Hello friends, I have fixed the forum posting, please try it out and see if it works. I have also fixed Jim Dandy to be up to date and is now usable with release sauer. I have also fixed the tesseract nightly builds.
IRC Server: I've configured services (NickServ, ChanServ etc) on our IRC server, I've added a SSL port 6697, I've enabled SASL (works with your nickserv credentials). IRC Bot: I've made spamela (jim dandy (sauer collect)), spamelot (jolly roger (sauer svn)) and ChattingHell (chat box) be identified to nickserv and half-op in their channels. I've also made spamela/spamelot reconnect in case the IRC server dies.
You should use nickserv to register and then you can connect with SSL and SASL authentication, it's the safest way.
It is a forum dedicated to music rips from retro game consoles and arcade machines. VGM stands for Video Game Music, and is a binary file format for storing ripped music, but also a larger community related to that retro sound.
The story is that I was (and still am) working on a project related to video game music, and I needed some help with converting to the VGM format, so I met ValleyBell, who is maintaining and developing the VGM format and player and winamp plugin, and many other things, then I joined their IRC and their forum, and when it was announced that the person hosting the forum will no longer host it, I offered to host it myself.
After I started to host it, I already added a chatbox similar to the one on MH, and I'm also working on a database to store the VGM meta-data and display it in a more elaborate fashion than just plain forum posts.
Anyway, if you're into retro game music or just good music (some of the games have sweeeeeeeeet musics), visit the vgmrips forum and enjoy!
Storage: 4x1TB Software RAID5 (total space 2.7TB). The disks are suspended with elastics, to reduce noise. There is a fan across three of them. I plan on using some 120mm or 140mm fans to cool all of the disks.
Sorry guys, I've had some problems with my internet connection, there was apparently an attack, but the ISP guy I talked to on the phone didn't tell me if it was aimed at my server personally or just a random attack, but the thing is my IP was getting auto blacklisted. They seem to have fixed it, but I wouldn't rely on it.
What do you guys think? It would be related to the server I'm going to run (not the friends server which we'll keep hush hush). I think it would bring more people on, and when they see we're also a cube2 clan, they might take an interest in the game and start mapping for that as well.
Personally I'm all for forum activity.
We can even have a login rule that requires a forum account, and the two can be linked somehow. I'm sure it's technically possible.
Hi guys. Since we're running a Minecraft server, it seems the server needs more resources. I've decided to start by upgrading the CPU. I've been doing some research and it seems AMD FX 6300 is the best bang for the buck. Currently we have a 2-core intel celeron at 2GHz, and the FX runs 6 cores at
What do you guys think about the CPU choice?
The RAM is currently 4(2x2)GB DDR3 1333MHz, which is fine for now.
I'll have to change the mobo as well, but I'll just get the cheapest that supports the CPU and RAM speed as well. Gigabyte or Asus. TBH, the current Gigabyte mobo has a failed on-board NIC, so I'm using a PCI one to replace that.
Also, does anyone know if the minecraft server (or craftbukkit in our case) can make use of multiple cores?
Hi guys. There's a texture in Sauerbraten that I like, except I really didn't like the bumpmap on it. So I found the texture, in a folder called loopix. It seems to come from http://www.loopix-project.com/, where there's a free texture pack (go to Textures-> Freebies on the top right). I downloaded this pack and it seems to have several textures, not just the one in sauer. So I started fiddling around with CrazyBump, which generates really nice bump maps, displacement maps and specular maps, and got a WAY better result. It still needs tweaking, and should be done for each texture in the set. In fact, it can be done for many other sauer textures which don't have a bump map. It seems to have sophisticated algorithms that allow you to generate a proper bump map, displacement map and so on.
Anyway, I'll try to make this pack usable when I get some free time, in the meanwhile you're free to play with it yourself. Just pick a texture, slap it in CrazyBump and generate its bump map and so on and post it here. Later on we can do this with older sauer textures, like the default first 6 textures for example
I was coopediting today and someone mapwrecked, and this is basically 100% predictible. Someone is either bored and thinks mapwrecking is funny, but it's only funny to them. Other times it's just someone who doesn't know how to edit properly. I think some measures need to be implemented that attempt to eliminate mapwrecking.
Here's a tip, instead of the term 'mapfucking' use 'mapwrecking' it's friendlier.
