General Thread |
by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826364 views, last view: 12/09/2021 04:13 |
 |
|
for questions, announcements etc.
|
 |
|

Board Index

|
 |
#1624: Re: Jorge |
|
by Jorge
on 06/17/2003 12:02, refers to #1623
|
 |
|
Ehem...
Thymus->swindle
reply to this message
|
 |
#1625: Re: problem with cube |
|
by Jorge
on 06/17/2003 12:41, refers to #1619
|
 |
|
What is your videocard?
Open a console and try this:
$ glxinfo | \
grep GL_EXT_texture_env_combine
If you don't see anything is "normal" than you can't use "overbright lighting" (Your hardware/driver doesn't support it).
Try:
$ glxinfo | grep ^direct
If you don't see "direct rendering: Yes", your videocard is misconfigured.
Do you can play to "Tux Racer", "Armagetron" (other 3D game)?
reply to this message
|
 |
#1626: Aard, you're a smart guy. riddle me this... |
|
by pushplay
on 06/19/2003 12:33
|
 |
|
I thought 32 triggers was enough for any map, but I was wrong. So I wanted to code up a general method constructing a menu listing from i to i+16 entities, and a final menuitem "more..." which would call the method again listing i+17 to i+33 entities and so on for infinite depth. Entity name and an argument listed as parameters. I coded it up in the way which seemed natural, but forgot that $arg# is global and bound at run time. So I didn't get the results I wanted. After some head scratching I can't think of another way to do this. Is there?
reply to this message
|
 |
#1627: Excessive latency? |
|
by Jorge
on 06/20/2003 01:19
|
 |
|
I've been playing Cube on official servers, with ~110-250 ping time and my bullets don't touch other players: i shoot them (instgib) but anything doesn't happen, they don't die.
If the other player is quiet and i am in front of him, i need ~15 shoots for kill him (instgib mode!).
What is the problem?, excessive ping time?. I think that 140 ms isn't much time, isn't it?, cheating?, is it a bug of linux_client? (i'm using "cube_linux_clients_2002_10_28.tar.gz")
or ... a punishment for annoying you?, am i so bad?.
reply to this message
|
 |
#1628: Re: Excessive latency? |
|
by Thalion
on 06/20/2003 01:32, refers to #1627
|
 |
|
It's a known bug in Cube.
Actually, since most calculations are done client-side, you hit people _immediately_. There's no delay regardless of your lag and/or packet jump. So, as soon as you hit someone in instagib, he should die (for you, at least).
Sometimes, however, it happens so in instagib that a player becomes invincible. I had experienced it myself for two times. Dunno why it happens at all, and why only in instagib and not in any other mode (or maybe it does, I just haven't seen it?). Anyways, the best thing you can do in this case is to restart the match.
reply to this message
|
 |
#1629: Re: Excessive latency? |
|
by D.plomat
on 06/20/2003 10:31, refers to #1628
|
 |
|
Well, i think the client shooting validates the hit, send it to the client shooted, which calculates the health amount he loses, eventually dies and send it back to other players, so you can see a player dying 2*ping later after you shoot at him. this explains "mutual kill", in insta, even if the rifle is direct hit. Also if a player have a HUGE lag, he is stalled here, each time u shoot at him, you send him the info that he was hit, and he'll die only when it's connection gets back to normal -or disconnected ;)-. I may be wrong, but i think shooting at him is useless, and he may even already have been fragged by another player, just that he didn't had time to die ;)
For the invincibility, i experienced it one time... i began wondering when i used my 99 rifle ammo, and finished the round using the gauntlet, and tryed to get killed to start a new life with plenty ammo :)
In this case, you can just... notice the player, most of the time he will disconnect/reconnect
reply to this message
|
 |
#1630: Re: Excessive latency? |
|
by Jorge
on 06/20/2003 12:08, refers to #1628
|
 |
|
> why only in instagib and not in any
> other mode (or maybe it does, I just
> haven't seen it?)
I think the others modes are affected too, but i am not sure (it's easier to see it in instgib).
In ffa/default or /duel head-to-head, sometimes i've done "good shoots" and i haven't saw "blood particles" or listened his "death scream". Maybe it is the same problem.
By the way, it isn't "global invulnerability" in instgib: the player is partly invulnerable to my shoots, but another player can kill him sometimes. if i shoot him *many* times (15, 20... continuously), he dies.
The other player sees me shooting all time.
I thought that it was a problem of latency or packets loss, but others have the same ping time, and i am not lossing packets.
reply to this message
|
 |
#1631: Re: Excessive latency? |
|
by Jorge
on 06/20/2003 13:47, refers to #1630
