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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12532302 views, last view: 11/02/2024 15:34

for questions, announcements etc.

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#10480: ..

by {Qs}{Homicidal} on 05/05/2008 22:14

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

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

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

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

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

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

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

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

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

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

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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#10491: Steps to making ladders??

by crich70 on 05/10/2008 08:22

Is there such a thing as a guide that explains step by step how to create a ladder? I've seen the /Map ladder but I can't figure out how to make a working one while within the actual game itself. I've seen other postings about the topic but they mostly just say that it's easy without going into any details of the steps needed to make one. Has anyone made or seen a video that shows how its done like the other basic tutorial vids? Such a vid would probably make it easier to grasp the idea I would think. I know the vids on things like skybox and lighting were a great help in comprehending the steps.

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#10492: Re: Steps to making ladders??

by tentus_ on 05/10/2008 16:34, refers to #10491

A ladder is really just a series of steps at a really steep angle. If you look at the existing ladders, you'll notice that each rung is at least 1/8 of a cube farther forward that the one before it. So just make a tall, thin wall and then go down it insetting every row by a small increment by holding F + Scrollwheel.

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#10493: Grenades

by tman_elite on 05/11/2008 03:08

In my mod, I'm trying to make it so that a key is used to throw a grenade (keeping the grenade launcher as a weapon too.) The only way I know how to do this now is by:

grenade = [
weapon 5
attack
speep 0010 [weapon]
]
bind G [grenade]

There are a few big problems with this. First, it won't switch back to the weapon you were using. Second, if you don't have any grenades, it will fire a rocket or rifle round or something.

So, is there any way to store the current weapon in a variable, switch, then change back to the weapon before. Also, what changes to the code would I have to make to be able to check the number of remaining grenades in cubescript (or at least check if there are grenades at all)?

Any help would be appreciated. Thanks.

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#10494: Re: Grenades

by demosthenes_ on 05/11/2008 03:32, refers to #10493

I've done it before, but it only sort of works. Most of the time, it'll switch back to the weapon you had before you used the GL, but not always. And you can't be sure that it will even launch a grenade.

Here it is:

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#10495: Re: Grenades

by yetanotherdemosthenescomputer on 05/11/2008 03:32, refers to #10493

alias rewep 0
bind 1 [weapon 6 2 4; alias rewep1 6; alias rewep2 2; alias rewep3 4]
bind 2 [weapon 1 2 6; alias rewep1 1; alias rewep2 2; alias rewep3 6]
bind 3 [weapon 2 1 4; alias rewep1 2; alias rewep2 1; alias rewep3 4]
bind 4 [weapon 5 3 6; alias rewep1 5; alias rewep2 3; alias rewep3 6]
bind 5 [weapon 3 5 6; alias rewep1 3; alias rewep2 5; alias rewep3 6]
bind 6 [weapon 4 6 2; alias rewep1 4; alias rewep2 6; alias rewep3 2]
bind R [weapon 5; attack; onrelease [weapon $rewep1 $rewep2 $rewep3]]

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#10496: Re: Grenades

by tman_elite on 05/11/2008 03:48, refers to #10495

This still has the problem of firing a different weapon if there are no grenades. Also, it doesn't seem to work if you don't have more than 3 weapons (pistol, gl, and fist).

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#10497: sauer (and other cube 1/2 games) won\'t load in 64-bit lin

by tuxxin on 05/11/2008 04:36

For some reason cube games simply won\'t load. I\'ve installed the 32-bit versions of the libraries needed, but when I run the game I get this:

[john@archlight bin_unix]$ ./linux_client
init: sdl
init: enet
init: video: mode
init: video: misc
init: gl
Renderer: GeForce 7600 GT/AGP/SSE2 (NVIDIA Corporation)
Driver: 2.1.2 NVIDIA 169.12
Rendering using the OpenGL 1.5 GLSL shader path.
could not load texture data/notexture.png
could not find core textures
[john@archlight bin_unix]$

Other 32-bit compiled games run fine. Any ideas?

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#10498: Re: Grenades

by tman_elite on 05/11/2008 06:22, refers to #10497

I'm assuming the getweapon command will be in the next release then. If so, I'll just try to redo my source changes on the source for the next release. There aren't that many changes, and I'll get CTF into my mod too.

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#10499: Using Q3 models in Sauerbraten

by crich70 on 05/11/2008 22:41

How do you convert them so that you can use Q3 models in the Sauerbraten engine? I've seen postings where someone said that there are instructions on doing it but I can't quite find the right set of instructions. Do you need any special program to do such a converting job or is it all a text file alteration?

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