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Cube & Cube 2 FORUM


General Thread

by Aardappel on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826765 views, last view: 12/09/2021 06:27

for questions, announcements etc.

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#108: Re: test

by SleepwalkR on 02/20/2002 09:30, refers to #107

To cut this short, html is disabled, so is all other kind of scripting. Complete URLs are turned into html links, but you mustn't omit the protocol. Example:

http://wouter.fov120.com/cube/forum.php4

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#109: test

by SleepwalkR on 02/22/2002 12:32

test

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#110: linux cube binary

by inertia_ on 02/23/2002 04:28

The linux client binary of cube, when run, is very vague about what error causes it to not start -- I believe, that in my case, I lack some of the sdl libraries, but the cube executable does not reveal this. It would be good if the error messages were more precise, especially during startup.

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#111: fov

by inertia_ on 02/23/2002 05:56

I don't know about the rest of you, but i think fov 120 is a little bit low... I prefer something more like fov 145. What do the rest of you think? (And yes Aard, I know you favor fov 120 =])

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#112: Re: linux cube binary

by eihrul on 02/23/2002 15:48, refers to #110

The error messages regarding libraries are completely out of Cube's control. If you were missing a library, the linker will state it as such. If a symbol is missing, then you need a newer version of the library. Regardless, it's the linker that tells you when there is a problem, not Cube (as it can't). :)

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#113: Re: Re: why?

by inertia_yetanothernick on 02/27/2002 03:06, refers to #3

Fair enough, that pretty much sums up what I expected as the reasons for not releasing the source. I completely understand/sympathize with Aard's feelings on the project. And Eihrul, I'm glad that you did indeed release your part of the source for the engine, that's good IMHO.

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#114: see post 113 in the general thread for the (misplaced) reply

by inertia_yetanothernick on 02/27/2002 03:59

.

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#115: oddness

by inertia_yetanothernick on 02/27/2002 04:00

i attempt to post in the source code thread, yet my posts always end up here...?

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#116: Re: oddness

by SleepwalkR on 02/28/2002 12:53, refers to #115

I have no idea! It works for me - can you reproduce it again?

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#117: Re: oddness

by inertia__ on 03/01/2002 00:17, refers to #116

I think it was a fluke in my browser or something, that was the first and only time I had experienced that rather wierd bug. I'm using Opera 6.01, it's possible that Opera was just being flaky and odd, because your PHP skillz seem to work fine otherwise.

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#118: fun

by Aardappel on 03/03/2002 13:36

http://wouter.fov120.com/attack_of_the_low_poly_trees.jpg

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#119: overlord yggdrasil

by Goetzenzar on 03/03/2002 20:30

oooh, dmsp against trees sis great funn!!!!1

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#120: Re: fun

by pushplay on 03/04/2002 07:03, refers to #118

Those are characters! Damn. I was looking through the old tricks people pulled with Doom to emulate a 3d environment and was hoping you did something similar. :)

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#121: test

by SleepwalkR on 03/20/2002 23:19

tst'asdf

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#122: Ok

by SleepwalkR on 03/20/2002 23:19

looks like I smashed that annoying quote bug.

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#123: new cube beta

by Aardappel on 03/25/2002 02:08

http://wouter.fov120.com/cube_25_03_2002_beta.zip

This is a beta so expect things not to work (I rewrote a fair few parts). New features include water, sp etc (read history.html for the full story).

Please give it a testdrive, and let me know of any bugs with new features.

before you complain: classic sp is very minimal, and there is no trigger/door features yet.

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#124: Like a little girl

by pushplay on 03/25/2002 06:48

Eeeeeeeeeeee!

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#125: your first bug

by pushplay on 03/25/2002 08:14

Game crashes when a monster spawns in the water.

And one minor complaint, outside the water you can see down the usual distance, but as soon as you jump in the water gets all murky. It just strikes me as odd.

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#126: pushplay

by Aardappel on 03/25/2002 13:17

I'll look at that crash... though I had monsters spawn in the water just fine here?

The added "murkyness" is intentional (its closer distance fog), try to look around in most real water volumes and you'll notice the same thing, most reduce view distance tremendously.

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#127: Re: pushplay

by pushplay on 03/26/2002 06:01, refers to #126

I had the water level way up there just to see what would happen. I think it was around 80. I did it with a very stupid map which has floor at the lowest possible level and height at the max possible height. That may be why.

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