General Thread |
by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826819 views, last view: 12/09/2021 06:28 |
 |
|
for questions, announcements etc.
|
 |
|

Board Index

|
 |
#1403: PS web1000 |
|
by spentron today
on 04/29/2003 18:56
|
 |
|
If you don't want to use a different browser, could try a proxy such as http://freedom.pig-monkey.com
reply to this message
|
 |
#1404: Source for geeks :) |
|
by Steini
on 04/29/2003 20:51
|
 |
|
Hi geeks *g
I just uploaded the source of my flashlight and headache causing cube as a bzipped tarball. Just look at http://steini.cube-city.de/screenshots and download it.
Sorry most comments are in German because I wrote them during development, but I hope they are understandable. If not, just look into the code, it isn't that impressive what I've done :)
If you encounter sudden deaths in near skys, edit physics.cpp line 77 ff. There is my little code for void-death.
Ok then...please keep in mind that I've changed the mapversion, because I made this new entity.
Ok then....have a lot of fun playing in the brilliant code, that turned into a mess by my hands *g
Steini
reply to this message
|
 |
#1405: Re: And again a bit more colorful :) |
|
by pushplay
on 04/29/2003 23:11, refers to #1398
|
 |
|
Flickering isn't good, but pulsing can be good. Maybe if you changed it to a steady pulse. And don't let the light go totally out.
Sounds like you had it kill when you were over the skybox, but not necessarily touching it. It seems to me that taking it from the first case to the second is easier than getting to the first case to begin with. To kill a player you'd want to satisfy 2 conditions:
1) be over a section of skybox
2) be at the same height as any of the skybox you are over
The second seems like an even easier check than the first. I think you can safely ignore cases where a floor has skybox and non-skybox textures together at the same height. No one does that because it would look silly.
reply to this message
|
 |
#1406: Re: And again a bit more colorful :) |
|
by pushplay
on 04/29/2003 23:12, refers to #1405
|
 |
|
That was pseudocode at its most abstract. :)
reply to this message
|
 |
#1407: Re: And again a bit more colorful :) |
|
by Bascule
on 04/30/2003 08:46, refers to #1406
|
 |
|
Errr... I think this may have been more abstract:
now , these are the thing that are sure to be in my mod :
CTF (100% to be in)
Dominion (99% sure to be in)
Objectif (kinda like aussault in UT, 95% sure to be in)
MINIMUM 20 sp MAPS !!! (100% to be in)
new guns (pistol , 99 % . One barrel shotgun , 90 %)
Elovators (99%)
better AI and mp bots ! (95 %)
reply to this message
|
 |
#1408: Re: And again a bit more colorful :) |
|
by Skaus
on 04/30/2003 11:10, refers to #1407
|
 |
|
why not focusing on one thing? That mod is 99% sure to never see the light of day. Personally i'd like to see a CTF mod.
reply to this message
|
 |
#1409: .. |
|
by Frank__i (Flameshot leader)
on 04/30/2003 12:13
|
 |
|
hey Bascule , what mod are you doing and why is that my list ?
reply to this message
|
 |
#1410: Aaaaaaaaargh |
|
by Bascule
on 04/30/2003 13:42
|
 |
|
/me groans and lies on the floor, frothing at the mouth :-@..
It was a JOKE, carrying on from Pushplay's pseudocode quote, which I found very funny (his joke, not mine)
Skaus: I can't believe you didn't pick up that it was the original Flameshot promo material
Frank__i: I'm speechless...
reply to this message
|
 |
#1411: Mods in general |
|
by Steini
on 04/30/2003 17:06
|
 |
|
Hi out there.
It looks very strange to me, to annouce a mod or something like that, but not present any material. For me it's normal to make something first and then, I can annouce something not in reverse order.
I wrote first some new Cube cube an then presented it here in the forum.
I don't have anything agains mods, but you should first have something you can release to the public before you're going to write here something.
