Sauerbraten engine development |
by Aardappel
on 03/03/2004 05:18, 1571 messages, last message: 03/14/2008 18:53, 1351218 views, last view: 12/09/2021 02:33 |
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This thread is for discussion of Sauerbraten coding issues / implementation ideas etc.
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#1549: Message censored by administrator |
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by Tracy
on 08/05/2006 13:07
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#1550: Message censored by administrator |
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by Veronica
on 08/05/2006 13:08
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#1551: Message censored by administrator |
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by Freda
on 08/05/2006 13:08
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#1552: linux debbugging enhancements |
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by rancor
on 09/26/2006 00:47
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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? |
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by absinth
on 10/03/2006 19:07
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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: .. |
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by makkE
on 10/04/2006 04:02
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Sounds weird, but SF is known to behave weirdly at times.
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#1555: .. |
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by absinth
on 01/18/2007 19:12
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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 |
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by qwurty_
on 01/18/2007 19:30
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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 |
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by MeatROme
on 01/18/2007 23:01, refers to #1555
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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: .. |
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by SanHolo
on 01/18/2007 23:49, refers to #1555
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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 |
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by absinth
on 01/18/2007 23:59, refers to #1557
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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: .. |
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by absinth
on 01/19/2007 00:07
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>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 |
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by SanHolo
on 01/19/2007 11:27, refers to #1559
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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 |
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by absinth
on 01/29/2007 21:52
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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 |
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by Pxtl
on 01/29/2007 22:11, refers to #1561
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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 |
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by absinth_grrr
on 03/13/2008 17:45
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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 |
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by Heyho
on 03/14/2008 00:06, refers to #1564
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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 |
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by rancor
on 03/14/2008 01:11, refers to #1565
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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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#1567: .. |
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by absinth_grrr
on 03/14/2008 01:40
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>An octree is just a way of storing hierarchical partitions of space,
> it's not really dependent on what those partitions are.
i know what an octree is, in fact i wrote an octree "compiler" just a few weeks ago. the thing is sauerbraten doesn't use the octree to divide the geometry (like everybody else does), but instead the octree IS the geometry.
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#1568: Re: .. |
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by rancor
on 03/14/2008 08:30, refers to #1567
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Yeah, I know you do, but the post I replied to didn't seem to.
The main point I was making was that anything using an octree structure is more similar to Sauerbraten then something using BSP.
This actually does seem more similar to the Sauerbraten structure, in that the voxels are the world, though not sure as to the exact format, as the article didn't go into enough detail.
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