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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, 8825798 views, last view: 12/09/2021 01:14

for questions, announcements etc.

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#1664: ..

by Pathegreat on 06/24/2003 03:44

dude, in real life are you conseterd a big time nerd aka looser :P (just kidding with you man, your probably cool)

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#1665: ..

by Case on 06/24/2003 03:56

Dude, in real life, can you properly spell? (just messing with you mate, you're probably an english professor with my luck)
;)
No ill will intended, of course.

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#1666: Re: ..

by pushplay on 06/24/2003 03:59, refers to #1665

ahahaha

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#1667: ..

by Frank__i (Flameshot leader) on 06/24/2003 04:35

lol , case wins the match !

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#1668: New level "Cube 101"

by spentron-peanutbutter on 06/24/2003 06:25

New singleplayer level -- beta test, play but may not be final version.

http://www.intergate.com/~spentron/cube/misc.html (not final location).

This is my idea for a training level -- may be a dumb idea but I'm not sure what people make of Cube SP -- maybe that it looks easy and suddenly they're looking up from the ground and don't know what to make of it. Anyway, my levels aren't good for a beginner to jump into.

The path out introduces the monsters and weapons and the way back tests out what was learned ;) . Small, easy level, but not too easy.

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#1669: spentron

by pushplay on 06/24/2003 07:56

I was pleasantly surprised. From the description I was expecting something not terribly fun to play, and looking at the simple texturing of the first room I thought it was a rush job.

While the texturing is simple the arcitecture is fun to run around on and lends to some interesting battles. Also, the battles were more difficult than advertised. ;)

I was particularly impressed with the section with sloping downhill grass, banked walls and the egyption pillar. I think it would be great fun to have a level use that style throughout and go entirely downhill. I'd do it but I wouldn't want to steal your style.

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#1670: Aard and everyone else:

by pushplay on 06/24/2003 08:40

http://slike.slo-tech.com/masses/index.html

Go to the website and do a crtl-f for far cry. I just thought that was neat.

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#1671: Wow

by pushplay on 06/24/2003 12:48

The code for handling new console commands is amazing. I wrote a functional /kill command in 2 minutes.

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#1672: Re: probably the final step :)

by D.plomat on 06/24/2003 13:40, refers to #1660

no, it isn't. to enable it:

backup your config file:
cp /etc/X11/XF86Config-4 /etc/X11/XF86Config-4.bak

'cause some editors are configured by default to wrap end of line, that's bad for config files & scripts... if you use vi or mc there's no problem, but it's always a good thing to backup ;)

so edit /etc/X11/XF86Config-4, search for the section:

Section "Modules"

Load "x"
Load "y"
Load "z"
...
Load "glx" <-- add this here

EndSection

save, startx, happy frags :)
If you've got much less fps than in windoze, you'll probably have to use ATI's driver, but let's begin with XFree's one...

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#1673: Re: probably the final step :)

by Case on 06/24/2003 14:47, refers to #1672

I did all that, except my XF86Config-4 is located in opt/kde/share/apps/kxconig. I added the Load "glx" line, no effect. I moved it to X11, no effect. I also downloaded the ATI Linux driver (provided through DRI,) but cannot figure out how to compile or install it. Sorry for being such a bother, but I greatly appreciate it.

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#1674: oops...

by D.plomat on 06/24/2003 16:32

made a little mistake as reading too fast... your OpenGL is activated, if not it would have printed:
extension "GLX" missing on display 0

the "matching GLX visuals" error is an annoyance of Linux/X/GLX OpenGL, it means the color depth selected for Cube doesn't match your X server one.
I don't remember how to change Cube color depth, i think there's an option to use desktop color depth, but i can't remember, so you can try changing it in your XF86Config-4, i don't remember which #of bpp works fine, but you can try 16, 24, 32, it's an option DefaultColorDepth or Depth i think, but you have to modify it on the Screen section that corresponds to your Device section with the Driver option set to r128 or ati i think, not vga or vesa...
i don't know for Slackware, but most distros configure XFree with an accelerated driver + a generic vga/svga driver(for failsafe mode maybe?)...so you've got to set the right one...