Just imagine: You're in a Q3 board and write something like "I want to make a Q3 mod, which will be better than the original Q3"! Well...I don't believe anyone would take such messages serious.
So you should do something first and then post serious annoucements. And btw. my Cube mod 100% have the best AI ever created *ggggggggg*
Steini
reply to this message
|
 |
#1412: Re: Mods in general |
|
by Bascule
on 04/30/2003 17:33, refers to #1411
|
 |
|
Yes, you are right. If you haven't already, read right through the Flameshot thread and you will see that most people on the forum make just the same case as you.
reply to this message
|
 |
#1413: Re: mods in general |
|
by spentron today
on 04/30/2003 18:15
|
 |
|
On the other hand, it is totally acceptable to say "i want to make a mod, hopefully better than ____" or whatever, just don't presume results that haven't happened yet. An individual can come with something without telling anyone first, but a group does require some venue of communication. While the case of a clear starting concept and clear leader is more straightforward, if you just want to get people together to come up with something together, that's OK too, may as well come out and say it. It's possibly problematic but not impossible.
reply to this message
|
 |
#1414: .. |
|
by Frank__i (Flameshot leader)
on 04/30/2003 22:41
|
 |
|
i know , every body does that you know . I ges its veary normal to feel like this when I DONT EVEN HAVE A WEBSITE (for now) but i rote that because my coder was doing it , so he would of done it . But he left , and its sad , so im not going to have every thing as pland , and yes , i went extremelly crazy when i rote that list (100 !?!?) so all this to say , yes its normal that everybody feels this way , and thats the biggest reson why im doing the MP test . And just to say again if you did not see in the forum , im especially doing this for are small communaty , to make it better and i think that with this mod , it will be great . But after the MP test , when peaple realise that im not joking with the mod , i think peaple will be intrested of doing a intresting mod with me and my crew
bye (soory for all the speeling mistakes)
reply to this message
|
 |
#1415: low fps range with Cube on Mandrake 9.1 - help !! |
|
by kobold_linux
on 05/01/2003 23:07
|
 |
|
Hi,
i would like to play with CUBE on a MANDRAKE 9.1 ...
I have made some test with different feature of the autoexec.cfg (following the instuctions of the official site ...) but i have a fps range of "9" !!! impossible to play fluently ... how can i do ?
Please help me !!
I would like to be a CUBE Player .... maps are beautifull and i would like to support this open-source game ...
THX all for being helpfull ...
Kobold ... crying ... :-(
reply to this message
|
 |
#1416: Re: low fps range with Cube on Mandrake 9.1 - help !! |
|
by VerbalC
on 05/01/2003 23:50, refers to #1415
|
 |
|
Update your graphics card drivers.
Without new drivers your FPS will be capped at 9 no matter how fast your computer is...
reply to this message
|
 |
#1417: Re: low fps range with Cube on Mandrake 9.1 - help !! |
|
by pushplay
on 05/02/2003 01:28, refers to #1415
|
 |
|
You're probably using a software renderer.
reply to this message
|
 |
#1418: Re: low fps range with Cube on Mandrake 9.1 - help !! |
|
by VerbalC
on 05/02/2003 01:53, refers to #1417
|
 |
|
ala Xfree
reply to this message
|
 |
#1419: Unistall |
|
by Pakitch
on 05/02/2003 06:03
|
 |
|
how can I unistall this game??
reply to this message
|
 |
#1420: Re: Unistall |
|
by pushplay
on 05/02/2003 07:37, refers to #1419
|
 |
|
Del the folder.
reply to this message
|
 |
#1421: Re: And again a bit more colorful :) |
|
by Shockie
on 05/02/2003 07:55, refers to #1408
|
 |
|
me too :)
reply to this message
|
 |
#1422: how do i run this game in linux? |
|
by evil_green
on 05/02/2003 22:44
|
 |
|
i downloaded the zip and unzipped it...how exactly do i run it on my machine though?
reply to this message
|
 |
 |
|

Board Index

|
 |