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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, 11374213 views, last view: 05/04/2024 12:30

for questions, announcements etc.

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#1985: ..

by Dr. Zin on 10/19/2003 03:55

i can handle a bit getting some dirt beneath the nails

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#1986: Re: ..

by pushplay on 10/19/2003 05:50, refers to #1985

Look at Thalion's code then.

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#1987: That damn tilde key!

by KesieV on 10/19/2003 23:28

Hi there!
Cool game, this Cube... I love tiny games and, for his genre, cube is sooo tiny and still funny!
Stop here. I need help.

----

To open the console, I have to hit the TILDE key, right? But... in my European keyboard, I haven't that damn tilde key! Under ESC, I've (you too knows) the PIPE/SLASH key...
How I can bind that key to my keyboard? There is a flag... a special BIND command to put into autoexec.cfg? Help me!

---

Plz... if anyone knows how to solve this damn problem, mail me! @

Kesiev [at] that_Micro$oft_webmailserver [dot] com

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#1988: Re: That damn tilde key!

by pushplay on 10/20/2003 07:33, refers to #1987

It's not tidle, it's a back quote. Tilde is what you get when you hit shift+back quote.

find:
bind BACKQUOTE "saycommand /"
and replace BACKQUOTE with BACKSLASH or CARET. At least I assume it's caret,

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#1989: Didn't Mean To Hit Send

by pushplay on 10/20/2003 07:33

because I can't find pipe in the keymap.cfg.

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#1990: Error: "Different cube protocol"

by cone on 10/20/2003 17:51

After I updated my SDL library to a newer version, cube didn't work anymore (crashed with "Fatal signal: Segmentation Fault (SDL Parachute Deployed)"). So I came to the idea to compile it myself. I was able to build it, but after running it and opening the server browsers, I get the error "different cube protocol" on all running servers. Anyone kowns how to fix it?

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#1991: ..

by KesieV on 10/20/2003 19:29

Thank you! :D

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#1992: Re: Error: "Different cube protocol"

by pushplay on 10/20/2003 20:26, refers to #1990

Don't compile it yourself and don't use a different dll file.

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#1993: Re: Error: "Different cube protocol"

by cone on 10/20/2003 22:43, refers to #1992

I don't use a different dll, because I don't use windows ;-)
(I'm using the linux client). Why shouldn't I compile it myself? That is the only way to get it to use the new SDL library (which works very fine, just the networking makes problems). I don't want to keep an old SDL version just because cube uses it.

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#1994: New Sound Mod for Windows

by Slipstream on 10/22/2003 03:57

I first want to appologize to Mac and Unix users for excluding them from this modification. Sorry guys nothing against your OS. :)

Okay at my site you will find a new sound.cpp that elimates FMOD.DLL completely.

http://www.dragonroars.com/source/sound.txt

Why?? You ask. If you ever plan to manufacture your own cube project into a commercial software the folks at FMOD want $2,000. Otherwise it is free to use. My modification is still WIP. But it allows up to 5 wav files to be played at once through mcisendstring command. I tried playsound but that freezes the game up while the sound is played. I replaced music command with midi command. Any midi can be played, study the code and you could even use MP3 etc..

May the Source be with you... always.

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#1995: config /autoexec.cfg - problems

by kerim on 10/22/2003 10:02

i got a config from a friend.
there it says :

bind MOUSE2 [ fov 25; sensitivity 2; onrelease [ fov 110; sensitivity 6 ] ]
hudgun 0

what does that mean ??
it changes the sensitvity ? ok but for what ?


