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Sauerbraten engine development

by Aardappel on 03/03/2004 05:18, 1571 messages, last message: 03/14/2008 18:53, 1696984 views, last view: 05/06/2024 19:04

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

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#281: cvs build

by bltchgrandma on 10/23/2004 16:04

I was using the build on sourcforges files thingy, and I thought this project was pretty much dead. Then I checked this fourm and saw the link about the CVS exe, and I got it. I\'m impressed, great work

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#282: Re: cvs build

by D.plomat on 10/23/2004 18:18, refers to #281

Yes, the CVS version is much more advanced than the built packages.

As it's still in development, CVS is the best way to get its source, as building packages would be a waste of time until it reaches some level of playability.

(But the CVS version is already advanced enough to start building some maps, just the lighting method is a temporary one that will get replaced later)

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#283: ..

by bltchgrandma on 10/24/2004 21:57

Are there any maps avalible for this? I know it's still early in development, but I can't be the only one who's screwing around with it.

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#284: ..

by nieb on 10/25/2004 02:36

i started on a couple maps for it...

http://www.geocities.com/nieb8504/Sauer.html

there incomplete, but its just a way of testing the engine seeing what it can do and trying to come up with new ideas for what it could do, and to find bugs

its alot cooler messing around with sauer now that theres some form of phyisics too

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#285: Sauerbraten: Anyone know when it's creating will update it

by WhiteLyon(3) on 10/29/2004 22:51

It looked like from May 6th-20th He worked on Sauerbraten quite often. I am wondering if anyone has a clue when he will dig in again which such deveotion as back 5-6 months ago?
Sorry, anxious here. ; )

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#286: re: Sauer: Anyone know when it's 'CREATOR' will update it

by WhiteLyon(3) on 10/29/2004 22:56

Sorry, I mis-spelled "Creator' in a previous post.

>It looked like from May 6th-20th He >worked on Sauerbraten quite often. I am >wondering if anyone has a clue when he >will dig in again which such deveotion as >back 5-6 months ago?
>Sorry, anxious here. ; )

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#287: hmmm...

by paniq on 10/31/2004 02:08

this does not really contribute to sauerbratens progress, but i think that its an interesting thought anyway. you can write to my email address if you dont want to post an answer to this board.

actually while reading the latest submits to this thread, i recognized a pattern in the descriptions of the engine.

as aardappel said, and as the project page describes, a sauerbraten map consists completely of convex cubes (straight ones and deformed ones) which are in realtime transformed into an octree.

what is so funny about it is that it remembers me of map making back in the days of quake. it was basically: creating a level completely out of cubes, and then running a bsp program over it that would create a bsp tree from it.

i am sure that with a few modifications of the quake engine, it might be possible to integrate full or even partial bsp compiling directly into quake, thus allowing level editing in sauerbraten-style.

the other way around: what are the differences between the convex cubes of a map file, compared to the convex cubes of sauerbraten? you said, each cube is stored in 12 bytes of information. a quake map cube is stored in 48 bytes of information, without any additional texture information. what is the difference?

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#288: ..

by staffy2000 on 10/31/2004 05:49

gilt ---> http://www.openal.org/

3d sound. it wouldn't be a top priority at the momement but later on....

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#289: ..

by staffy2000 on 10/31/2004 05:53

oops. i am an idiot. fmod 3.74 is basically the same thing.

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#290: A question?

by Lavaball on 10/31/2004 07:24

Is Sauerbraten just a Modification just like D.I or a whole new engine but Cube still stay's the Top of all D.I and Sauer ^_^

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#291: Re: A question?

by D.plomat on 10/31/2004 13:51, refers to #290

A whole new engine.

Cube is higher now because it's fully functionnal. Sauer is still in development.

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#292: Re: A question?

by MitaMan on 11/01/2004 00:10, refers to #291

From MitaMAN-dumb sauer question. Is the engine ready enough to make maps for, or do you need "coding skills" to access the engines features? I love CUBE, but I need more "power". I would enjoy testing my SP mapping skills with a new engine similar to CUBE, sort of like a "beta" tester. Thanks

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#293: Re: hmmm...

by Aardappel_ on 11/01/2004 00:21, refers to #287

paniq, sauerbraten doesn't make the cubes into an octree, they already ARE in an octree. The only runtime conversion happening is from the compact cube format to actual verts & polys.

You couldn't do in engine editing with quake... you'd have to recompute way too much on each edit.

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#294: Re: A question?

by D.plomat on 11/01/2004 00:21, refers to #292

You need not really a coding skill, just enough to compile a CVS version. About mapping, you can already build maps, but the lighting isn't finished, and for SP, IIRC, the entities placement isn't still fully determined, as the monster stuff isn't still implemented.

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#295: Re: A question?

by Aardappel_ on 11/01/2004 00:22, refers to #292

mappers can definitely try out sauerbraten... thanks to Gilt's new editing features, it works quite nicely for mapping. However don't expect to be able to create gameplay with it, as that isn't there.

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#296: ..

by shahar2k on 11/01/2004 01:10

Sauerbraten as an RPG would be absolutely awesome however I have some questions,

the sauerbraten geometry would allow for really flexible spaces to be created but becomes really finicky once you try and create any kind of small detail (because you have to edit one cube at a time basically)

is there going to be some sort of provision for map-models?

trees/ interactive objects which can be solid blocks are easy but what about something like a bridge or a hut as a map-model that can be colided with and walked into.

another question is, since you want to create an RPG, will you also be working on an interface for it? (inventory/dialogue/barter systems) and will you be hard-coding that into the engine?)

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#297: Re: ..

by Aardappel_ on 11/01/2004 01:16, refers to #296

Yeah, for more organic shapes / vegetation in particular, there should be mapmodels... but that it easy (infact, like so much other stuff, the old cube code for it is already in there, and I have some better model loading code to contribute as well).

I also have a design for a better UI system, yes.

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#298: Re: A question?

by MitaMan on 11/01/2004 02:13, refers to #295

Aard,
Do I just download sauer from soundforge, unpack files and run from a .bat file (like CUBE)? Or do I need to compile (or something similar)?
It doesn't matter to me if many features are not complete yet, I just want to see what I can do with whats already done. I can't do any "coding" but perhaps I can contribute original textures to the project if sauer needs it (and others want it).
To be honest I'm looking for another engine to play with (fun & easy like CUBE), perhaps sauer is it.
Thanks-MitaMAN

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#299: Re: ..

by staffy2000 on 11/01/2004 07:28, refers to #297

Yeah, for more organic shapes / vegetation in particular, there should be mapmodels... but that is easy (infact, like so much other stuff, the old cube code for it is already in there, and I have some better model loading code to contribute as well).

please, no more quake 2 models. :)
the q2 format is at least 7 years old now.
(not that there are many alternatives)

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#300: ..

by makkE on 11/01/2004 10:24

I´d agree on that, md2 is a very bad format imho. The compression of vertexes and also the rendering of the skins makes some models (especially complex ones) very ugly. Even MDL is better...

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