home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


General Thread

by Aardappel on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826108 views, last view: 12/09/2021 02:38

for questions, announcements etc.

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages

#1085: UnGone

by pushplay on 12/29/2002 04:03

DI is more an exercise in creating good content rather than playing with the code.

reply to this message

#1086: also....

by underworldfan on 12/29/2002 06:58

how was the ski-ing pushplay?

reply to this message

#1087: Re: also....

by pushplay on 12/29/2002 07:28, refers to #1086

Dreadful. I have flat feet and because of the pain I can't do it any more.

reply to this message

#1088: Re: also....

by underworldfan on 12/29/2002 08:08, refers to #1087

damn, that sucks.

reply to this message

#1089: Re: also....

by Piglet on 12/29/2002 09:41, refers to #1087

indeed it does

reply to this message

#1090: ..

by Pegasus on 12/29/2002 23:48

I just finished my first map, so if anyone want to test it:
http://www.ifrance.com/pegasus16/cave.cgz

@+

reply to this message

#1091: Re: ..

by pushplay on 12/30/2002 03:27, refers to #1090

Some good points:
The staircase going through part of the ceiling and the stairs leading down to the dip in the floor that takes you under the wall are nice. They make the flow of the map interesting.
I like how the kitchen tile texture looks beside the wood texture.

Some possible improvements:
The main (large) room is rather rectangular and very open. It's not something I would necessarily change for this map, but large open areas like that tend to not work out so well in Cube. Interesting shapes of multiple rooms all interconnected usually works better.

One more thing:
type /mapmsg "Cave by: Pegasus" in the console. Using the quotation marks around the message means you don't need to use the underscores.

I like it, keep up the good work.

reply to this message

#1092: ..

by Topher on 12/30/2002 22:10

I need to check these forums more often, I didn't realize there was some DI discussion going on.

Aard, if you disagree with the way cube is quoted, that can be changed, all you needed to do was say so. I'll try and re-word that.

Originally, when it was started, the idea of DI was a good way for me to play around with the concept of creating something and to see my artwork in a game. Since then, the whole project has snow-balled and several, really talented people have joined on.

In the beginning, I needed a 3D engine to use since I had no experience in programming and out of all of the available engines/games out there, cube seemed a good choice. At that time, the main focus was on design, not features. I had hoped that when it was completed, DI would not look or feel anything like cube. Not that I don't like cube (on the contrary), but it was more of a challenge to take something and make it look and feel like something completly different. We still haven't suceeded totally.

As for the partial conversion thing, It's still not done. To continue with the idea of making it look and feel different than it's roots, I was hoping to replace ALL of the content that comes with cube (maps, sounds, textures, models, etc...). Earlier on, before the source for cube was released, there were a lot of things we would have liked to been able to change. Now that the source is available, I'm not so sure we even want to bother with it anymore. Maybe later when all of the "cosmetic content" is finished, we'll go back and start changing some features in the code, but when that time comes, we're really going to need a C++ expert since none of us on the DI team are up to par for that challenge.

The new front-end interface was made for a few reasons. First off, to add a little "pizazz" to the game and to make it "easier" for the more casual gamers to get in there and customize it. It also turned out to be a good learning experience for me since I am trying to learn programming now. I chose Visual Basic to create it in since I figured that would be the "easiest" language to learn in such a short time. In hindsight, I relaize that VB was an awful choice since creating game content in VB is like trying to drive a nail with a screwdriver. In the end though, I think it turned out "OK" considering what it was made with. It's just too bad that it's nearly impossible to port it to Linux.

Al Capone - At first, it was going to have colored textures but a lot of people voiced their opinion about how much they liked it in black & white. It really helps give it that "underground" comic bood effect. Take a look at all of the textures in there and start coloring them if you want. It won't take you long before you realize just how much work you have ahead of you. Oh, and no, right now, the spider (actually it's a bug) can't climb walls. That model might not even be there in the final version of DI.

Regarding the maps, yeah, Pushplay and SirLiveAlot have really gotten good at making maps. Practice makes perfect.

reply to this message

#1093: Re: ..

by pushplay on 12/30/2002 23:59, refers to #1092

I thought VB was rather well suited to creating guis. SWING may be powerful, and still one of the better way to organise everything, it's still a monumanetal pain in the ass.

reply to this message

#1094: well

by underworldfan on 12/31/2002 06:19

whatver you do, do NOT change it to color, the whole Black & white thing gives it a certain style.....

:)

reply to this message

#1095: Re: ..

by Al_Capone on 12/31/2002 08:49, refers to #1092

I didn't ask for color I ask if I could colorize it, you have plans for moving objects, doors that open, midevil players, break away walls, animated textures and get the spikes to cause damage ?

reply to this message

#1096: Re: ..

by Piglet on 12/31/2002 10:07, refers to #1095

umm, those are engine features, not customization features.

Read the post more carefully

reply to this message

#1097: ..

by Pegasus on 12/31/2002 17:09

Pushplay>thanks for the advices!

reply to this message

#1098: Fisheye mode for Cube

by arkadi on 01/02/2003 03:50

After some playing with OpenGL I created fisheye mode for Cube. FOV up to 360 degrees.
Screenshots - http://idea.hosting.lv/a/gfx/cubeshots.html
Code, readme, and Linux binaries - http://idea.hosting.lv/a/gfx/#cube
Check out other stuff at http://idea.hosting.lv/a/gfx/

reply to this message

#1099: Re: Fisheye mode for Cube

by Al_Capone on 01/02/2003 04:54, refers to #1098

Why would anyone want to play a game in fish eye ?

reply to this message

#1100: Re: Fisheye mode for Cube

by SysteM_H on 01/02/2003 06:15, refers to #1099

you can see to your sides better. and some people like the asthetics. and because we can. three good reasons!

reply to this message

#1101: Re: Fisheye mode for Cube

by Al_Capone on 01/02/2003 08:36, refers to #1100

LOL, then invent cube vision :p

reply to this message

#1102: Re: Fisheye mode for Cube

by Piglet on 01/02/2003 10:27, refers to #1101

cube vision???

reply to this message

#1103: Re: Fisheye mode for Cube

by Piglet on 01/02/2003 10:28, refers to #1101

cube vision???

oh and by the way, it looks seriously cool

reply to this message

#1104: Re: Fisheye mode for Cube

by Aardappel|home|holland on 01/02/2003 15:16, refers to #1098

wow! you did it before me :)
and you even ported my fisheye quake code to opengl too! it's a good day for fisheye lovers!

This is great stuff... when I get back to germany I'll have a look at compiling it for windows.

reply to this message

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages


Post a Message

Username

Email

Subject

Body

1 plus 8 is?


content by Aardappel & eihrul © 2001-2021
website by SleepwalkR © 2001-2021
42366571 visitors requested 58072130 pages
page created in 0.067 seconds using 9 queries
hosted by Boost Digital