and ehm i dont have a clue what this could mean :

alias modifier 0
alias domodifier [ alias modifier $arg1; onrelease [ alias modifier 0 ] ]

bind Q [ domodifier 1 ]
bind Z [ domodifier 2 ]
bind X [ domodifier 3 ]

alias universaldelta [
if $editing [ alias s "edit" ] [ alias s "game" ]
concatword delta _ $s _ $modifier
s
]

bind MOUSE4 [ universaldelta 1 ]
bind MOUSE5 [ universaldelta -1 ]

alias delta_edit_0 [ editheight $flrceil $arg1 ]
alias delta_edit_1 [ if $flrceil [ vdelta $arg1 ] [ vdelta (- 0 $arg1) ] ]
alias delta_edit_2 [ edittex $flrceil $arg1 ]
alias delta_edit_3 [ edittex (+ $flrceil 1) $arg1 ]
alias delta_edit_4 [ equalize $flrceil ]
alias delta_edit_5 [ entproperty 0 $arg1 ] // and the others

alias delta_game_0 [ if (= $arg1 1) [ weapon 2 3 1 ] [ weapon 4 1 2 ] ]

alias zfov 120
alias delta_game_1 [
alias zfov (+ $zfov (* $arg1 (div $zfov -5)))
if (< $zfov 10) [ alias zfov 10 ]
if (> $zfov 120) [ alias zfov 120 ]
fov $zfov
]



im ready for any help :D

mfg!

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#1996: edit

by kerim on 10/22/2003 10:06

oh ;O
its clear ..

bind MOUSE2 [ fov 25; sensitivity 2; onrelease [ fov 110; sensitivity 6 ] ]
hudgun 0

this is zooming in and out!
clear !

whats the matter of the others ?

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#1997: Re: config /autoexec.cfg - problems

by spentron-postcrash2 on 10/22/2003 15:11, refers to #1995

... bind MOUSE2 [ fov 25; sensitivity 2; onrelease [ fov 110; sensitivity 6 ] ]

This is the only thing not in the regular config I see here. You can also zoom with Q + turning the mousewheel, but when you zoom in the mouse is still as sensitive as if you didn't zoom, which seems MORE sensitive and results in little advantage.

The flaw here is there's no central place to set sensitivity. If you set it the normal place only, that will be overridden as soon as you use the zoom.

... hudgun 0

doesn't display your gun

... bind Q ...
Q, Z, X control the mousewheel function, only Q is used in-game, rest is for editing.

... alias universaldelta ...
central function for different mousewheel functions. MOUSE4 and MOUSE5 are the scroll wheel and call universaldelta.

... if $editing [ alias s "edit" ] [ alias s "game" ]

sets variable "s" to the word edit if in edit mode, otherwise to the word "game."

... concatword delta _ $s _ $modifier
s

Builds a command word. If no QZX, modifier is 0, if game mode, $s is "game", so it makes "delta_game_0" which you see the command for a bit later, switches weapons. The part you wouldn't guess is that concatword puts the result in variable "s" always. The next line, which only has "s" in it, uses the word you just made as a command, which calls the "alias delta_[...]" commands that follow. "$arg1" in those is -1 or 1, which comes all the way from the "bind MOUSE4" and 5 commands.

See also the configs on my site ( http://www.intergate.com/~spentron/cube/cube.html ) which modify the original functions more completely.

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#1998: A Better Scope

by pushplay on 10/22/2003 17:25

bind MOUSE2 "alias oldfov $fov; fov 50; sensitivity (- $sensitivity 1); onrelease [fov $oldfov; sensitivity (+ $sensitivity 1)]";

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#1999: Re: A Better Scope

by spentron-postcrash2 on 10/23/2003 02:21, refers to #1998

That's really not enough sensitivity change unless your normal sens is 2. Sensitivity needs to be scaled in direct proportion to zoom, based on reference fov.

Screw it, it's long, but here's my zoom code, without other additions.
Q+mousewheel is zoom, mousewheel button toggles between that setting and normal zoom. If you don't need the mousewheel weapons and don't want to press Q to zoom, delete "alias delta_game_0" etc. and change delta_game_1 to delta_game_0.
Since the normal "sensitivity" command no longer works right ingame, I added means to change it ingame by - and + letter keys (also, change invert by trying to set sens to 0).

