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Cube & Cube 2 FORUM


General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 11449033 views, last view: 05/18/2024 06:57

for questions, announcements etc.

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#15012: Re: Custom collision in models (Obj, md5..)

by Pyccna on 08/12/2013 21:06, refers to #15011

No, elevators & platforms read the bounding box for collision.

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#15013: Re: Custom collision in models (Obj, md5..)

by Hgdavidy on 08/12/2013 23:36, refers to #15012

Ok, thanks.

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#15014: Re: Custom collision in models (Obj, md5..)

by raz on 08/14/2013 13:19, refers to #15013

check out Tesseract, the models now have proper collision and a custom collision model can be specified too.

tesseract.gg

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#15015: Sorry for the newb questions.

by Yukari on 08/23/2013 18:05

Hi there, I have a project in mind that I would like to get started on. Still in the baby steps right now, just looking around for a good game engine and trying to figure out what all software/hardware I would need and what I would need to learn to make this project succeed.

I basically want to make a low-budget indie VRMMORPG using the Oculus. The game itself would be a lot like the anime Sword Art Online. I read somewhere that Cube won a contest for a free Oculus dev kit and may be offering some kind of support for it in the future.

I have a some experience with game design and programming already, though that is mostly dmscript and just a bit of c++ that never got used for game developement so I am looking to step up my game and will definitely have a lot of learning to do. Any really good book or tutorial suggestions are welcome, though I can also look for those on my own.

Mostly what I would like to ask about though is would it cost anything to use cube for my game engine to create and publish a VRMMO? The game would be free to play, possibly could offer special aesthetics stuff for real money but not sure about that yet.

Also how feasible would it be to create something like this with cube? Something that would work with Oculus, an mmo so likely multiple maps strung together, guns removed/melee added, levelup and skill systems, custom anime-fantasy style graphics, ect.

Not asking for any help on the project itself, just trying to get pointed into the right direction. Willing to do all the learning and work on my own, though after I have a stable playable base then it might could be nice to add another dev or 2. But not before there has been a good bit of work done on the base and a playable demo to show off.

So yea, sorry for the newb questions. x,x

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#15016: Re: Sorry for the newb questions.

by mayhem on 08/24/2013 04:00, refers to #15015

First of all, let me state that I'm not poo-pooing your idea, but I believe you need to step back and really get a grasp of what it is you intend to do. If you had a fraction of the skill you need to have in order to create a mmo, you wouldn't need to ask these questions.

My advice is to keep this idea in your mind for now and work on a much, much smaller and simpler project. The concepts and challenges you need to overcome wouldn't be all that different and the knowledge you gain will only help when you decide it's time to start on an Oculus SAO. Try building an EXTREMELY simple tower defense game. Actually finish it. Polish it up with fancy menus and such. DO NOT even attempt multiplayer games until you can completely finish the tower defense game.

There is a 95% chance you are going to ignore this advice. That's fine, it's your choice. I'm just trying to save you years upon years of torturous failure and never seeing your idea (or any other) come to fruition. Please, as part of your research regarding this, look at how many projects start with "I want to create a (insert theme) MMO" and then see how many actually finish. I'll give you a hint: it rhymes with hero.

Again, I'm not trying to discourage you from game development. On the contrary, if you follow my advice there is a much better chance of you succeeding with Oculus SAO. If you jump into it believing you can learn as you go, there is no chance it will ever see a publisher.

Good luck with your future endeavors.

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#15017: Re: Sorry for the newb questions.

by Papriko on 08/24/2013 10:59, refers to #15015

Not sure if Cube 2 is even useful for MMO games. MMOs usually have huge, vast landscapes which are, except for some trees n hills, pretty flat.

I guess we got the otherwise barely used mapsize 16 (or more with a little tweak in some source files), but then you also got tremendous building heights and depths.
Not to speak about the obnoxious loading times when you fill a whole 16er map with a decent amount of details...

The map system is just concepted to work for small and midsized maps, not entire countries or continents. If you had to load every 3 meters/yards, it makes no fun either.
So naw, I doubt that Cube 2 is MMO-ready unless someone sits down and figures out a better map-system.
I don't wanna say the current one is bad! For an FPS it is fine, just not for an MMO.

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#15018: Re: Sorry for the newb questions.

by Zamwa on 08/27/2013 18:11, refers to #15015

If your ever going to go deep into coding something new you might be interested in a chunk loader type engine http://0fps.wordpress.com/2012/01/14/an-analysis-of-minecraft-like-engines/

Although I've like to see a cube engine use chunk loading & discarding! It would be interesting to see a madman attempt it!

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#15019: Thanks for the replies.

by Yukari on 08/27/2013 22:00

Actually Mayhem, almost all of my game design exp over the years is already with MMOs, though they are 2d and done in dmscript. I also have some C++ exp just haven't used C++ much for game design yet cept on a mud back in the day. So yea I have been doing much smaller simpler projects for over 10 years now and looking to step up my game. Plus I am pretty dedicated.. Been wishing for VRMMOs since I first saw .hack and now that the Oculus dev kits are out, I would really like to get into VRMMORPG design.

So basically I am just looking for a good Game Engine that would allow me to make the leap from 2d to 3d + Oculus. Preferably something that is either free or not too insanely expensive. I figure that my first step is to figure out what tools I need to bring my vision to life, and me second step would be to learn how to use those tools.

I like the way the Unreal Engine looks, but I think it is really expensive if I ever got to the point where I wanted to draw in some money for expenses. Would be free to play but might could offer some aesthetic stuff for real money.

