General Thread |
by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826784 views, last view: 12/09/2021 06:28 |
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#1091: Re: .. |
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by pushplay
on 12/30/2002 03:27, refers to #1090
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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.
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#1092: .. |
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by Topher
on 12/30/2002 22:10
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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.
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#1093: Re: .. |
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by pushplay
on 12/30/2002 23:59, refers to #1092
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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.
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#1094: well |
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by underworldfan
on 12/31/2002 06:19
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whatver you do, do NOT change it to color, the whole Black & white thing gives it a certain style.....
:)
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#1095: Re: .. |
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by Al_Capone
on 12/31/2002 08:49, refers to #1092
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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 ?
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#1096: Re: .. |
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by Piglet
on 12/31/2002 10:07, refers to #1095
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umm, those are engine features, not customization features.
Read the post more carefully
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#1097: .. |
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by Pegasus
on 12/31/2002 17:09
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Pushplay>thanks for the advices!
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#1098: Fisheye mode for Cube |
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by arkadi
on 01/02/2003 03:50
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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/
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#1099: Re: Fisheye mode for Cube |
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by Al_Capone
on 01/02/2003 04:54, refers to #1098
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Why would anyone want to play a game in fish eye ?
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#1100: Re: Fisheye mode for Cube |
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by SysteM_H
on 01/02/2003 06:15, refers to #1099
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you can see to your sides better. and some people like the asthetics. and because we can. three good reasons!
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#1101: Re: Fisheye mode for Cube |
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by Al_Capone
on 01/02/2003 08:36, refers to #1100
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LOL, then invent cube vision :p
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#1102: Re: Fisheye mode for Cube |
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by Piglet
on 01/02/2003 10:27, refers to #1101
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cube vision???
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#1103: Re: Fisheye mode for Cube |
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by Piglet
on 01/02/2003 10:28, refers to #1101
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cube vision???
oh and by the way, it looks seriously cool
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#1104: Re: Fisheye mode for Cube |
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by Aardappel|home|holland
on 01/02/2003 15:16, refers to #1098
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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.
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#1105: Re: Fisheye mode for Cube |
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by Aardappel|home|holland
on 01/02/2003 15:26, refers to #1099
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al capone, check this page if you don't understand why fisheye is cool:
http://wouter.fov120.com/gfxengine/fisheyequake/compare.html
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#1106: .. |
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by Pegasus
on 01/02/2003 15:29
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Here's my second map :
http://www.ifrance.com/pegasus16/morbias.cgz
It's port of the Unreal map "DmMorbias"
I hope you'll like it!
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#1107: chat with people and change name |
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by helpme
on 01/02/2003 18:38
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how do i chat with people and change my name when playing multi player games
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#1108: Re: Fisheye mode for Cube |
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by arkadi
on 01/02/2003 18:50, refers to #1104
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Aard, please also look at Notes, there is an issue with Rocket Launcher (or feature, depends on how you look at it). Player roll is also a nice thing to get..
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#1109: Re: chat with people and change name |
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by SysteM_H
on 01/02/2003 22:19, refers to #1107
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press T, type what you want, then press enter to chat. to change your name, hit the tilde key (~) and type "name X", where "X" would be the name you want. you can make that your name permenantly by opening the autoexec.cfg file in your cube folder with notepad, and typing your screenname in after "name".
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#1110: Re: .. |
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by pushplay
on 01/02/2003 23:58, refers to #1106
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Yay, more maps.
I'm not much of a fan of UT because most of the maps in that game suck. Morbias has a playable layout. Not a lot of options in terms of flow, player either goes forward or back to where he just was. The texturing is ok, the blue-red-brown combination is definitely not hard on the eyes. The yellow trim around the upper ridge is a good detail, as is the stepped ceiling to the skylight. I don't think rockets only leads to varied or interesting gameplay, and a quad in the centre would have mixed things up a little bit more.
Start playing with the textures of the walls and ceilings more and mix it up to add detail. Landmarks like murals or odd shapes (or the red lights) make layouts easier to learn; although that isn't really a problem on a layout this simple.
It's ok, but I think you can do better.
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