Here are my ideas for ending mapwrecking. This is stuff that lacks in the sauer editor, and if they were implemented, coopediting would be much easier. The following ideas are in no particular order:
Server-side map - the server keeps a copy of the map, and updates it automatically as players edit. This way, sendmap will not be needed anymore. Sendmap can still be available, but it won't need to be used as often. It can be used, for example, when you open up your own map and the server doesn't have it. There can be some sort of communication between the client and the server that makes the client automatically sendmap if the server doesn't have it. This can all be tweaked with settings variables. The map code can run in a different thread, so as to keep server network efficiency. Also, this can be disabled by a variable, to have old-style sendmap, like we do now.
Allowed edit areas - for new joiners, only allow them to edit in an area of the map, thus disallowing them access to the whole map, and disallowing other players access to the new player's area. This way they can't break the map. Either that or allow players to define an area in which only they can edit. After that, add commands to allow other players to edit in your area. This way people cannot mapwreck the whole map. It can be setup so as each new player gets a new empty area, and can only edit in it, but can walk the other areas easily. This is both a client-side and a server-side modification.
Send textures, cfgs and mapmodels. Maybe sounds and other assets too. This way it would be a lot easier to add custom content. In fact, with this implemented, a lot of the existing textures and models could be deleted from the distribution, and just downloaded with the map. I'm sure a lot of the existing textures are unused.
Alternatively, add resource pack support - ie a zip file that can be downloaded from an URL, that contains a texture pack, mapmodel pack or whatever.
Generating a zip file with all the necessary content for a map, for easy posting on websites.
Having a player scale setting, so the size of the player can be chosen, and this should be per-map, so we can basically make the player bigger, and the details smaller. This way we can double the player in size and have finer detail in the map.
Bezier patches, just like in quake 3. This would allow much easier curve making. Collision detection can also be done with the curves, although that is optional, since we can compensate with invisible cubes.
Sending vcommands, like vscale, vrotate and so on. Currently they are not networked.
vrotate should go up to 7, wherein vrotate 0-3 means rotate the texture, and vrotate 4-7 means vrotate the flipped texture. Currently it goes up to 5, wherein 4 means flipped, and 5 means flipped and rotated 90 degrees. Same goes for texrotate. Alternately add a vflip command.
A friendlier user interface, and interactive tutorials, that take noobs through a few simple editing steps, and later introduce them to coopediting, and teaches a few things about etiquette as well. The tutorials can be text, and can be translated in many languages. This way we don't need to teach noobs, and mapwreckers have no excuse anymore.
Limiting selection size and grid size (client & server), to avoid, again, wrecking, scroll spam and lag. Maybe add visual warnings to the client and maybe the admin too: "Warning, you have a large selection with a small grid size. Recommend using larger grid size!"
Flood protection - from chat to map commands like remip and sendmap. Simply disallow some messages to be sent if the last time they were sent is too recent.
These are my ideas for improving the coopedit part of sauer. Contribute your own.
We can make a list of most wanted ideas, and note, these are strictly related to the editor part of the game, not other parts of the game. But I was thinking of making a list of top ten wanted ideas, and maybe we can then get someone to actually implement them. Maybe not eihrul, since he's busy with other things afaik, but I'm sure we can find someone, even if we have to raise money and pay them. Also, if you have ideas related to another aspect of the game, post in own thread.
Some textures aren't power-of-two, I'll have to edit those, and after all the image files are ready, I'll reduce them in size, maybe max 512, I dunno. Maybe I'll make a high-res pack and a low-res pack.
Hi guys. I'm going to explain briefly how to make an angled texture. Sometimes this is needed in-game, since the engine can only rotate 90 degrees at a time.
Using GIMP, open the original texture, go to Filters -> Map -> Tile, choose 200%. Next, press Shift+R to rotate. Enter your desired angle. For a 1/2 slope, the angle is 26.57. Next, select a 512x512 (or whatever your original size was) rectangle, choose Image -> Crop to Selection. Then go to Filters -> Map -> Make Seamless. Now you can save it and import it in sauerbraten with
Hi guys! In the spirit of Open Source Software, MappingHell is now proudly running MariaDB 5.5, thus replacing the old MySQL 5.5. The story behind this is that Oracle has acquired MySQL a while ago, and it is in danger of becoming closed source or even for-money, and MariaDB is a fork of MySQL, maintained by the same people that wrote MySQL in the first place, before Oracle bought it.
MariaDB also has optimizations, more features and enhancements over MySQL, which means the forum might run a bit faster now.