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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, 8826064 views, last view: 12/09/2021 02:37

for questions, announcements etc.

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#2117: Bug

by Carsten. on 12/29/2003 11:51

Hi,
after a few minutes in coop edit mode the game exits immediately and shows the follwing message in the console:
linux_client: tools.h:176: T& vector<T>::operator[](int) [with T=entity]
Assertion \'i>=0 && i<ulen\' failed.

After that i have to restart the X-Server, because i can\'t move the mouse. It\'s reproduceable.

Carsten

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#2118: Ahm...

by Carsten. on 12/29/2003 11:57

It happend with the 12_23 release. (the old one worked fine)

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#2119: Re: Bug

by Aardappel on 12/29/2003 14:59, refers to #2117

most odd, as I don't think anything changed w.r.t. coop editing or entity handling in this release.

Anyway, this has to do with entities, so for the moment you can probably avoid the bug by not doing light placement and such in coop.

This will have to be fixed next release. If you can give me an exact scenario to reproduce it (starting from a newmap or an existing map) this will help me.

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#2120: FPS

by Razor-X on 12/30/2003 01:17

I just downloaded Cube and skimmed through the readme and played the game. The game seems only to achieve an average 25 fps. I tried editing the fpsrange but that didnt do squat. Same with the LOD. he LOD stays around 100 and the fps stays around 25.It isnt all that bad, but the screenshots show over 100 fps at a high LOD Here are my computer specs:

Pentium 4 1.6 GHZ
32 MB nVidia TNT2 Riva Pro 64
256 MB RAM

What am I doing wrong? I can run UT at a clean 100 fps easy, and thats more advanced than Cube.

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#2121: Re: FPS

by pushplay on 12/30/2003 02:07, refers to #2120

25fps on an ancient videocard seems about right to me.

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#2122: Playing a new map

by Fanatic on 12/30/2003 06:44

I just finished my first map for Cube, and this is one powerful and easy to use engine! I was able to create a very detailed and nice looking map after a few test runs to see what the features are and how things work.

I'd like to release my little map, but I don't know how to load it (after renaming the temp file to my file name and creating the cfg for the emerald skybox graphics).

How do I tell people that haven't used Cube to load my map?

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#2123: Re: Playing a new map

by pushplay on 12/30/2003 08:48, refers to #2122

If you type:
/savemap mapname
it will save the map under that name. Conversely, you can type:
/map mapname
to load that map back again.

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#2124: Re: Playing a new map

by Fanatic on 12/30/2003 17:54, refers to #2123

Perfect. Thanks!

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#2125: New Level

by Fanatic on 12/30/2003 19:20

I finished my first Cube map, and got it's config and created a nifty MP3 for it.

Read the .txt in the zip file for the details.

<a href="http://fanaticalproductions.net/fanatic_wandering.zip">fanatic_wandering.zip</a> (about 1.4 megs)

Feedback welcomed!

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#2126: Fanatic

by pushplay on 12/30/2003 22:50

It's an interesting style. Good texture usage and good arcitecture. There are two really fundamental problems though:
1. where's the ammo?
2. an mp map should be like a bunch of circles. There should be several paths to take. Your map is basically one long path. When playing it I have no choice but to ping-pong back and forth. I may camp the gazebo to mix things up, but that's about it.

I'd go back and add atleast a second path. It could become a really great map.

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#2127: Re: Fanatic

by Fanatic on 12/30/2003 23:50, refers to #2126

Read the readme. :)

It's just a test map for architecture, made to see what the engine could do.

If I were to make this map into anything, I would make it into a single player map. I think fundamentally it's laid out wrong for DM play.

But my goal was to try to make a realistic and detailed looking mini-world, not something to kill in.

I think I might do a pure DM map next, especially now that I have a feel for how big an area needs to be to fight in. :)

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#2128: Re: Fanatic

by spentron-postcrash2 on 12/31/2003 10:18, refers to #2127

Yeah yeah, singleplayer!

Looks good, involved archetecturals. I tried throwing some stuff into your map but didn't try too hard... P.S. check out my editing config, fast entities (since you're running behind ;) ).

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#2129: Re: New Level

by Bascule on 12/31/2003 10:27, refers to #2125

FanaticalProductions.net link is currently b0rked, any chance of someone putting this file up somewhere else?

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#2130: Re: New Level

by Fanatic on 12/31/2003 17:27, refers to #2129

My server runs from an ISP that blocks port 80, so I have the DNS fanaticalproductions.net pointing to my IP on port 8080. I know some people can't access this port, so that might be it.

I double checked my router and DNS, and my IP hasn't changed in over 2,200 hours, so it appears to be running.

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#2131: its an iffy map, but i think it is quite beautiful in places

by Pathegreat@hisFathers on 01/01/2004 01:43

like puhsplay said gameplay is off, there is no place to fight, its just like a big batttle ground i guess, wich the setup of the map isnt good for that do to lack of fatness of the map. But the part where you jump out of the window onto the mountains, is lovley(even theo it is not good on the fps and the wqd of course:P). You say its just a test of what cube can do, well i think you succeded your goal so just use these opinions we have giving you to make an even better map(dont forget weapons ^_-).

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#2132: How do you make mods for this?

by IEEE80211 on 01/01/2004 18:58

I read about this: http://www.devmaster.net/articles/lua/lua1.php

But I can't find it in Cube. I'm a Quake modder (www.rqplus.com) who's interested in using this because it's free.

I'm thinking about doing a Rune Quake port to it, that is if I can get started.

So how do you mod in this using LUA?

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#2133: Re: How do you make mods for this?

by Piglet on 01/01/2004 22:50, refers to #2132

Um, there was at least an attempt (I cant remember what happened to it) to make a mod that allowed cube to be scripted in LUA, but as far as the main game is concerned you cant mod with LUA.

However the source code for cube is available, so If you can cope with C coding and compiling the skies the limit.

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#2134: Re: How do you make mods for this?

by Piglet on 01/01/2004 23:07, refers to #2133

Well, for the fist time in ages and ages it's time for me to release another map to the cube playing public.

This has quite a different flavour to my standard fare in both mood and gameplay. It will be interesting to here any opinions people might have on it.

It's title is 'MorBiD' and it has both multiplayer and singleplayer versions.

In the absence of my UberCuber hosted homepage (which I ought to look into) you can snag it at:

http://www.ignika.com/pfiles/morbid.zip

It's just over 1mb (all custom textures).

Have fun, and please dont forget to tell me what you think about it (here or through piglet_at__ignika_dot__com)

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#2135: A problem...

by XeroSlayer on 01/02/2004 04:06

Hello, I just downloaded cube and I wanted to play it online, but when I get the server list and try to join a server with, say, 4 people on it, the only people in there is me, and a clone of me that I can shoot and kill, killing myself (lol...). Does anyone know how to fix this problem? Thanks.

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#2136: Re: A problem...

by |apskaus on 01/02/2004 04:27, refers to #2135

I've got the same problem. Seems like the master server AND the servers need some work :P

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