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Sauerbraten engine development

by Aardappel on 03/03/2004 05:18, 1571 messages, last message: 03/14/2008 18:53, 1351247 views, last view: 12/09/2021 04:10

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

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#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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#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.

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#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

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#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"

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#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.

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#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

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#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.

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#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...

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#1565: Re: sparse voxel octree

by Heyho on 03/14/2008 00:06, refers to #1564

No.

An octree in sauer is composed by vertexes making triangles, with textures.

A voxel is a volumetric pixel, with his own color.

The little filsize of sauerbraten\\\\\\\\\\\\\\\'s map is due to a simple geometry. The most little angle value is Pi/24, textures are fixed, etc...

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#1566: Re: sparse voxel octree

by rancor on 03/14/2008 01:11, refers to #1565

The answer isn't really no, but sort of. An octree is just a way of storing hierarchical partitions of space, it's not really dependent on what those partitions are.

The filesize does actually have a good deal to do with how well the octree structure compresses, many of the limitations you mention are in fact a result of the octree structure, rather then filesize optimizations.

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