General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12533048 views, last view: 11/02/2024 17:22 |
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for questions, announcements etc.
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#10472: Re: google ads? |
by yoopers
on 05/03/2008 22:54, refers to #10466
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I don't find the ads distracting or in poor taste at all. And I don't use adblockers; my cognitive dissonance serves me just fine. ;]
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#10472: .. |
by crich70
on 05/03/2008 23:01
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Actually it's when I try to access the games under the SP maps in general so far that I have the problem.
How do you find the default configuration file "defaults.cfg"? The docs say it's located in the "config" directory but is it in one of the folders or is it the file that's a "Microsoft office" file contained just within the main folder? I'm not even sure where to start looking for the file nor how to create the config.cfg file. Is it just a matter of creating a text file with that name? I'm a novice when it comes to doing such editing.
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#10473: .. |
by crich70
on 05/04/2008 00:07
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Not sure if it connected properly (had to try a few options to find how to connect since I have DSL rather than Lan and no local server) but things still seemed to be slow to respond in multiplayer as well.
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#10473: Re: .. |
by crich70
on 05/04/2008 00:25, refers to #10472
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Actually its more a matter of the character not moving at the same speed as when I move my mouse say. I move the mouse (to get the character to turn around) and it's a minute later that the character's view actually changes. The character takes a minute to try to fire his weapon after I push the button on the mouse as well. My computer has the Radeon Xpress 200 chipset (as near I can tell from system info.) and an ATI Radeon X300 GPU.
Specs:
* Four extreme parallel 3D rendering pixel pipelines
* Two programmable vertex shader pipelines
* PCI Express x16 lane native support
* 64-bit or 128-bit memory interface supporting 64MB, 128MB, or 256MB DDR1 memory configurations
* Full DirectX® 9 support
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#10475: Re: .. |
by SheeEttin
on 05/04/2008 01:41, refers to #10473
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Do you have the most recent drivers?
You can find the appropriate drivers through here: http://ati.amd.com/support/driver.html
The Xpress family is actually integrated with the motherboard. Those are known to be rather low-powered when it comes to 3D rendering (and I think the Xpress 200 is a rather old one anyway).
If you want to, you can pick up a discrete graphics card pretty cheaply. (I recommend http://newegg.com/ .)
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#10476: .. |
by crich70
on 05/04/2008 01:48
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Thanks for all the tips everyone. I've finally got at least some of the single player games to work (haven't tried them all yet) after turning off the shaders & Vsync and making sure my driver was up to date. It's fun to blast the ogre's. lol.
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#10477: .. |
by {Qs}{Homicidal}
on 05/04/2008 03:37
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Have fun and rock on [{-_-)]
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#10478: .. |
by tentus_
on 05/04/2008 04:30
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Dear Geartrooper:
Mr. Fixit is badass, and looks great in action.
Gratefully,
-Tentus
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#10479: Daz 3d models |
by crich70
on 05/05/2008 19:12
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Would they work in saurbraten? Some of them (the base characters) are free and they have props there as well. http://www.daz3d.com/
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#10480: .. |
by {Qs}{Homicidal}
on 05/05/2008 22:14
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2 things
1 they cost money
2. licensing ISSUES Ahoy
they look nice but i don't think its gonna happen
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#10481: on Fixit |
by Oh No Ghost!
on 05/06/2008 01:51
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The new player model looks and moves fantastically, good job Gear! Personally I think the arms stick off too far on the sides, but that's far from a major issue.
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#10482: .. |
by {Qs}{Homicidal}
on 05/06/2008 02:37
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yea I noticed that two but i really don't care I like the Wild West Spurs and 6 guns stance :D Pwning model
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#10483: Mapping scale and ramp forming??? |
by crich70
on 05/08/2008 10:47
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Are there any basic tips on how to best plan out a map in terms of scale and such? I'm planning to use graph paper to make sure my plan is logical but I'm not sure how best to scale things. (2X2 squares for each square on the game or more.) Also how do you get ramps to form? Is it just altering a cube with the proper keys or something else?
