General Thread |
by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826829 views, last view: 12/09/2021 06:28 |
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for questions, announcements etc.
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#2185: Re: .. |
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by BigNoNo
on 01/13/2004 14:44, refers to #2179
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About the invulnerability bug; couldn't this have something to do with the following (and I quote from the readme): if a player is severely lagged (or you are) he temporarily becomes a "ghost" that cannot be hit (if >1sec packet jump).
Just a suggestion.
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#2186: Re: .. |
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by BigNoNo
on 01/13/2004 14:46, refers to #2185
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Perhaps a pointer going amok in the code or so? Haven't had a peek at the source so I actually dunno what I'm talking about ;-)
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#2187: Re: .. |
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by Aardappel
on 01/13/2004 18:00, refers to #2185
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if the lag thing happens to you, other people won't be moving/hitable either. What people reported is that they were just playing normally and suddenly get invulnerable.
It is very likely it has something to do with the "lifetime" variable in dynent getting screwed, the only question is how.
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#2188: slowness |
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by jedi
on 01/14/2004 05:17
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On Gentoo Linux (kernel 2.6.1-rc1), with Nvidia's drivers. q3a runs fine, at very good framerates, accelerated (GeForce FX 5900). Same for ut2003, and for all my screensavers. Cube runs at 12 fps, and only crawles up to 20 or 30 with a brand new /newmap. I am told this is a normal speed -- for software rendering (Athon XP 2100+ @ 1.7 ghz). How do I begin to debug this?
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#2189: Linux Programming... |
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by J. Gentry
on 01/14/2004 05:19
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trying to compile Cube on Slackware 9.1 so i can work on the AI again.
i have all the SDL and enet libraries however i still have trouble with compiling it.
i get this error:
cube.h:267:23: SDL_image.h: No such file or directory
client.cpp: In function `void gets2c()`:
client.cpp:301: warning: enumaration value `ENET_EVENT_TYPE_NONE` not handled in switch
make: *** [client.o] Error 1
Any clue as to why it is doing this?
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#2190: Re: Linux Programming... |
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by eihrul
on 01/14/2004 05:42, refers to #2189
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You don't have SDL_image installed. Shame on you.
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#2191: Re: Linux Programming... |
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by J. Gentry
on 01/14/2004 05:53, refers to #2190
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i dont work with grafix. SDL dont mean crap to me :/
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#2192: Dev-C++ |
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by pTr
on 01/14/2004 10:56
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Can I compile this game in dev-c++ for windows? Has someone done this before? What do I need to Change? etc...
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#2193: Problem with Linking... |
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by J. Gentry
on 01/14/2004 16:23
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problem with GLU and linking in linux.
heres a picture of the error:
http://www.chewysplace.com/problem.jpg
i've installed all the up-to-date GL, GLU, GLUT libraries but i dont know why i'm having this problem. modified my ld.so.conf file and updated ldconfig. still get this error. any clue?
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#2194: Re: Problem with Linking... |
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by eihrul
on 01/14/2004 17:30, refers to #2193
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You need to -lGLU
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#2195: I can't delete a file! |
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by Tiffy
on 01/14/2004 21:16
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hi! why i can't delete the file desertbk_jpeg??
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#2196: Re: Problem with Linking... |
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by J. Gentry
on 01/14/2004 21:32, refers to #2194
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eihrul: did that got a could not find -lGLU. and yes GLU is installed and ldconfig is up-to-date.
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#2197: How do you change the controls? |
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by apchar
on 01/15/2004 06:54
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I cant get used to using the mouse for looking up/down and the arrows for forward/backward. How do I change the controls?
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#2198: Re: How do you change the controls? |
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by pushplay
on 01/15/2004 07:36, refers to #2197
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Practice it, you will get used to it, and you will be a better player for it.
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#2199: Re: How do you change the controls? |
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by dcp
on 01/15/2004 15:21, refers to #2197
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it's all in the autoexec.cfg and keymap.cfg
invmouse in autoexec, the keys in... guess where...
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#2200: New level - testing |
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by Fanatic
on 01/16/2004 04:21
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Anyone interested in trying out an incomplete level I'm working on?
This one is about 80% complete, but I'm at a point where I'd like to get some feedback. Let me know here or via email if you like or don't like any areas.
http://fanaticalproductions.net/game_map_view.htm?mapId=21
Have fun!
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#2201: Re: New level - testing |
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by pushplay
on 01/16/2004 04:32, refers to #2200
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I gave it a go. It looks good, but I think the layout is seriously flawed. There are lots of dead ends, and the castle and water section are only connected by a single door. So again you're running back and forth in the map instead of circuits.
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#2202: Re: New level - testing |
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by Drakker_
on 01/16/2004 05:02, refers to #2200
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Looks great, but there's really no point in hanging in the rock and water section, all the action will happen in the castle.
This would be awesome as the beginning of a single player level though. :) Infiltrate the enemy's stronghold or something.
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#2203: Re: New level - testing |
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by Fanatic
on 01/16/2004 05:52, refers to #2202
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Sorry, I didn't mention this, but it is intended as a single player level, so it's supposed to be linear-ish. :)
I have plenty of spots around the castle for attacking the castle too. I might end up reversing the level too, and make it so you have tio infiltrate and take it over, and work your way to the back pool area to kill the bosses.
I think it would look quite rad to have a flood of knights pouring from the front gates to attack. :)
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#2204: Re: New level - testing |
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by pushplay
on 01/16/2004 20:27, refers to #2203
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In that case I don't think it's linear enough :P
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