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Cube & Cube 2 FORUM


General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12351091 views, last view: 10/06/2024 11:25

for questions, announcements etc.

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#9505: Re: Compiling the CVS

by MovingTarget on 11/13/2007 00:17, refers to #9504

Oh crap don't listen to me. I got all the .o files by opening the src/mingw/sauerbraten.cbp in code::blocks and compiling. Do you have code::blocks?

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#9506: Re: Compiling the CVS

by asd1 on 11/13/2007 11:27

did you try to invert tools.cpp and tools.o in the makefile ?

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#9507: Re: Compiling the CVS

by jbuk2k7s cookie has gone on 11/13/2007 17:24, refers to #9506

My makefile doesn't have tools.cpp in it, and I tried opening the codeblocks project and returned the same error when I tried to build it form there.

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#9508: Re: Compiling the CVS

by jbuk2k7s cookie has gone on 11/13/2007 17:30, refers to #9507

Ooh, messed around with where cb is looking for mingw, and it now reports:

-------------- Build: default in sauerbraten ---------------
Compiling: ..\enet\callbacks.c
mingw32-gcc.exe: installation problem, cannot exec `cc1': No such file or directory
Process terminated with status 1 (0 minutes, 0 seconds)
0 errors, 0 warnings

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#9509: Re: Compiling the CVS

by MovingTarget on 11/13/2007 17:51, refers to #9508

Are you using the cb 1.0-rc2 build, or a nightly snapshot?

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#9510: Re: Compiling the CVS

by jbuk2k7s cookie has gone on 11/13/2007 19:12, refers to #9509

Latest nightly (10th Nov possibly)

8+1=81? 18? 8? A window with one curtain?

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#9511: Rendering Type

by Steven on 11/14/2007 12:38

Hi, im steven, im a student of game development, i want to ask you guys how does Cube Engine Rendering works ?

Thx for the asking..
n Sorry for my stupid question.. ^^

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#9512: RE:

by Dan on 11/14/2007 15:40

Meatloaf, it means what the engine spits out. You're graphics card is the problem.

A) Download the patch for the summer edition.

B) Your graphics card may need updated drivers, make sure you get drivers for VISTA.

C) If all else fails then it seems that the ATI card you have failed. And you should upgrade to Nvidia :)

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#9513: ..

by MovingTarget on 11/15/2007 01:43

/gamespeed is framerate dependent, it seems?

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#9514: Re: Compiling the CVS

by Quin on 11/15/2007 02:04, refers to #9510

You want the the stable (1.0-rc2) build that is *bundled with mingw*, which is what I use to generate the project.

You do not want the standalone version unless you already have mingw installed, in which case you need to point CB toward it (consult their docs/support for that then).

The reason for choosing the stable version was both that it was, in fact, stable, and has bundled versions which stop these kind of questions (it makes it easy for anyone), because it "just works".

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#9515: Re: Compiling the CVS

by MovingTarget on 11/15/2007 02:19, refers to #9514

You're right, actually. The only reason I use the nightly builds is that the 1.0-rc2 build was released about a year ago! I like stuff that's up-to-date!

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#9516: Re: Rendering Type

by Acord on 11/15/2007 05:37, refers to #9511

Not entirely sure - I think Aard, Eirhul or Quin might be able to answer your question. I just make pretty things with it :)

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#9517: Re: Rendering Type

by demosthenes on 11/15/2007 07:43, refers to #9511

Uses OGL, renders polys, models. Pretty simple. Then the rendered objects are moved through renderspace and re-rendered at however fast your computer can do so, movement dependent on input. Just like almost every other FPS.

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#9518: ..

by w2+2 on 11/15/2007 23:39

anyone want to try porting the cube 1 to android? It could be an interesting experiment.

I cant think of any reasons why it wouldnt work, but then again i could be wrong.

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#9519: Modifying Asault Cube Resolution

by Gargoile on 11/16/2007 01:43

I read the guide on how to edit the screen resolution but i cant find the file it says to edit. what should i do

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#9520: Elevator md2

by slider on 11/16/2007 14:29

Hi Peeps Im nearly terrified to post on this forum at times but please let me tell you in advance I have googled and used the search function for a response to this without avail. I will admit this much I am a noob and I\'m not ashamed of the fact we have to start somewhere right ? Anyways I have been very inspired with the CVS version of sauerbraten and the new toys i.e elevators barrels etc so I downloaded an open source md2 model of an elevator lift and added it to a customer singleplayer map. My problem is however that although it appears to be more than big enough and hollow, that I cant seem to get inside. I can clamber on top of it but just not inside it. I am using the open source software misfit with md2 and md3 support for model creation and editing. Anyone any ideas do I have to convert the md2 some how ? I have really no clue...I\'m gonna get flamed arent I

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#9521: Re: Elevator md2

by tentus_ on 11/16/2007 15:12, refers to #9520

The way that model collision works is that a model is given a single chunk of space which the player an no longer run through. A hollow elevator model will be treated a lot like a big crate, because the collision is so simple. What you need to do is define it so that only the floor of the elevator has a bounding box.

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#9522: Re: Elevator md2

by slider on 11/16/2007 18:07, refers to #9521

I see how is this done ? through the 3d application ? *blushes*

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#9523: Re: Elevator md2

by SheeEttin on 11/16/2007 21:46, refers to #9522

Nope. It's in the manual, specifically here: http://sauerbraten.org/docs/editref.html#mapmodel
The mapmodel command goes in the model CFG.

Be aware, though, that (like tentus said), the collision box is a simple rectangular prism. If you define it to be around the floor of the elevator, people can pass through the walls and ceiling of the elevator.

I think the best thing to do is a simple cubic model. (I used the pallet model for the elevator in my demo map for the new ents, which you can find on Quadropolis.)

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#9524: ..

by slider on 11/16/2007 22:23

Thanks guys appreciate the effort on this. I have tried the demo incidentally which inspired me to go looking for map models to experiment with but I'll stick with the pallet for the moment.

much love

slider

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