|
 |
|
HEY!, SP mode fails too, i think
In kartoffel or sp_stalingrad maps, where you start behind the monsters, i shoot them but the mosters don't die and don't attack me (well, if i don't go to them).
The crosshair is over the moster, but i shoot and anything doesn't happen. If the moster runs to me, it die when i shoot.
Maybe it is "other incarnation" of the same problem (instgib invulerability).
reply to this message
|
 |
#1632: Re: Excessive latency? |
|
by Thalion
on 06/20/2003 19:41, refers to #1629
|
 |
|
Mostly right, one thing though. YOU tell another client how bad you've hit him, not he calculates it.
reply to this message
|
 |
#1633: Re: Aard, you're a smart guy. riddle me this... |
|
by Piglet
on 06/21/2003 10:50, refers to #1626
|
 |
|
I think I have a solution for you problem pushplay. As I see it the key to the operation is to make completly new menus (as once made they cannot change) but only make them when the user first requests them, the below solution should work (though i havent tested it fully), also if you want the same for triggers a copy -n- change should sort it out.
====
alias tagon 1
alias tagmade 0
alias maketagmen [
alias tagmade (+ $tagmade 1)
concat "Tags" $tagmade
newmenu $s
loop 9 [
alias temp (+ $i (* (- $tagmade 1) 9))
concat edittag $temp
menuitem $s
]
menuitem "More..." "nextmenu"
]
alias nextmenu [
alias tagon (+ $tagon 1)
if (> $tagon $tagmade) [maketagmen] []
concat "Tags" $tagon
showmenu $s
]
alias tagmenus [alias tagon 1; showmenu "Tags 1"]
maketagmen
====
simply put this somewhere where it will be loaded, and use "tagmenus" to load up the first menu and the more button to load the later ones. If you've got any problems/questions just ask.
Enjoy... Piglet
reply to this message
|
 |
#1634: arrrhhh visual c++ 6.0 |
|
by Fish HF
on 06/21/2003 13:17
|
 |
|
i need help compiling cube in vc++6
i searched here and i found http://www.oa3d.com/cube/cube.zip
but the link is dead :'(
anyone has it? thanks
reply to this message
|
 |
#1635: Re: arrrhhh visual c++ 6.0 |
|
by Thalion
on 06/21/2003 15:59, refers to #1634
|
 |
|
What's the problem anyways? I think it should compile, you just need the project file, which is basically as simple as putting all the .h and .cpp into a newly created console application project. Just don't forget to add SDL*.lib, fmod.lib and enet.lib to the external modules list.
reply to this message
|
 |
#1636: .. |
|
by Fish HF
on 06/21/2003 17:42
|
 |
|
theres too many problems....maybe u or others can make the project file for me? thanks for your reply :D
reply to this message
|
 |
#1637: Re: arrrhhh visual c++ 6.0 |
|
by Jorge
on 06/21/2003 18:43, refers to #1634
|
 |
|
If you only need a non official Win32 client (e.g. compiled) i built one yesterday... Althoug i don't compile with VC++ 6.0 but with a cross compiler for Linux.
You can dowload the client in ftp://lilo.uah.es/pub/cube/
"cubewin.zip": i added some *excellent* maps by Pushplay and extra music from cube-city.
"cube_lilo.exe": the client only. You need the orginal package for graphics, maps, models, music, etc (and change its name, too)
Disclaimer: win32 binary built from Linux => CAUTION!.
Save all your work before you run it!
reply to this message
|
 |
#1638: Piglet |
|
by pushplay
on 06/22/2003 00:35
|
 |
|
Yes, that should work, but I wanted something a bit more generalized. You did tag, but that leaves 3 types of triggers, teleport and teledest.
I hate global variables.
reply to this message
|
 |
#1639: Removing hud |
|
by Gordon
on 06/22/2003 02:07
|
 |
|
Hi there!, I have a couple of maps done, really cool, but I wanna get screenshots of them WITHOUT the hud, I simply think it looks better. I hope someone can help me so I can release these maps :)
Thanks
reply to this message
|
 |
#1640: Re: Removing hud |
|
by D.plomat
on 06/22/2003 02:51, refers to #1639
|
 |
|
type: T, then
/hudgun 0
reply to this message
|
 |
#1641: Boy Am I Glad I had the Cube Source |
|
by pushplay
on 06/22/2003 11:02
|
 |
|
While screwing with the lighting I accidentally created a monster of type 8. The game is kind enough to tell me so, but not kind enough to tell me where. I'm at 270 monsters already, so I didn't want to go through them one at a time. Fortunatly I was able to edit the source to have it give me more info on where it was, and in my compiled Cube I was able to track the bastard down and kill him.
reply to this message
|
 |
#1642: Re: arrrhhh visual c++ 6.0 |
|
by Fish HF
on 06/22/2003 16:14, refers to #1637
|
 |
|
it compiled :) x1000000
reply to this message
|
 |
#1643: Re: Removing hud |
|
by Gordon
on 06/22/2003 21:00, refers to #1640
|
 |
|
Yah, that removes the gun, but I wanna get out the health, ammo and armr display.
Thanks anyway :)
reply to this message
|
 |
 |
|

Board Index

|
 |