I love the way the graphics look in cube and how the map editing looks but it sounds like it may be a pain to figure out how to link multiple smaller maps together and 1 huge map would likely have loading issues.

If it wouldn't be too hard make a way to switch maps in-game I might could create a portal system to transport users between maps.

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#15020: Re: Thanks for the replies.

by raz on 08/27/2013 22:39, refers to #15019

You can switch maps while ingame, and through triggers. However, triggers were removed on Tesseract and is unknown if they'll be re-implemented at all. As for a "transport system", i guess you could code something special like that to look like you're teleporting or something.

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#15021: Re: Thanks for the replies.

by Yukari on 08/28/2013 01:47, refers to #15020

In that case, if needed for larger levels I should be able to create a platform that transforms a player to another map when you stand on. So like you approach a castle and there is an invisible platform in front of the door that teleports you in side. (Just an example)

Though most transport would likely be done through a visible portal players can interact with and select any level in the game which they already have cleared or unlocked and be transported there. (Like the 100 levels in SAO combined with the Gate from .Hack/sign)

As long as it is feasible, like the game engine can handle it and such, then I think I can handle learning how to get the code to work. If more players start connecting though I may need 1 helluva server to be able to support them though.. I wonder how cube would handle 100+ players in 1 map. @_@

I like what I have seen in Cube so far though. The controls and first person view I think would make for a nice real-time combat experience in a VRMMORPG like this.

I will look at a few other engines before making a decision but so far I kind of like Cube.

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#15022: Re: Thanks for the replies.

by mayhem on 08/28/2013 04:01, refers to #15019

Great! So you understand why one might advise you to be cautious. I'd love to see some examples of the 2d mmo's, I haven't really seen one of those before. And you will have to forgive my ignorance of dmscript. A quick google search shows only image processing and GTA modding.

If I recall, the original vision for Eisenstern (The long lost RPG branch of Cube 2) included linking large maps together to create the illusion of a massive open world. It didn't get that far, but I'm sure the code was designed with that in mind. Tesseract looks awesome as it is, and that's still fairly new. In my humble opinion, the quick load times and strong code base makes Cube 2, or one of it's many offshoots, your best choice for the project you have in mind.

If you are serious about investing your future in this, I'd encourage you to speak with our beloved developer. http://dot3labs.com/

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#15023: ..

by Yukari on 08/28/2013 18:40

Yes I understand the caution. And dmscript is object oriented language meant specifically for creating games using dream maker(byond). www.byond.com for more info.

Thanks a bunch for the info guys and yes I will look at the link you posted Mayhem.

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#15024: Cube 1: Monsters Missing Weapons

by winterheartlee on 09/02/2013 02:14

Hi everyone,
I'm an audio engineer working on my own project to replace all the sounds within the AudioKinetic's Wwise version of Cube 1...
For some reason, the monsters that should be holding weapons (Slith & Rat), don't seem to be holding anything on my game, they just shoot from invisible guns :S
I'm trying to make a sound design video showreel and having the weapon sounds come from actual visible weapons would be a bonus :)
I've tried re-downloading the game many times and that hasn't worked, I can't even remember if they had weapons on the first download I ever made.
I'm not a game programmer, so if anyone does have a solution, a laymans description for the fix would be much appreciated!
Thanks in advance
Lee

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#15025: Sauerbraten crashes computer after a few seconds

by Metallica1136 on 09/10/2013 04:00

Hey guys, I have a problem with Sauerbraten. Ever since the new version came out, I've tried playing it, but it only runs for a few seconds. Afterwards, not just the game, but the entire computer freezes up, and I get the blue screen of death. Has anyone else had this problem? If so, how did you fix it? Thanks.

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#15026: Re: Sauerbraten crashes computer after a few seconds

by raz on 09/10/2013 13:40, refers to #15025

I bet my non-existent money on a driver problem. But to find the reason you get the BSOD requires a bit of searching.

You could get OCCT to stress your CPU and FurMark to test your GPU and make sure neither are causing problems under load. Check for overheating as well.

But before all that, knowing what hardware you're running the game on may provide some useful information. There is no guarantee of anything getting fixed though, we'll see :P

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#15027: Re: Cube 1: Monsters Missing Weapons

by [AP]Sniperz on 09/14/2013 01:01, refers to #15024

Hello winterheartlee,

I also play Cube 1 and yes, none of the monsters have VWeps (and as far as I know, they haven't since the first release), but they do in Sauerbraten. I haven't looked into a fix yet, but that would take a bit of programming. I don't know if the monsters even have tags for VWeps, so if that is one issue I probably can't fix this (unless I took them from Sauerbraten).

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#15028: Re: Cube 1: Monsters Missing Weapons

by [AP]Sniperz on 09/14/2013 01:10, refers to #15027

Right now Cube 1 doesn't support VWeps, so neither playermodels nor monsters have them.

(I would appreciate if this forum had an "edit post" option :)

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#15029: ..

by TheLove on 09/17/2013 03:45

OSX 10.9 Mavericks is coming out soon, does sauerbraten do you support it?

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#15030: Re: ..

by suicizer01 on 09/17/2013 16:54, refers to #15029

Depends if you test it?

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#15031: Re: Cube 1: Monsters Missing Weapons

by winterheartlee on 09/18/2013 23:55, refers to #15028

Ok thanks for the help....much appreciated. I will probably be looking to do an audio project with sauerbraten eventually anyway.
Cheers!
Lee

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