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

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#836: Re: Textures and models |
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by Aardappel_
on 06/08/2005 08:12, refers to #831
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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 |
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by Pxtl
on 06/08/2005 09:14, refers to #836
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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: .. |
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by Sparr
on 06/08/2005 16:19, refers to #832
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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 |
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by Sparr
on 06/09/2005 03:45
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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 |
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by Aardappel_
on 06/09/2005 04:28, refers to #839
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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 |
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by Sparr
on 06/09/2005 05:50, refers to #840
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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 |
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by eihrul
on 06/09/2005 06:40, refers to #841
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Welcome to C++, which includes this nifty feature called operator overloading. In this case, operator[].
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#843: Re: Selection Extend patch |
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by Sparr
on 06/09/2005 06:54, refers to #842
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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 |
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by CC machine
on 06/09/2005 22:19
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hello what do people think of my idea (message #825)? why am i being ignored
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#845: Re: hello out there |
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by Aardappel_
on 06/09/2005 23:40, refers to #844
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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 |
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by ssdd_darkstar
on 06/10/2005 00:23
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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 |
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by ssdd_darkstar
on 06/10/2005 01:56
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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: .. |
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by makkE
on 06/10/2005 02:11
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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 |
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by b1tchgrandma
on 06/10/2005 07:21
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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 |
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by jean pierre
on 06/10/2005 07:29, refers to #849
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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: .. |
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by Sparr
on 06/10/2005 09:04
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hold G, scroll the mousewheel. instant zoom, built into sauer.
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#852: .. |
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by makkE
on 06/10/2005 12:41
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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 |
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by B17chgrandma
on 06/10/2005 20:58
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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 |
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by jean pierre
on 06/11/2005 07:41, refers to #853
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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 |
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by ssdd_darkstar
on 06/11/2005 16:19
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that explains a few things
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