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by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826062 views, last view: 12/09/2021 02:37 |
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for questions, announcements etc.
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#1483: .. |
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by Frank__i (Flameshot leader)
on 05/16/2003 00:24
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no , the best website is the one my cousin did , check it out http://www.perdu.com
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#1484: .. |
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by Pathegreat
on 05/16/2003 00:42
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ok then that is dumb nothing on it
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#1485: Pfft |
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by pushplay
on 05/16/2003 08:22
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It doesn't count as ugly if it's intentional.
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#1486: Re: |
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by D.plomat
on 05/16/2003 14:37
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Excellent, perdu.com !!! :-D
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#1487: About monsters lurking in the dark.... |
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by Steini
on 05/16/2003 18:24
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Have you ever dreamt about monsters lurking in dark corners and no chance for the player to see them...
I tried to manage this in cube and I succeded :) Now monsters and other players can hide in dark corners and will also be affected by dynlight effects. Imagine a bauul in a dark room fireing a rocket and you can see him only in that moment because the rocket lightens the room. I also decidet that the hudguns should also follow the lights in the map.
For now I've only a Windows binary for you, but I'll offer the source soon.
Also I added a new command /dynrange 0..256 where you can decide how far dynlight-effects should be computed. If you choose 32 for example every dynlight effect beyond 32 cube away from you will not be computed and so you should have a better fps. I also achieved a smoother and cleaner glow-effect by removing any randomness from the light-routines.
Have a try...
http://steini.cube-city.de/screenshots
Steini
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#1488: Re: About monsters lurking in the dark.... |
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by spentron-oatmeal
on 05/16/2003 19:02
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Every other game has that. It's a powerful technique but there's something to be said for not having to hurt your eyes trying to pick out stuff on a dark screen.
I haven't checked it out yet, but I assume this entity lighting includes colored lighting? Normal Cube gives you extra ability to use colored lights without it being excessive since they don't affect entities -- especially helpful when sticking to the default textures. What I was thinking is derive a white light value based on the intensity of colored lights.
Tried an earlier version. Neat and no problems but very dark with existing maps, I guess divergence from anything made for a different engine version is expected though.
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#1489: Re: About monsters lurking in the dark.... |
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by Skaus
on 05/16/2003 21:07, refers to #1487
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this is something i've wanted for a long time. Good job :)
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#1490: Re: About monsters lurking in the dark.... |
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by VerbalC
on 05/16/2003 23:49, refers to #1487
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Havn't tried it, use Linux, but looks and sounds awesome!
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#1491: .. |
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by Frank__i (Flameshot leader)
on 05/17/2003 00:26
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Ya i always wanted this , its one of those features that are great but you dont think about ... (i gave him the idea for fs)
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#1492: .. |
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by Frank__i (Flameshot leader)
on 05/17/2003 01:13
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how do i take a perfect screenshot ? Witout anything , just the level ?
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#1493: blech |
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by pushplay
on 05/17/2003 08:11
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"monsters lurking in dark corners and no chance for the player to see them..."
Few things piss me off about a map more than that.
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#1494: Re: .. |
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by Bascule
on 05/17/2003 12:59, refers to #1492
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Frank__i,
/hidestats 1
/hudgun 0
F12 (or whatever screenshot is bound to)
It's all in the ReadMe :)
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#1495: .. |
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by Frank__i (Flameshot leader)
on 05/17/2003 17:47
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ya thanx , i never read the Readme files
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#1496: Re: .. |
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by Skaus
on 05/17/2003 18:24, refers to #1495
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You should, that way people won't tell you to RTFM all the time ;)
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#1497: .. |
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by Frank__i (Flameshot leader)
on 05/17/2003 22:37
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lol , ya but its so long , i wont piss off peaple no more , but if somthing is not in the manual i ask !!!
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#1498: .. |
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by Frank__i (Flameshot leader)
on 05/18/2003 01:34
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hey , cant i hide more stuff than that , like the number of bullets and heath and stuff ?!?!?!
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#1499: sound problems |
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by mujo
on 05/18/2003 12:51
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i have sound problems... i hear it but it in lag (about 1 sec).
I am runing on Red Hat linux 9.
pls help!
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#1500: Re: sound problems |
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by pushplay
on 05/19/2003 00:00, refers to #1499
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Try making sure you have the latest version of sdl.
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#1501: .. |
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by mujo
on 05/19/2003 15:44
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i have SDL-1.2.5-3....
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#1502: Re: this is a bad thing |
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by Shockie
on 05/19/2003 18:24, refers to #1478
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HOLY FUCKIGN SHTI (i never swore, cos i didnt spell anything right :P)
that is horribile
http://www.perdu.com/
uh..
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