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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, 8825806 views, last view: 12/09/2021 01:14

for questions, announcements etc.

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#1485: Pfft

by pushplay on 05/16/2003 08:22

It doesn't count as ugly if it's intentional.

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#1486: Re:

by D.plomat on 05/16/2003 14:37

Excellent, perdu.com !!! :-D

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#1487: About monsters lurking in the dark....

by Steini on 05/16/2003 18:24

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....

by spentron-oatmeal on 05/16/2003 19:02

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....

by Skaus on 05/16/2003 21:07, refers to #1487

this is something i've wanted for a long time. Good job :)

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#1490: Re: About monsters lurking in the dark....

by VerbalC on 05/16/2003 23:49, refers to #1487

Havn't tried it, use Linux, but looks and sounds awesome!

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#1491: ..

by Frank__i (Flameshot leader) on 05/17/2003 00:26

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: ..

by Frank__i (Flameshot leader) on 05/17/2003 01:13

how do i take a perfect screenshot ? Witout anything , just the level ?

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#1493: blech

by pushplay on 05/17/2003 08:11

"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: ..

by Bascule on 05/17/2003 12:59, refers to #1492

Frank__i,

/hidestats 1
/hudgun 0
F12 (or whatever screenshot is bound to)

It's all in the ReadMe :)

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#1495: ..

by Frank__i (Flameshot leader) on 05/17/2003 17:47

ya thanx , i never read the Readme files

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#1496: Re: ..

by Skaus on 05/17/2003 18:24, refers to #1495

You should, that way people won't tell you to RTFM all the time ;)

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#1497: ..

by Frank__i (Flameshot leader) on 05/17/2003 22:37

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: ..

by Frank__i (Flameshot leader) on 05/18/2003 01:34

hey , cant i hide more stuff than that , like the number of bullets and heath and stuff ?!?!?!

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#1499: sound problems

by mujo on 05/18/2003 12:51

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

by pushplay on 05/19/2003 00:00, refers to #1499

Try making sure you have the latest version of sdl.

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#1501: ..

by mujo on 05/19/2003 15:44

i have SDL-1.2.5-3....

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#1502: Re: this is a bad thing

by Shockie on 05/19/2003 18:24, refers to #1478

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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#1503: Re: this is a bad thing

by VerbalC on 05/19/2003 22:45, refers to #1502

Actually an all text website is a good thing...sometimes the best way.

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#1504: Cube Bot

by Steini on 05/20/2003 20:08

Hi out there :)

I began to write my little own bot for Cube. I saw some other codes from people who tried to do something like that and I realized, that everyone improved the monster AI. I tried to implement the bots like other players in Cube, so I looked closer to the server/client messages and finally 6.jpg where I startet a 'stress-test' to see how many bots can be placed in one map. (In this SS there are 256 bots....insanrealized how other players are managed in Cube. I was able to create bots which are threated like other player in Cube. Have look at a very silly scenario in shote *g)

Perhaps you realized, that the water is also lighten up or darkend like the walls. But this effect is only useful if you set water subdivide to 1 or at least 2...higher values will result in a strange looking water surface :)

So. I can proudly present you the new commands:
/addbot - adds a bot the the level
/removebot - removes one bot
/addbots n - adds n bots to the level
/removebots n - removes n bots from the map
/botchance 1..1000 - how accurate the bots aim...(1 is VERY GOOD!!!!!, 1000 is a lame bot *g)

At least I've still binaries because the code is still a mess :)

Ther's a .exe for Windows and also a cube-client executable for Linux :)

Have a try and tell me what you're thinking....(ok...the bot AI is still VERY LAME!)

Also the bots will only work on instagib match...keep this in mind :)

http://steini.cube-city.de/screenshots

Cya,
Steini

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