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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, 8826346 views, last view: 12/09/2021 04:12

for questions, announcements etc.

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#1122: Re: mouse trouble

by pushplay on 01/07/2003 23:00, refers to #1121

Sounds like you need to check and make sure that you have the latest version of SDL.

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#1123: cubestuff, the league, etc.

by VerbalC on 01/08/2003 00:42

cubestuff hasn't been updated in a short while, due to being out for 2 weeks on Christmas. A pretty large update with everything that went on around Cube is coming.

If you're interested in the League, or have already signed up, view this thread: http://wouter.fov120.com/cube/forum.php4?action=display_thread&thread_id=166
at the bottom.

http://riclan.hofv.net/ has been updated also if anyone is interested..

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#1124: Re: cubestuff, the league, etc.

by pushplay on 01/08/2003 04:46, refers to #1123

"Clan status - by Verbal on 1-6-02"

Blue text on blue background. Real slick.

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#1125: Re: cubestuff, the league, etc.

by VerbalC on 01/08/2003 07:33, refers to #1124

I am making a whole new design for the site anyhow. All new colors.

The reason for that was that's the defualt and I did the whole thing in a text editor, and didn't remember the link color html lines...never bothered to fix it.

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#1126: Re: cubestuff, the league, etc.

by pushplay on 01/08/2003 08:30, refers to #1125

I wasn't actually suggesting you did that on purpose. :)

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#1127: Re: mouse trouble

by netjiro on 01/08/2003 13:24, refers to #1122

I updated SDL, still the same, I also compiled quake2 ... same behavior. starts ok, but when I touch the mouse it snaps to straight up/down position. Whiplash.
I must have some strange setting somewhere. I googled but found nothng. Anyone heard of this before?

Thanks
Jimmy

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#1128: ..

by Darthvim on 01/08/2003 20:20

got the beta 0.2 of the weapond finished, there are still things to do on them ..

(the best is i could still stay under 300 polygones :))

please test it and tell me your opinion, in this tread :) ok ?
-------------------------------
http://darthvim.covers.de/downloads/packages.zip

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#1129: Re: mouse trouble

by pushplay on 01/08/2003 23:29, refers to #1127

Maybe try lowering the mouse sensitivity in the OS.

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#1130: 2 map reviews

by underworldfan on 01/09/2003 08:04

at my site:

Cubegames
speedmap pack 6

http://www.planetquake.com/underworld/index.html

both of the speedmaps were cool, i thought :)

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#1131: weapon switching

by Thalion on 01/09/2003 17:56

Will there ever be normal weapon switching in Cube? =)

I mean, I want my mouse wheel to change weapons to next/prev, not to some weird combinations. Also it would be nice to have shotgun always at 2 (and nothing else there!), minigun at 3 etc.

I've tried to write a script for this, but failed. So far the only thing that works is:

bind 2 "weapon 1 0"
bind 3 "weapon 2 0"
...

And no idea how to make the mousewheel work as usual. But maybe I'm just too dumb to code it? =) Help please!

Otherwise, it would be great to have console commands like "nextweap", "prevweap" and "selweap" in Cube, for those of us who are simply too used to traditional controls

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#1132: #1131: weapon switching

by spentron@PP on 01/09/2003 19:14

"Will there ever be normal weapon switching in Cube? =)"

Dunno, is a rather strong influence to get to like it :) .. but I don't use the mousewheel for it.

"not to some weird combinations"

Your mission here is to find some combinations not so weird to you...

I like..
3 2 4 1 0 best gun (SP anyway)
1 4 2 3 least gun (conserve best ammo)
Those could be good on the wheel .. with optionally..
0 1 4 2 fist/least
2 4 1 0 best nonexplosive

It does seem like the following should work different:
bind 2 "weapon 2 2 0 0"

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#1133: Re: #1131: weapon switching

by Piglet on 01/09/2003 19:59, refers to #1132

it should be fairly easy to script, email me if you want some help

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#1134: Re: #1131: weapon switching

by Thalion on 01/09/2003 20:38, refers to #1132

You see, I don't want it to choose a "best" weapon for me - I want to select it _myself_! =) I just hate all these best-weapon "intellectual" switchers!

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#1135: Re: #1131: weapon switching

by Thalion on 01/09/2003 20:45, refers to #1133

Piglet, I've tried. But I don't see how you can check from the script if you have some gun or not - and this is needed.

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#1136: Re: #1131: weapon switching

by spentron@PP on 01/09/2003 22:49

A challenge, I can't help it... can't test it now but this should work:

bind 1 "specweap 1"
...etc...

alias specweap [
alias currweap $weapon
if (= $currweap $arg) [ ] [
weapon $arg1 0 1 4 2
alias chkweap (+ (= $weapon $arg1) (= $weapon $currweap) )
if (= $chkweap 0) [weapon $currweap 0 1 4 2]
alias chkweap (+ (= $weapon $arg1) (= $weapon $currweap) )
alias chkweap (+ $chkweap (= $weapon 0) )
if (= $chkweap 0) [weapon 0]
]

The script can only see if you have a specific weapon by trying it. This will flicker between weapons while searching for the best choice if there is no ammo for the selected weapon (I've tried to make sure it doesn't flicker to rockets, since 1 shot could occur). If it can't do the selected weapon, it then tries to go back to the previous weapon. If that has no ammo, then it finally gives up and selects fist (there is no way to keep with a weapon with no ammo). With mousewheel, can use a counter thingie on alias delta_game_0 to call specweap $desiredweap . This will fill in all clicks for weapons without ammo with the substitutes, for example going from 2 to 4 with no ammo 3, you'll be on 2, first click will give (flicker) 2, second click will be weapon 4. A seperate script, not using specweap, could be written to skip weapons without ammo (1 click to weapon 4 in the above).

Quite a mess ;) .

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#1137: RE: #1136

by spentron@home on 01/10/2003 05:49

There is no $weapon, so the previous does not work.

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#1138: Re: #1131: weapon switching

by Aardappel on 01/10/2003 10:52, refers to #1135

I don't see your problem... if you want to select the shotgun so press "1", and you don't have any shotgun shells, what do you want it to do? do nothing and get you killed? I'd rather have it select another weapon which I have ammo for.

for the mousewheel, browsing through all weapons is inherently slower than the current default (2 weapon toggle on up, two other weapon toggle on down).

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#1139: Re: #1131: weapon switching

by Thalion on 01/10/2003 17:33, refers to #1138

1) I want it to do what I ask it to do, nothing more. Yes, if there is no ammo, then better leave what I have already rather than switch to, for example, rocket launcher during a close fight in a tight corridor. I hate initiative. =)

2) Traditional mousewheel might be slower, but it is the way I've been playing for 3 years already. Reflexes are hard to change.

All in all, I'm not against this new system. I just think it would be better to provide traditional controls as well.

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#1140: Cube don\'t show letters/strings

by krx on 01/10/2003 20:46

Hi all, I use linux 2.4.19 xfree 4.2.1 kde 3.0.5a with voodoo 3 2000. Cube (binary or compiled) doesn\'t show in the game the strings, instead of it white squares...

How to fix?

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#1141: Re: weapon switching

by spentron@PP on 01/10/2003 21:11

The actual weapon switching is faster with the Cube arrangement but then you get to look and see what it gave you and try again if you really want something different. I guess it depends on what you consider faster, the hand or the eye. This arrangement isn't perfect but it's as good as any for me.

I could see it good being able to script something that, for example, absolutely, positively won't give the rocket launcher.

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