stuff such as monsters not remembering they were int the middle of infighting with a fellow monster).

My patch is at the end of my patch page:
http://home.austin.rr.com/selliott4/sauerbraten/

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#1479: Re: CVS access

by xoltra on 06/04/2006 00:44, refers to #1477

Try again. It seems to be working now (2006-06-03).

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#1480: Re: ..

by absinth on 06/04/2006 01:57, refers to #1476

>The version of glext.h is the latest official one from SGI, it is included specifically to avoid compilation incompatabilities.

hmmm i was just under the impression that using the SGI header file but apple's opengl runtime could cause very nasty problems. if you tell me this can't possibly make problems i'm glad to use this "workaround".

btw. what is the reason that we don't use the glext definitions from SDL_opengl.h (i.e. #define NO_SDL_GLEXT)

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#1481: ..

by absinth on 06/04/2006 02:15

>i was just under the impression that using the SGI header file but apple's opengl runtime could cause very nasty problems.

forget my rambling, it seems we have already always done so

also, with cvs trunk the compilation problems seem to have gone away too

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#1482: Re: ..

by eihrul on 06/04/2006 16:23, refers to #1480

The definitions in SDL_opengl.h are ancient, i.e. it did not have any support for texture_rectangle.

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#1483: ..

by absinth on 06/04/2006 16:33

>The definitions in SDL_opengl.h are ancient
SDL 1.2.10 fixes that

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#1484: Re: ..

by eihrul on 06/04/2006 16:50, refers to #1483

Still better to include our own, just so we don't have to force people to use the most recent versions of SDL, and so we can be sure its up to date.

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