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Sauerbraten engine development

by Aardappel on 03/03/2004 05:18, 1571 messages, last message: 03/14/2008 18:53, 1351356 views, last view: 12/09/2021 06:35

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

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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

That´s 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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#796: Re: "pistol" concept

by tentus on 06/06/2005 16:27, refers to #776

looks good to me too. what effect are you planning for it?

perhaps the "pistol" could be like the chaingun, but weaker and with some spread AND random kickback? that'd make it inaccurate enough to incline the player to get a different gun, but it wouldn't leave them totally defenseless. Alternatively, the pistol could be an existing weapon- has anyone considered the Slimeball or Fireball as a weapon? (side note: DCP's turret could make for a really good fire/slime/ice ball turret, it really looks the part).

Also, a short spawn invincibility could be implemented in order to give players a chance to get away from their spawn point. three seconds of directionless dashing has saved me many times from campers.


One final set of questions: if we do make turrets, what should they be like? Would they have their own health? Would they be fully armoured devices that the player is covered in, or more like DCP's turret, which is more of a gun on a stand? What kind of animations would they need? (inactive, active, firing, dead? anything i missed/ should have been more explicit about). Will they be directly based on the current guns or be more unique? Should I be making "broken" models for mappers to use? I've got some idea sketches made up, but i'm not quite sure what to be planning for...

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#797: ..

by makkE on 06/06/2005 16:41

I was talking with aardappel about it, and he mentioned a real pistol would be more nice, since the exsisting weapons are _somewhat_ realistic.
So I am working on a pistol now :)

If anyone´s intrested in that gun I posted above (for a mod or whatever) you can have it. It´s just not unwrapped and skinned.

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#798: ..

by remouk_ on 06/06/2005 16:45

I was thinking about the pistol when I had a strange idea : a hook (like in some CTF games). With this instead of a simple gun, you won't spawn with the useless weapon you find in many games, and it should be easier to escape campers.

I know it's a bizarre idea and it would change the gameplay too much, but I thought it could be fun. :)

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#799: Re: ..

by jean pierre on 06/06/2005 16:50, refers to #797

Dont think about it Makke even i could make it simply by cutting the front of the Rifle

What a lazyness you just cutted the Rifle anybody can do that.

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#800: ..

by makkE on 06/06/2005 17:42

This one shows once again, that our dear friend Jean Pierre doesn´t care about reading any posts, just glimpsing at some words, clicking on some link and then making up stupid and arrogant replys.

I think he is seriously starting to piss off people, especially people new to this board.
Sadly he is clicking refresh every 10 seconds...
Please ban him, warnings and explaining things to him, even in language suited for 3-year olds, doesn´t help.

I might be a little subjective at the moment, but he´s just cluttering up almost every important thread with his stupidity.

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