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#10484: Re: Mapping scale and ramp forming??? |
by MeatROme
on 05/08/2008 13:04, refers to #10483
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Have you seen the wiki page
http://cube.wikispaces.com/Mapping+and+Editing
- especially the 'Editing related links'!?!
Regarding your (personal) scaling-preference I think nobody can really tell you what to use; I'd say it already depends quite a lot on what you're going to map anyway.
Maybe try a rough sketch (no graph-paper required) first, for the outlines and major walls/obstructions.
Then build that into some rough-blocky geometry ... save it and run around a little to be sure you've got the dimensions about right ... like test how long it takes you to walk from one end to the other.
Only then - I suggest - would it be appropriate for you to start using graph-paper. Maybe on your 3rd or 4th map you can start with the graph-paper approach right from the start - after you've gotten a bit of a better feel for sizes/scales of the engine.
re:ramps - there's no automatic geometry-creation commands available as such .. build (with Q+MW) the smallest possible segment of your ramp and then copy-n-paste it to it's full size.
HTH
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#10485: Requirements |
by tentus_
on 05/09/2008 05:53
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So the other day Nashaii and I were talking about making a simple map together (a fulfillment of the lava salmon map, for those interested), and a question came up that stuck with me.
Is there a set of "official requirements" for maps to get into the releases?
At first I though "no, of course not, it's just whatever the devs like the most", but the more I thought about that answer, the less comfortable I was with it. Taking a good look at the maps in the distribution, it seems kind of hodge-podge... lots of old maps that have fallen behind the times and not updated in years, side by side with maps that are brand-spanking new and only work in CVS. The quality of the maps in both categories is widely varied, from fairly cool to amazing to just acceptable.
So, what are consistent factors that people have noticed? What are our devs most interested in seeing in new maps? And for the mappers in the distributions, do you guys have any plans for keeping your maps up with the new features and such?
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#10486: empty maps?? |
by crich70
on 05/09/2008 18:32
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I have a question about the maps under the load feature. I can get them to load ok and even get into the sp mode but can't find any monsters to fight. Is there a command that I'm missing or mistyping to get the monsters to show up? Or do you have to edit to put monsters in yourself or are the maps mostly for online play against others? I've tried looking through the docs and found that there are two modes in SP -1 and -2 but either I'm misunderstanding the docs or entering the commands correctly if monsters are supposed to appear already in the game.
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#10487: Re: Mapping scale and ramp forming??? |
by crich70
on 05/09/2008 19:08, refers to #10484
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Yes I have seen the wiki and got some good info from the video files as well. Took me a bit of time to figure out how to get the monsters to appear (didn't click on a square properly at first) but found the vids very useful. Was just wondering if there was a common scale that is used while designing maps like 1:1 or 4:1 for example. The 1st # being the # of squares of graph paper used and the 2nd being the square itself within the game. Thanks for the info though.
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#10488: Re: empty maps?? |
by MeatROme
on 05/09/2008 21:10, refers to #10486
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not all maps are "pure" SP (-2) compatible .. try the DMSP mode (-1) which will spawn a number of monsters according to your selected skill.
For a more classic SP game try selecting the maps from the menu.
HTH
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#10489: Re: empty maps?? |
by crich70
on 05/09/2008 22:26, refers to #10488
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Yep going into the dmsp mode (-1) was what did it. Thanks for the suggestion.
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#10490: Re: Mapping scale and ramp forming??? |
by SheeEttin
on 05/10/2008 04:55, refers to #10487
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Re scale: not really.
If you want to change scale in the process of mapmaking, it's not hard. Just select what you want to scale, copy, adjust the gridpower, and paste. Voilà !
Scaling the whole map up is a little trickier, though. After copying, you probably want to /mapenlarge, fill in the space you were working on before, and THEN paste.
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