Working on the Grid is important to avoid lags and it makes copy and paste much easier.
You got many Gridsizes, use them! to work with the gridsize and to understand what size i mean
when i talk about it in this tutorial you rather write
delta_edit_1 = [gridpower (+ $arg1 $gridpower) ; echo "Gridsize:^f2" $gridpower ]
in your console or copy it to your autoexec.cfg
when you type this line in your chat you get a message when the grid changes,
that tells you what size (from 0 to 12) you are using at the moment.
this will be useful later in the tutorial,
when we go deeper into the other topics: Flow and Layout
default gridsizes we need:
12~9 - only for copy big parts,like 1 part of a ctf map, not for real editing though
8~7 - for copying smaller parts of the map, like houses, terrains etc
6~5 - for building the Main layout, and making buildings, roofs etc, mountains, materials
4 - default size for Crates, Terrain Size, materials
3 - Size to hollow buildings, making doors, windows, wall thickness,
2 - default size for planks, details, borders
1~0 - Details only, you should NEVER ever create buildings with it
Cause we want to avoid Lagness (WTR)
WTR gives back the number of polygons in your map in k (k = kilo = 1000)
think about like Lagness in Percentage, your map should have not more then 100k (%) WTR
more then 100k causes lag, on good computers maps can have up to 200k~300k wtr
but because Sauerbraten is a platform for poor computers too try to make it 100k
for example Urban_C got 56k WTR, so it wont lag
Continue here:
Chapter 2 - Gameplay
I would like to have some personal statistics in the profile :D
like
points total
points average
maps uploaded total
scripts uploaded total
mods uploaded total
and maybe a few more personal settings and informations
I've noticed the profile picture feature, but it seems like it won't accept pictures..
I tried uploading a picture of size 128x128 with 60kb size and with an alpha channel, but with no luck. actually it seems like i'm not able to upload a pic at all, so i'm here asking: is this feature used at all, or is just another forgotten thing from times past here on this site?
I have two problems. Hopefully this one post can sufficiently cover both.
The first is that when I have shaders enabled on Sauerbraten, it will on occasion crash out of the blue. I can immediately re-open the game and it will run perfectly fine. As indicated, I am using an Nvidia graphics card. For that matter by the way, what is that notice I get every time I open Sauer and it says it is using the Nvidia texgen bug workaround? These are all linked, aren't they...
The other problem I have is on the map I am editing right now, from certain vantagepoints some areas will go completely invisible. The blocks aren't deleted; in one area the water disappears but I can still 'swim' in midair. And if I come closer to the area it will usually come back into view. I tried deleting and re-doing the area, to no avail. I tried recalcing geometry, again with no results. Any suggestions? I recall this was an issue for me when I worked on core_transfer and now the officially released game doesn't have any problems. But on the update I'm working on, the problem is apparent once more.
Oh, and first post ever on the forums. :)
*after Quin of course.
G'day Quadropolites, recently you may have noticed some changes to the way the rating system works, and now that I have it refined to Nieb's tastes I'm here to tell you what's up, and how it all is supposed to work; but before you comment, please understand that while the new system is open to refinement, it won't be removed or changed back.
Points instead of stars..
Something is better than nothing..
Sticks and stones may break my bones..
Automatic conversions..
So, while it may take a little adjustment, and there's far more gray area in what constitutes a "good rating"; we're hoping you'll like the new system better than the last and feel more inclined to give your two cents by rating a node. Don't be shy, you're just a click away..