Sauerbraten engine development |
by Aardappel
on 03/03/2004 05:18, 1571 messages, last message: 03/14/2008 18:53, 1351308 views, last view: 12/09/2021 06:26 |
 |
|
This thread is for discussion of Sauerbraten coding issues / implementation ideas etc.
|
 |
|

Board Index

|
 |
#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!
reply to this message
|
 |
#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
reply to this message
|
 |
#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
reply to this message
|
 |
#1554: .. |
|
by makkE
on 10/04/2006 04:02
|
 |
|
Sounds weird, but SF is known to behave weirdly at times.
reply to this message
|
 |
#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?
reply to this message
|
 |
#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.
reply to this message
|
 |
#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)
reply to this message
|
 |
#1558: Re: .. |
|
by SanHolo
on 01/18/2007 23:49, refers to #1555
|
 |
|
Graphics could be improved, maybe just displaying 4 (-6) was enough (for rank 4 and 6 frags less than current leader), but I like the idea. Best implementation IMHO is in UT.
reply to this message
|
 |
#1559: Re: score-HUD |
|
by absinth
on 01/18/2007 23:59, refers to #1557
|
 |
|
it's an exact copy of the score HUD in quake 3 (minus the fraglimit display, because there is no fraglimit in sauerbraten)
it always displays your scores (blue background), and the score of the nextbest (if you are leading) or the best player (if you aren't leading)
the order depends on you leading or not
reply to this message
|
 |
#1560: .. |
|
by absinth
on 01/19/2007 00:07
|
 |
|
>exact copy
well, excact copy is a lie, in quake3 your score is displayed with red background when you aren't leading, i thought it would be better to always have a blue background for your own score (and red for enemy score) not to fuel the confusion about the red/blue teams in teammode. blue is always "me/us"
reply to this message
|
 |
#1561: Re: score-HUD |
|
by SanHolo
on 01/19/2007 11:27, refers to #1559
|
 |
|
I think a plus-sign (if you are first) or a minus-sign (if you're not the leader) before the frag-difference would help to identify which number means what.
reply to this message
|
 |
#1562: score--HUD |
|
by absinth
on 01/29/2007 21:52
|
 |
|
i've updated the score-HUD patch to support the team modes (capture, tdm)
here is a patch:
http://pastebin.ca/332235
and here is an updates items.png you need:
http://stud4.tuwien.ac.at/~e0126505/items.png
reply to this message
|
 |
#1563: Re: score-HUD |
|
by Pxtl
on 01/29/2007 22:11, refers to #1561
|
 |
|
Wait, so my score is -1+? huh?
Seriously, I think the best approach is mentioned above: your-score | leader-score, with leader-score teamcoloured. Thus, if the leader-score is blue, you're winning.
reply to this message
|
 |
#1564: sparse voxel octree |
|
by absinth_grrr
on 03/13/2008 17:45
|
 |
|
http://www.pcper.com/article.php?aid=532&type=overview
so is this sparse voxel octree that carmack talks about essentially similar to the octree saurbraten?
both seem to offer far better filesizes per geometry amount than traditional mesh storing...
reply to this message
|
 |
 |
|

Board Index

|
 |