---begins next line:---
// this part goes near the beginning and replaces "sensitivity" and "fov" lines:

alias msens 8 // set your preferred mouse sensitivity here
alias preffov 100 // set your preferred fov here

fov $preffov // sets starting fov to pref
// mouse3 is toggle normal zoom & sensitivity:
alias resetfov [if (= $fov $preffov) [ fov $zfov; sensitivity $zsensit] [ fov $preffov; sensitivity $msens ] ]
bind mouse3 resetfov
// (mousewheel during game is zoom)
alias msplus [ if (< $msens 200) [ alias msens (+ $msens 1); chgsens ]
if (= (* (div $sensitivity 11) 11) $sensitivity) [ echo ... use sensitivity 1 for invert ]
]
alias msminus [ if (< $msens 2) [ invmouse (- 1 $invmouse)
echo invmouse $invmouse
echo ... press minus to change invert ] [
alias msens (- $msens 1) ; chgsens ]
if (< $msens 2) [ echo ... press minus to change invert ]
]
alias chgsens [ echo mousesens $msens msinvert $invmouse
// recalc reference fov
alias cmpfov (div (* $preffov $msens) (+ $msens 1))
if (< $cmpfov 90) [ alias cmpfov 90 ] [ alias cmpfov (+ $cmpfov 1) ]
alias zsensit (div (* $msens $zfov) $cmpfov)
if (< $zsensit 1) [ alias zsensit 1 ]
sensitivity $zsensit
]
// mouse sens controls
bind equals msplus // +
bind minus msminus // -

// this part replaces end of config starting at "alias zfov 120":

sensitivity $msens // loads it
alias zsensit $msens
alias zfov $preffov
// calculation of reference fov to avoid changing sensitivity for
// small fov changes (since zoom can result in slight fov variations)
alias cmpfov (div (* $preffov $msens) (+ $msens 1))
if (< $cmpfov 90) [ alias cmpfov 90 ] [ alias cmpfov (+ $cmpfov 1) ] // min is 90
// and the wheel script ...
alias delta_game_1 [
alias zfov (+ $zfov (* $arg1 (div $zfov -5))) // -5 is stock step factor
if (< $zfov 10) [ alias zfov 10 ]
if (> $zfov 120) [ alias zfov 120 ]
fov $zfov
alias zsensit (div (* $msens $zfov) $cmpfov)
if (< $zsensit 1) [ alias zsensit 1 ]
sensitivity $zsensit
echo fov $zfov
]

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#2000: Re: A Better Scope

by pushplay on 10/23/2003 03:41, refers to #1999

Changing the amount sensitivity changes by for that command is trivial. Your script looks awefully complex for such a simple idea.

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#2001: Yeah, I could have just said ...

by spentron-postcrash2 on 10/23/2003 06:44

bind MOUSE2 "alias oldfov $fov; alias oldsens $sensitivity; fov 50; sensitivity (div $sensitivity 2); onrelease [fov $oldfov; sensitivity $oldsens]";

I like the mousewheel zoom though, more just because it feels cool to use (basically you have a 3D mouse), although the momentary MOUSE2 zoom is maybe more useful.

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#2002: Re: Sinsky

by sinsky on 10/23/2003 16:29, refers to #1972

I don't know who that person is.

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#2003: Re: ..

by sinsky on 10/23/2003 16:36, refers to #1981

Binary distributions are always best, but you need to be a professional programmer to make things work, and stay that way at least for a while. I was thinking about ActiveX because of.. the opposite :) My idea is very simple, with batch files (or shortcuts) and command line parameters that are executed by links, and no complex programming involved. The more I think about this, the more I become convinced that I should separate the things I understand from the ones I don't, and make two versions. One of them will have all the features I want to include. The other version will be pure html 4.x browser compatible document with low interactivity (like a gamebook) and will be the core component of the version with interactive content.

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#2004: Mac OS X port?

by Eric Dohner on 10/23/2003 19:26

Hey, all. I've just found about Cube through Inside Mac Games. The problem is this: the link for the OS X port doesn't seem to work. Anyone know where I can get it? If you do, -please- email me about it, with a subject of "Cube OS X." Thanks. :)

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