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#1675: lighting on players' models

by Fish HF on 06/24/2003 16:58

isn't it a good idea? lol

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#1676: ..

by Case on 06/24/2003 17:21

Hm. With Slackware there doesn't seem to be a setting for 32 bit color! I installed the latest XFree, DRI, and changed my driver to ati... but the highest it goes is 24 bit color. Maybe that could be the problem?

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#1677: I don't think so...

by D.plomat on 06/24/2003 20:01, refers to #1676

cause in my XF86Config-4 i'm using DefaultColorDepth 16, i've even commented out the lines for 32bpp

but... i think i'm really tired ;)... i even more missed the point: you really have "extension GLX missing on display...", so your OpenGL isn't active.

...And i missed one of the library you need to run Cube: Mesa-libGLU, maybe the package is just named Mesa, on a RedHat, it's XFree86-Mesa-libGLU.

Check on your system if you have files named libglut.* and libGLU.*

For the XF86Config-4, i didn't knew it's here on a slackware, maybe it stills uses the XF86Config file... so try figure out which one it uses, like <hack>moving one and trying to see if startx complains</hack> and/or in both files, be sure to have the line Load "glx" without the # before, and set your DefaultColorDepth 16

i think you should also ask on Slackware forums how to configure OpenGL, 'cause while doing my best i'm still doing some guesses on a distro and a vga card i've never used.

good luck ;)

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#1678: Re: pushplay Re: spentron

by spentron-peanutbutter on 06/24/2003 20:18, refers to #1669

Cool, thanx ... probably will touch up the first room or so and a couple of the messages. While the original intent was tutorial, some decent battle was to tempting -- main easy thing is plenty of resources (but not always right there where you need them).

As to the slope section, I have no claim on the heightmap feature, and don't care if people use some ideas as long as it's still different (I've done some one-off kind of ideas but that's not one of them)... of course feeling original is more fun. Complex terrain IS a lot of work, and I'd certainly respect anyone who puts in that kind of time! Downhill is also not used so often in FPS, since room over room especially works so well with climbing layouts.

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#1679: Re: oops...

by Thalion on 06/24/2003 22:55, refers to #1674

AFAIK, Cube doesn't have a switch to set color depth, but always tries to auto-detect (well actually SDL does that).

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#1680: Re: Removing hud

by Gordon on 06/25/2003 06:09, refers to #1644

We're almost there, that removed the FPS, LOD and the rest of counters, but still, the ammo, health and armor display stay there. Any idea?

-GF

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#1681: Re: Removing hud

by pushplay on 06/25/2003 09:10, refers to #1680

You're stuck with the icons. But you would know that if you'd rtfm.

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#1682: Performance

by Bernie on 06/25/2003 10:16

I know it will seem a little bit stupid, but I tried the game on my old celeron 366Mhz, with 192 Mb RAM and a 3D Prophet 4000 XT 32 Mb.
Surprisingly, it ran good, the graphics where nice with 800*600 resolution. I started to play, and I was a little bit dissapointed: despite the overall action is smooth, I can't shoot the ogres and characters, even at short range.
I tried on another computer, Athlon 1700, 256 Mb RAM, equivalent graphic card, and then I can shoot them.
Is the monster invincibility related to my weak CPU in the first scenario??

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#1683: Re: Removing hud

by D.plomat on 06/25/2003 13:27, refers to #1680

You can modify renderextras.cpp, it's easy, and modify the gl_drawhud function, comment out the lines:

draw_textf("%d", 90, 827, 2, player1->health);
if(player1->armour) draw_textf("%d", 390, 827, 2, player1->armour);
draw_textf("%d", 690, 827, 2, player1->ammo[player1->gunselect]);

and the 3 drawicon line near the end...

If you're running Linux, i can do it and mail you the binary. If you're running windoze, then i can mail you the modified renderextras.cpp, you'll have to find someone to build it for you.

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