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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, 8826822 views, last view: 12/09/2021 06:28

for questions, announcements etc.

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#2026: ARGH

by Grimmy on 11/15/2003 08:56

Sorry.. I meant apostrophies.

It's like 3 AM and I'm really tired.

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#2027: Re: ARGH

by pushplay on 11/15/2003 09:46, refers to #2026

A cfg is just a text file.

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#2028: Thanks

by Grimmy on 11/15/2003 22:00

I copied and pasted an existing CFG
file, renamed it, opened in in notepad
and edited it.

Is there a way to have bosses, or do you
have to use enemies as substitutes?

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#2029: Cube wont connect to server

by KnightMare on 11/15/2003 22:25, refers to #2009

I just installed Cube, all went fine and i can play single player mode.

I can do a scan for a multiplayer game online. The list comes up all looks normal. when i select a server to join, the game seems to crash. It will never connect and i have to killall cube to kill it.

I am running Linux and no firewall... Anyone using Linux seen this problem and got it to run?

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#2030: Re: Cube wont connect to server

by pushplay on 11/15/2003 22:29, refers to #2029

Look at the thread I bumped.

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#2031: Cube Icon

by LethZoid on 11/16/2003 05:07

I was just foolin around... and created an icon for cube..., Click to download...


http://leth.xionnet.net/images/cube.ico

Enjoy :)

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#2032: Some Ideas

by LethZoid on 11/16/2003 06:02

I was thinking... Why not have more of a visual look for gamma setting... like a bar... :), and a drop down box for the resolution. Also a setting chooser so we can decide the X, Y, and Z axis speed of our mouses :D

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#2033: Re: Some Ideas

by Piglet on 11/16/2003 13:08, refers to #2032

I think mainly the reason is that it would take an overhall of the menu system, and would most likely make cube engine a lot less elegant.

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#2034: vis c++ 6

by newbiecoder on 11/16/2003 13:56

does anybody have a working .dsw for vis c++ 6?

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#2035: Can\'t launch Cube under debian sid!

by raoul on 11/17/2003 17:57

Hello,
when I launch cube_unix, i\'ve got an error :
init: sdl
init: net
init: world
game mode is ffa/default
init: video: sdl
init: video: mode
init: video: misc
init: gl
WARNING: cannot use overbright lighting, using old lighting model!
init: basetex
init: models
init: cfg
Fatal signal: Floating Point Exception (SDL Parachute Deployed)

What can I do to correct this? I tried with cube_unix and the separate linux_client, same result!

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#2036: Re: Confused :?

by Almacha on 11/18/2003 19:25, refers to #2022

To run the game under Linux :
Go into the directory where you installed Cube (for me it is /usr/local/games/cube) and then enter
bin_unix/linux_client
Do NOT go into bin_unix and then type ./linux_client ; in that case it would say "can't find..."
Be sure that that file is executable : before running it type
chmod 755 bin_unix/linux_*
when you are in Cube directory
(there are linux_client and linux_server)

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#2037: Re: WTF is going on?

by D.plomat on 11/19/2003 12:09, refers to #2023

You just need to connect on a server and waita bit, maybe others will join in 10-15 minutes.
Or you can also check http://wouter.fov120.com/cube/masterserver/

There's a KDE applet that i made to be notified when there are ppl connected and playing Cube. Too bad i'm very busy but i'm planning to also make a Gnome and maybe a windows version.

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#2038: New model format AND Editor

by mortfurd on 11/20/2003 00:25

I've been working with the cube engine for quite a while now, planning to use it as the base for some things that I really want to do. I like the game, and the simplicity of the code.

The only thing that REALLY bugs me is not being able to make my own models for it. I run Linux only, and have not been able to get any MD2 editor to work. No native Linux ones, and the Windows versions don't want to run under Wine.

Out of frustration, I finally created my own file format and a Python program to export it from within Blender.

The format itself is based (loosely) on the MD2 format as shown in the rendermd2 file from cube. It is different, though.

The biggest advantage is that it can be created and edited completely using software that runs under Linux - and is free besides.

Is there any interest in this from you cube developers/users?

I would have no objections to giving the code to you, but I will warn you that as I use it, it makes cube incompatible with other versions. This doesn't bother me as I'm not worried about interoperability, but someone would have to modify the main cube source to make use of it without buggering the compatibilty.

P.S.
Many thanks to Thalion for the mingw modifications. I'm going to have to produce stuff for Windows, and with Thalion's help (and a mingw crosscompiler) I can do that from my Linux after a couple of hours work (mostly tracking down that one change in worldio.cpp)

JRE

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#2039: Re: New model format AND Editor

by hungerburg on 11/20/2003 01:05, refers to #2038

how hard would it be, to make blender import and export md2? you said your model format was close.

hu

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#2040: Re: New model format AND Editor

by mortfurd on 11/20/2003 09:57, refers to #2039

Not that hard. The hard part was getting Blender to let go of the data.

