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Sauerbraten engine development

by Aardappel on 03/03/2004 05:18, 1571 messages, last message: 03/14/2008 18:53, 1351327 views, last view: 12/09/2021 06:27

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

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#1538: Re: please :(

by Passa on 06/25/2006 06:32, refers to #1537

Where did this argument come from.. of course quake2 was out of line. Its like walking into a party and going 'THATS IT, IM SICK OF EVERYONE EATING THE CAKE. PISS OFF'

Yeah my example sucks and im not funny, tell me something new :(

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#1539: ..

by virtualblackfox on 06/25/2006 22:37

I've seen in the code that mastermode is not limited to the current values so users could set it to 99 or any value they want.

I think that servers should only have known mastermode (And a server in 99 mode won't display " P" in the next version's serverbrowser but will still kick clients as the test is "if(mastermode>=MM_PRIVATE) return DISC_PRIVATE;")

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

enum { MM_OPEN = 0, MM_VETO, MM_LOCKED, MM_PRIVATE };

become :

enum { MM_OPEN = 0, MM_VETO, MM_LOCKED, MM_PRIVATE, MM_COUNT };

and

case SV_MASTERMODE:
{
int mm = getint(p);
if(ci->master)

become :

case SV_MASTERMODE:
{
int mm = getint(p);
if ( (ci->master) && (mm >= 0) && (mm < MM_COUNT) )

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#1540: Re: My attempt to reenable and fix /savegame and /loadgame

by xoltra on 06/27/2006 02:49, refers to #1478

Since I posted this patch two things have happened (not sure what the order is):
1) respawn points have been added.
2) savegame.h has been deleted from CVS.
Consequently *if* the reason for deleting savegame.h is that /savegame and /loadgame are no longer needed since sauer now has respawn points I'd like to suggest that /savegame and /loadgame be added back for the following reasons:
1) It's likely that some of the single player maps will eventually be larger than what most people will want to play in a sitting. So they'll want a way of getting back to it later, between instances of sauer_client.
2) The ability to penalize players in single player mode was recently added (for monsters not killed, etc). So if the concern is that saving and reloading gives players an unfair advantage perhaps players could be sufficiently penalized for each reload.
3) It may be helpful for debugging sauer_client in single player mode. When a bug is encountered just reload and get back to it. Save immediately before the bug happens, if that's helpful. You can then exit the client, build with debug syms, whatever, and then reload.
4) It seemed like it was working ok, if not perfectly, with my sauer-savegame.diff patch.

The answer may be that you plan to get back to it later and implement it a different way; which would also be great.

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#1541: Re: My attempt to reenable and fix /savegame and /loadgame

by kurtis84 on 06/27/2006 20:52, refers to #1540

Thats a dead feature, we have "save-checkpoints" now, so forget savedgames.

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#1542: ..

by Max of S2D [Fr] on 06/28/2006 08:34

Excuse me... could you explain me with what type of scripts the Sauerville server work ? I'm asking this question cause :

- You can login, register with an account
- A message is diplayed when you connect
- You die at a special point when you don't login
- and some others features.X3

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#1543: Re: ..

by Passa on 06/28/2006 09:20, refers to #1542

The server's source code is modified. For example, I modified my server binaries to display a message of the day.

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#1544: just wanted

by larken on 06/28/2006 20:00

just wanted to let people know about
a library of free textures that could
possibly add to the grooviness of sauer.

http://data.openfrag.org/IFASS/oF-Slayer.rar

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#1545: wow the game engine graphics..........

by Riley on 06/28/2006 20:22

wow the game engine graphics beets seriose sames and serios sam 2s graphics this game is going to get tons of downloads!

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#1546: Message censored by administrator

by Michelle on 08/05/2006 13:07

#1547: Message censored by administrator

by Barbara on 08/05/2006 13:07

#1548: Message censored by administrator

by Austin on 08/05/2006 13:07

#1549: Message censored by administrator

by Tracy on 08/05/2006 13:07

#1550: Message censored by administrator

by Veronica on 08/05/2006 13:08

#1551: Message censored by administrator

by Freda on 08/05/2006 13:08

#1552: linux debbugging enhancements

by rancor on 09/26/2006 00:47

After my sauer client crashed from the crash exploit that has caused a stir recently, it occurred to me that there was no good way of examining the sauerbraten client after a crash on linux. So, I wrote a patch that attaches GDB to the sauerbraten process on a fatal error. I would really like to see this get into the main distribution, since it makes it much easier to track down issues such as this. The patch is at the following URL: http://www.iit.edu/~lcooper4/patches/attach_on_signal.patch

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#1553: cvs down?

by absinth on 10/03/2006 19:07

anyone else hat problems with cvs recently?

$ cvs update
sauerbraten.cvs.sourceforge.net: Connection refused
cvs [update aborted]: end of file from server (consult above messages if any)


strangely, a checkout works but i can't update

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#1554: ..

by makkE on 10/04/2006 04:02

Sounds weird, but SF is known to behave weirdly at times.

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#1555: ..

by absinth on 01/18/2007 19:12

i improved my score-hud patch:
http://homepage.mac.com/julianmayer/score-hud.png

is there any interest to get this commited?

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#1556: R2T

by qwurty_ on 01/18/2007 19:30

I want to implement Render to Texture, but I really don\\\'t know how. I had render to texture semi working in a darkplaces for a while, but it was mostly copy and paste from the NVidia C++ \\\"Tutorial\\\" on render to texture (http://developer.nvidia.com/object/gdc_oglrtt.html), And I\\\'m lost on how to do it in Sauerbraten. Is this planned for implementation anytime soon or should I keep hacking away untill I find out how to do it? I have no 3D knowledge, though I do understand C/C++/VB, so if anyone could help with this it would be a great feature. Mirrors, security monitors, \\\"Fake\\\" Portals, the list goes on.

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#1557: Re: score-HUD

by MeatROme on 01/18/2007 23:01, refers to #1555

interesting. Please give some more background on what your displaying there.
Like : what happens when your in the lead?
which frag-difference is displayed exactly? diff 2 leader or just to next in line?
maybe add display of the playername currently next in line (usually up but one down respectively if your in the lead)

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