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Salatiel#5274
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SalatielSauer / cs_neuralnetwork.cfg
Last active April 20, 2025 13:08
Neural Network for binary classification in CubeScript
// This is a simple neural network implementation in cubescript inspired by @giantneuralnetwork`s series.
// by Salatiel
// flower length, width and type/color (0 = blue, 1 = red)
// we want to predict the type/color of the flower based on its length and width
_nn_dataset_flowers = [
[2.0 1.0 0]
[1.9 1.1 0]
[2.1 0.9 0]
[2.0 1.2 0]
@SalatielSauer
SalatielSauer / Cube2_clan_list_Hanni_22_Dec_2010.xlsx.md
Created April 1, 2025 23:11
Cube 2 Clan List 22 Dec 2010 by John94 (as markdown)
@SalatielSauer
SalatielSauer / config.md
Last active April 17, 2025 20:32
Cube 2 Sauerbraten Docs as Markdown (Refurbished by AI—accuracy not guaranteed)

Cube 2: Sauerbraten - Configuration

This document provides information on configuring Cube 2: Sauerbraten, including command-line options, console commands, GUI commands, server configuration, CubeScript, and useful variables.

Table of Contents

@SalatielSauer
SalatielSauer / All I Want is a Dedicated Server.txt
Created March 5, 2025 23:57
Sauernism Initiation Rites Sheets
[intro]
[Guitar]
[Guitar]
"I will crash Quadropolis in my quest for you,.. I will wander alone in Sauerworld to trace your steps,
I’m certain somewhere out there... I’ll find you."
[Guitar]
[Guitar]
"I'll commit teamkills, I'll camp at face-capture towers,
Maps will vanish on open servers, and then... I’m going to type ‘/quit’."
[Piano]
@SalatielSauer
SalatielSauer / sauer-vsts.cfg
Last active April 27, 2025 20:57
Sauer Vslot Text Sender Prototype - 28-02-2025
// Vslot Text Sender prototype by Salatiel (28/02/2025)
// usage (encoder):
// in edit mode, select a cube
// /_vsts_encode "some script here"
_vsts_encode = [
local total_slots chunk_size chunks i
chunk_size = 250
total_slots = (max 1 (div (strlen $arg1) $chunk_size))
i = 0
@SalatielSauer
SalatielSauer / sauerbraten_commit_logs.txt
Created February 25, 2025 00:38
Sauerbraten SVN Commit Logs dump (r1 - r6862)
This file has been truncated, but you can view the full file.
------------------------------------------------------------------------
r6862 | nieb | 2025-01-06 00:43:09 -0300 (Mon, 06 Jan 2025) | 5 lines
CFG More Menus/HUD/etc stuff. Still a WorkInProgress.
Rename "edithud" to "hud_edit", add "hud_game".
Organize menus into separate files.
Too much stuff to list here, just want to synchronize repo, as most everything is in a functional state.
------------------------------------------------------------------------
r6861 | nieb | 2025-01-06 00:31:52 -0300 (Mon, 06 Jan 2025) | 1 line
@SalatielSauer
SalatielSauer / envmapskybox.cfg
Last active February 23, 2025 22:24
Sauerbraten Envmap as Skybox (Map Shader)
// Envmap Skybox Shader by @SalatielSauer
// more sauer shaders: github.com/CubeScript/Sauer-Concept-Shaders
// this shader must be placed in your map.cfg file
// tip: increase /envmapsize to 10 for full quality
shader 0 [_envmapskybox@getmillis] [
attribute vec4 vvertex;
attribute vec3 vnormal;
attribute vec2 vtexcoord0, vtexcoord1, vtexcoord2;
uniform mat4 camprojmatrix;
@SalatielSauer
SalatielSauer / bindmode.cfg
Created February 16, 2025 10:46
Sauerbraten: Bind multiple actions to a single key based on game mode
// bindmode by Salatiel
// efficbind b [echo "this is effic"]
// instabind b [echo "this is insta"]
// ...
loop m (listlen $modenames) [
[@(at $modenames $m)bind] = [
[_bindmode_@@m^@arg1] = $arg2
bind $arg1 [
nodebug [ _bindmode_@getmode^@@arg1 ]
]
@SalatielSauer
SalatielSauer / boxspawner.frag
Last active December 26, 2024 22:11
Sauerbraten Postfx GLSL: Blob Spawner
// Lens Box Grid Shader (PostFX Setup)
shader 0 [lensboxgrid@getmillis] [
attribute vec4 vvertex, vcolor;
attribute vec2 vtexcoord0;
@(screentexcoord 0)
uniform vec2 postfxscale;
varying vec2 texcoord0;
varying vec4 color;
uniform mat4 camprojmatrix;
uniform vec4 camera;
@SalatielSauer
SalatielSauer / getcamyawpitch.frag
Last active October 22, 2024 22:15
Sauerbraten GLSL: Camera Yaw & Pitch extractor for vanilla client.
// This setup allows you to get camera yaw and pitch in the shader context by reverse engineering camprojmatrix.
// may be over engineered and contain inaccuracies/misinterpretations, but it mostly works.
// by @SalatielSauer
shader 0 [testshader@getmillis] [
// Vertex Shader (postfx setup)
attribute vec4 vvertex, vcolor;
attribute vec2 vtexcoord0;
@(screentexcoord 0)
uniform vec2 postfxscale;