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Sauerbraten engine development

by Aardappel on 03/03/2004 05:18, 1571 messages, last message: 03/14/2008 18:53, 1351349 views, last view: 12/09/2021 06:35

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

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#776: "pistol" concept

by makkE on 06/05/2005 14:19

Iīve moddeled a little and would like to hear what you think:

Iīve called it a needlegun so far (like the small brother of a nailgun :)
Itīs the size kind of a small smg or something.

What you see on this screenshot is by far not finished, it uses a temporary skin (the rifleīs) and isnīt too worked out yet.
Itīs more of a concept/suggestion.

Tell me how you like it.. :)

http://www.geocities.com/toke_gardens02/needlegun_concept.jpg

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#777: Re: "pistol" concept

by jean pierre on 06/05/2005 14:45, refers to #776

That is not a pistol it should look like Quake 2 pistol(I dont know about Q1 never played it and if Q1 ones look better i dont know,that is if it has pistols)

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#778: Re: "pistol" concept

by jean pierre on 06/05/2005 14:47, refers to #777

EDIT:At least it would look cooler and more realistick in FPS a one-hand pistol unless it's Dessert or Desert Eagle that is 2-handed.

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#779: ..

by makkE on 06/05/2005 14:53

Scroll up, Jean Pierre. Read.

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#780: ..

by Zer0 on 06/05/2005 15:56

i`ve just saw q-3 trickjumping movie, it`s very impressive!

so, how about JumpGun? it shoud "work" like a RL, but without dealing any damage (or just quite a bit).
if Sauerbraten will support secondary shooting mode, JumpGun can act like quake3_plasma_with_no_damage.

if (u see a lot of errors)
{sorry, i`m not naitive english speaker =(;}

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#781: Re: "pistol" concept

by sinsky on 06/05/2005 16:04, refers to #776

Looks good to me.

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#782: Re: ..

by jean pierre on 06/05/2005 16:58, refers to #780

I dont think Sauer would have secondry shots especially the 4 weapons dont seem to have secondary

Maybe the rifle 2nd shot would be zooming without the use of FOV command
but why the hell it is possible by doing FOV yourself so it is unrequired to make Rifle zooming as 2nd'ry

JumpGun:I also heard of Rifle Jump but doesn't go too good as RJ and JumpGun wouldn't be interesting i prefer a powerup like Extra Jumppad that you can keep it then when you want to activate it you automatticaly jump high however you have to collect another one then for another item.

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#783: smartflt

by Flamie on 06/05/2005 17:18

I was just wondering if anyone had checked out http://www.hiend3d.com/smartflt.html as an option for scaling textures up when you get close to them?

(instead of preloading bigger textures, this would mean an all in-memory technique, as well as making the game look better even with small or tiny textures)

Just something that crossed my mind, I'm no coder nor 3d expert, so take it with a grain of salt.

(and please tell my why it would/wouldn't work :)

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#784: Re: smartflt

by jean pierre on 06/05/2005 17:37, refers to #783

PSP is a good for scaling but that prog you just gaved us the link to looks pro.

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#785: The first Single Player map

by jean pierre on 06/05/2005 18:08

Non deathmatch style called Lava.ogz

Space Station level for SauerBraten i am going to upload it to Cube.snieb

To run it type mode -2 and then map lava also its short it's more like a test then playing but it is good as other speed maps style maps i made it in 1 day also.

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#786: Re: The first Single Player map

by jean pierre on 06/05/2005 18:39, refers to #785

As i said cube.snieb.com click on maps menu and you will see my map if you dont know how to change mode's then either click on read more or either here

/mode -2 and then /map lava in SauerBraten have fun.

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#787: Re: smartflt

by TOGoS_1u2kuhbui on 06/05/2005 19:31, refers to #783

It wouldn't work because no hardware supports it. That example looks really nice though. Personally I'm a fan of point-sample filtering. Reminds me of good old Doom. :)

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#788: Re: smartflt

by Flamie on 06/05/2005 20:08, refers to #787

software implementation isn't that much of a penalty hit, it claims to be just slower than ordinary bilinear, and since any snes emulator easily filters a 1024x768 screen 60 times per second with bilinear (or worse, hq4x) it should go just fine to filter only the small textures, shouldn't it?

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#789: ..

by pushplay on 06/05/2005 22:14

Algorithms like that and 2xSaI are pretty cool, but they're more intended for images with outlines and cells rather than photorealistic textures. Also, anything that close in Sauer is going to go by too quickly to notice while playing.

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#790: Re: ..

by makkE on 06/05/2005 22:48, refers to #789

Thatīs what I think too. Noone would have the tme to notice really, plus I think the sauer/cube textures have been designed and probably tested for and on bilinear filtering.

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#791: Gilt: need some help

by eihrul on 06/06/2005 02:36

Since you were working on remip, I was wondering if you could help write something that analyzes the faces of a cube in a similar manner for sharing lightmap vertices. I don't really understand the stuff well enough to write it myself.

Basically, if the child faces of some face (for some orientation) of a given cube are all visible and coplanar (can be sloped), even though it may look something like this:
_________________
| | |
| | |
| | |
|________|________|
| | | |
| |___|____|
| | | |
|________|___|____|

then, I need a function that will tell me if this cube's face behaves as a single visible face. The textures and materials don't matter at all since this is just for lightmaps. And in the event that it behaves as one face, I need it to also return the 4 world vertices of this face.

Currently each of those sub-faces generates 4 distinct vertices of its own. But if we can identify faces like these, we can reduce the number of vertices by 2-3x for atleast these cases, since internal vertices only need to be generated once.

You think you could whip something up for me that does the above?

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#792: Re: Gilt: need some help

by eihrul on 06/06/2005 02:37, refers to #791

Bleh, ascii drawing got screwed up by the forum... here it is again:

_________________
|::::::::|::::::::|
|::::::::|::::::::|
|::::::::|::::::::|
|________|________|
|::::::::|:::|::::|
|::::::::|___|____|
|::::::::|:::|::::|
|________|___|____|

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#793: Re: Gilt: need some help

by eihrul on 06/06/2005 02:41, refers to #792

Okay, I guess ascii is not going to work, here is the example in an image:

http://tunes.org/~eihrul/face.jpg

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#794: Re: Gilt: need some help

by Sparr on 06/06/2005 03:30, refers to #791

just off the top of my head... couldnt you simply copy the remip function (or modify it) to provide a version that does exactly what remip does, but simply doesnt check textures or materials (still checking slope, edges, etc)?

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#795: Re: ..

by Flamie on 06/06/2005 14:21, refers to #789

well, unless you noticed definition of "outlines" is set by using threshold values, so to me the real issue here is noone would notice the effect while actually moving around..

I still believe it would be noticeable and good, but thanks for all the comments (makes me know why it isn't used already :)

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