General Thread |
by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826383 views, last view: 12/09/2021 04:16 |
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for questions, announcements etc.
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#2140: Re: Morbid |
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by Piglet
on 01/03/2004 10:46, refers to #2139
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sorry for the hastle with the config, I've no idea why it actually worked on my computer for a while.
I guess it was a bit of a concept map really. I guess the main problem when you get into darker maps is the inconsitency between computers, on one computer something may be bright enough to be too easy, and on another too dark to be playable.
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#2141: Re: Morbid |
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by Piglet
on 01/03/2004 10:46, refers to #2140
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oh and sorry to double post but...
thanks for commenting.
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#2142: Coopediting Bug |
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by Steini
on 01/03/2004 12:05
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Hiho out there.
There seems to be a nasty bug in the Linux client. I made a map with some friends and my Linux client always crashed after a while. Then I realised, that the client crashes when somebody adds an entity. The Windows client seems to be no affected by this bug, because my friends haven't encountered any crashes :)
Perhaps you've time to fix this, because coopediting is very very cool, but this bug lowers the fun!
Greets,
Steini
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#2143: Morbid |
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by pushplay
on 01/03/2004 14:20
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It worked on my game too for some reason. Maybe because I played the mp first. I thought it was a little tight for my taste. It felt clusterphobic.
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#2144: Re: Coopediting Bug and Re: Morbid |
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by Piglet
on 01/03/2004 23:35, refers to #2142
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hmm, does this happen on any others linux clients?
I guess the frequency of the problem needs to be determined before the cause can be obtained.
Pushplay: I was aiming for a claustraphopic feel, however it may of well detracted from the gameplay somewhat. I probably wont make many/any more maps like it, I simply wanted to see what could be done.
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#2145: bind q weapon doesn't work in autoexec |
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by otagi
on 01/04/2004 04:52
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I'm stumped. In most games I have q set to change to next weapon. so I figured it wouldn't be a problem here, just quickly figured out what the command to change weapons was, typed "bind Q weapon" in my autoexec.cfg file (without the "s) and it didn't work. now if I "pull up the console" in the game and type /bind Q weapon it works fine. Next time I start cube, it doesn't work anymore. below is that exact part of the autoexec.cfg file:
bind W forward
bind A left
bind S backward
bind D right
bind Q weapon
hudgun 1
thanks for any input on this
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#2146: New Level |
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by Fanatic
on 01/04/2004 08:57
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I finished my second Cube level, this one more Quake 2 looking, and made for DM play.
Caged: http://fanaticalproductions.net/fanatic_caged.zip (about 2 megs)
Read the .txt in the zip for details.
Enjoy!
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#2147: Re: bind q weapon doesn't work in autoexec |
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by spentron-postcrash2
on 01/04/2004 14:50, refers to #2145
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because a little later in the autoexec you come to:
bind Q [ domodifier 1 ]
which is mousewheel zoom (ingame) and mousewheel heightfield vdelta (editing).
See also Most Wanted Feature thread #888, 890.
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#2148: Caged |
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by pushplay
on 01/04/2004 16:41
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I like it. It looked good, particularly the ceiling between the two deep pools. Speaking of which, I think the two pools were unreasonably deep. Usually, having two yellow armor's is reserved for larger levels.
I can't think of much at the moment really. If you find me at #cube I can pick it apart piece by piece for ya.
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#2149: Re: Caged |
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by spentron-postcrash2
on 01/05/2004 07:44, refers to #2148
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What he said. Good tunez too. I'd lean toward less powerups, they spawn fast.
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#2150: Re: A problem... |
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by Geoff
on 01/05/2004 19:19, refers to #2136
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I've got this problem too...
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#2151: Carrots |
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by Satannica
on 01/06/2004 01:56
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What are the significance of the Carrots in the levels?
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#2152: Triggers |
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by D.plomat
on 01/06/2004 11:25
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Opens doors.
Fast spinning carrot is the end level trigger.
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#2153: Re: Triggers |
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by Piglet
on 01/06/2004 15:44, refers to #2152
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the fact they are actually carrots is of no real relevence, just think of them as triggers.
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#2154: perfect !!!! |
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by matto
on 01/06/2004 17:00
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perfect game ;) I wish a good luck to this project, it really rulez!
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#2155: more weapons, new monsters/weapons |
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by psychopath
on 01/06/2004 20:39
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hey all! i'm new to cube but i have designed games and levels before (www.psychopathproductions.tk)
anyway is it possible to get more than 5 weapons in cube, and how do you add new monsters and weapon models???
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#2156: Re: more weapons, new monsters/weapons |
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by D.plomat
on 01/06/2004 21:43, refers to #2155
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You have to make a mod by coding.
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#2157: Re: more weapons, new monsters/weapons |
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by psychopath
on 01/07/2004 00:13, refers to #2156
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do you mean edit the source or the .CFG files????
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#2158: Re: more weapons, new monsters/weapons |
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by D.plomat
on 01/07/2004 10:42, refers to #2157
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I mean source
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#2159: Making Unreal models cube compatible |
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by Grimmy
on 01/07/2004 16:40
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Is there an easy way to do this?
I found a site with tons of models,
and I was thinking of doing a cube
mod..
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