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Sauerbraten engine development

by Aardappel on 03/03/2004 05:18, 1571 messages, last message: 03/14/2008 18:53, 1351348 views, last view: 12/09/2021 06:35

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

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#836: Re: Textures and models

by Aardappel_ on 06/08/2005 08:12, refers to #831

Huh? what have you been smoking? Cube is all original content, except for textures and some models (monsters, mostly). Cube has completely original maps not relying on any kind of quake technology. If that is "very little original content", then nothing has original content.

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#837: Re: Textures and models

by Pxtl on 06/08/2005 09:14, refers to #836

Sorry if that came out wrong - but models and textures are exactly the content I was referring to, and that ain't hay. Modelling is not a trivial task.

And all mods have original maps - they just implement them using Quake's BSP system. That doesnt make the maps themselves any less original.

I'm just saying it seems odd to lambast developers for using a free software engine when Cube uses free software models and textures (and sound effects?). It just seems that you're trivialising the effort that goes into those models and textures.

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#838: Re: ..

by Sparr on 06/08/2005 16:19, refers to #832

TCubeTex looks awesome... Now make it work in linux.

I have been wanting to do something similar, but if your code worked in linux I wouldn't need to.

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#839: Selection Extend patch

by Sparr on 06/09/2005 03:45

tack this onto the end of octaedit.cpp, then bind 'selextend' to a key. this allows you to extend the current selection to include the cube youre aiming at, making selection of odd shaped things without using temporary cubes possible. it would be a tiny bit faster if i duplicated the relevant half of cursorupdate and reorient instead of calling them, but that would make the function a lot larger and duplication is bad :)



void selextend()
{
if(cur.x<sel.o.x)
{
sel.s.x+=(sel.o.x-cur.x)/sel.grid;
sel.o.x=cur.x;
}
else if(cur.x>=sel.o.x+sel.s.x*sel.grid)
{
sel.s.x=(cur.x-sel.o.x)/sel.grid+1;
}
if(cur.y<sel.o.y)
{
sel.s.y+=(sel.o.y-cur.y)/sel.grid;
sel.o.y=cur.y;
}
else if(cur.y>=sel.o.y+sel.s.y*sel.grid)
{
sel.s.y=(cur.y-sel.o.y)/sel.grid+1;
}
if(cur.z<sel.o.z)
{
sel.s.z+=(sel.o.z-cur.z)/sel.grid;
sel.o.z=cur.z;
}
else if(cur.z>=sel.o.z+sel.s.z*sel.grid)
{
sel.s.z=(cur.z-sel.o.z)/sel.grid+1;
}
cursorupdate();
reorient();
}

COMMAND(selextend, ARG_NONE);

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#840: Re: Selection Extend patch

by Aardappel_ on 06/09/2005 04:28, refers to #839

see, that's what I get, I want to save time by letting others write code, but then I end up cleaning it up myself anyway.

void selextend()
{
loopi(3)
{
if(cur[i]<sel.o[i])
{
sel.s[i] += (sel.o[i]-cur[i])/sel.grid;
sel.o[i] = cur[i];
}
else if(cur[i]>=sel.o[i]+sel.s[i]*sel.grid)
{
sel.s[i] = (cur[i]-sel.o[i])/sel.grid+1;
}
};

cursorupdate();
reorient();
}

Anyway, it is a REALLY useful function, and its in cvs.

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#841: Re: Selection Extend patch

by Sparr on 06/09/2005 05:50, refers to #840

ooooh, bad bad aard. i considered and rejected that method. your version is going to fail on any compiler / architecture combination where struct alignment/padding doesnt match up to sizeof(int).

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#842: Re: Selection Extend patch

by eihrul on 06/09/2005 06:40, refers to #841

Welcome to C++, which includes this nifty feature called operator overloading. In this case, operator[].

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#843: Re: Selection Extend patch

by Sparr on 06/09/2005 06:54, refers to #842

didnt realize it had been overloaded. that will make it a bit slower, but it definitely makes the code look nicer.

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#844: hello out there

by CC machine on 06/09/2005 22:19

hello what do people think of my idea (message #825)? why am i being ignored

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#845: Re: hello out there

by Aardappel_ on 06/09/2005 23:40, refers to #844

Welcome to the interweb. A forum works different from real life. Other people have complete freedom what posts they respond to. They are not obligated by law to respond to every post. You are not being ignored, but asking about it is unlikely to generate more responses.

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#846: music

by ssdd_darkstar on 06/10/2005 00:23

just wanted to point it out that mp3 playback works fine if you have the smpeg library (http://icculus.org/smpeg/) installed AND SDL_mixer compiled with smpeg support.

this could be included in the windows bin dir.

we could also provide linux SDL with smpeg bin's too, most distros don't have it.

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#847: player movement

by ssdd_darkstar on 06/10/2005 01:56

i noticed that when you're moving forward/backward and strafing at the same time, the speed is greater then when you're just moving forward/backward/side

is this intentional?

possible cause: forward and strafe speeds are simply added together, resulting in a total speed of sqrt(2)*speed

is this a bug?

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#848: ..

by makkE on 06/10/2005 02:11

It isnŽt a bug, has been the same in cube. Stafing velocity is just a tad higher than forwards/backwards.
Leads to "strafe jumping" (just strafe+forward when jumping.. wasnŽt intentional, but became a well liked feature ;)

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#849: sniper rifle

by b1tchgrandma on 06/10/2005 07:21

A sniper rifle would be nice. I guess the rifle that already in the game now is fine, but it needs a scope. This should be easy to do (fov).
Your engine is amazing, and I know you love the game the way it is, but is there any chance of geting a slower, more halo-like feel where sniping would actually be practical? maybe as a mod?

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#850: Re: sniper rifle

by jean pierre on 06/10/2005 07:29, refers to #849

No that's cheating if you want a perfect Sniper Rifle in Cube/Sauer then it could be well used in MultiPlayer where people who knows camping could easily shoot from a hidden area(like from the roof's and snipe ya down)

Sniper Rifle = Cheating!

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#851: ..

by Sparr on 06/10/2005 09:04

hold G, scroll the mousewheel. instant zoom, built into sauer.

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#852: ..

by makkE on 06/10/2005 12:41

Bitchgrandma, check out the scripts on

http://cube.snieb.com

YouŽll find a variety of zoom scripts there.

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#853: Sniper Rifle

by B17chgrandma on 06/10/2005 20:58

Thx MakkE/Sparr.
Jean Pierre.... wow; You are so right about sniping, don't listen to them they are just being assholes. How old are you btw?

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#854: Re: Sniper Rifle

by jean pierre on 06/11/2005 07:41, refers to #853

Im just 14 AND WHATCH YOUR LANGUAGE or we will finish badly

P.S:Same to you Morgaine!

ON-TOPIC:Yes i told you about Camping just people dont understand or know what is camping BUT people from Soldat of soldat.pl game know exactly what is camping.

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#855: jp 14

by ssdd_darkstar on 06/11/2005 16:19

that explains a few things

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