Doing MD2 would have complicated things, though. MD2 uses single bytes for the coordinates and uses a scale factor to get things the right size. It isn't hard to do, but when you are also having trouble with right and left hand coordinates and z axis up or out and Blender is doing its damndest to keep you from getting the data in the first place, it makes life more difficult.

Also, the byte representation makes it hard to have large objects with fine structures - something I want and need for the stuff I'm doing.

Besides which, MD2 is proprietary and if you take it strictly you really need id's permission to use it. Yes, I know, id doesn't seem to give a rat's ass that all the world is doing it - but I still feel better this way.

Actually, I shouldn't complain about Blender being difficult to work with. The documentation for the newer versions of the Python API isn't all that grand, so I should have gotten the source code sooner and worked from it. Once I had that, it got a whole lot easier. There was then still some fun with coordinate sytems and up and out, but that wasn't that bad.

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#2041: extremely slow gfx

by aj2004 on 11/20/2003 21:47

hi. i have a 1.3ghz amd duron processor and 512mb ddr ram, and plenty of free space on my hard drive. i started cube(i am running linux; kernel 2.4.20). my fps is constantly at 5. i 'tweaked' the gfx settings in the in-game menu to minimum, but it doesn't help... seems to me that it should run a bit faster than 5 FPS.

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#2042: Re: New model format AND Editor

by pushplay on 11/20/2003 22:30, refers to #2040

What are you going to do different than MD2? It sounds like you're giving up a lot for little gain.

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#2043: Re: extremely slow gfx

by pushplay on 11/20/2003 22:32, refers to #2041

You're using a software renderer. You need to install drivers or something.

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#2044: no drivers

by aj2004 on 11/20/2003 22:34

well, since there are no drivers that i know of for my video card, for linux(SiS650_740), i guess i'm fxcked

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#2045: Re: New model format AND Editor

by mortfurd on 11/20/2003 23:51, refers to #2042

What I'm gaining is the ability to create my own models, which I could not find a way to do under Linux with the MD2 files. Yes, I could have gone on and done MD2 once I got the kinks worked out - but I don't miss MD2.

I'm not losing a lot, since most MD2 models that I've seen deal in mayhem, blood, and death.

I'm working on some things that would be more in line for small children, and another thingamabobby that is definitely not for little kids - but where blood and ugly monsters also don't belong.

In both cases, I need structures finer than MD2 can provide. I also do some odd things with my models that would result in normal sized structures being treated as small structures with MD2.

One of the the things that I've done is to make a framed picture that hangs on the wall. The offset to the bottom of the picture is acheived by relocating it in Blender - the picture is six times its own size above the origin. With MD2, this would lose me a lot of precision in the actual model.

Since I'm using floats in my format, I don't have to worry about precision until things get REALLY big.

Other than that, I gain not having to worry about id lowering the boom. Not that I think there's a big chance of that happening, but still.

Also, since Blender and Python are available on many platforms (Windows, OSX, Linux,) you can make your models anywhere you need to - just like cube runs anywhere you want to.

Also, just to clarify - The Blender Exporter is done, and I have a massively hacked version of cube that uses it.

The massively hacked part comes because I've expanded the scripting language by a lot of stuff that I needed. Mostly just small functions that make life easier, but also some deeper reaching stuff. My version can change models for each entity on the fly and specify the frame range to use. It can also do a sequence that starts at a specified frame, runs to a specified frame, and then returns to a preciously specifed range. You can also change the animation speed for every figure individually. There is a timer callback that executes code in your script while the timer is active, and there are functions to set, start, and stop the timer. I also added a set of functions to overwrite the standard HUD stuff. I can change HUD icons on the fly, and put whatever data I want up beside them.

Next up on the block is an improved collison detection and generating bounding boxes for the figures. I need these things because I intend to do animated doors using my models. Since the doors are so large, they don't do too well with the standard mapmodel collision detection - and they tend to disappear if you turn at almost a right angle to them because cube assumes that if you can't see the origin of the mdoel then you can't see it at all.

To do these things, I will modify my rendering routine to check how close a specified point is to all the points in the model. This will be tied in with the unproject collison detection - when something is right up in my face, then (and only then) will the renderer be requested to do a proximity check for the point returned by the unproject detect.

The renderer will also be modified to return a bounding box to the entity when it renders the model. I will then use this in the culling routine to tell when to continue rendering an object (when it is still visible.)

All of this would be harder (and slower) to do with MD2. My files have the coordinates as floats already, so all I need is a shitpot full of comparisons to do the detection. With MD2, I would have to convert from scaled bytes to floats to do it - which is not really a hard job, but it would add more multiplications and type conversions to the process and slow it down.

Yeah. Anyway, I wouldn't be trying all of this if cube weren't so easy to work on

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