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General Thread

by Aardappel on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826133 views, last view: 12/09/2021 02:40

for questions, announcements etc.

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#221: Re: TO SLEEPY

by SleepwalkR on 04/17/2002 15:25, refers to #220

Shockie, you don't need my permission to add threads. That's not the problem - and obviously model editing is a topic that interests a number of people, so go ahead.

About the unused threads: I won't clear those. They'll eventually scroll out anyway. The most active threads are always on top, and the inactive threads are in the bottom.

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#222: ..

by SirLiveAlot on 04/18/2002 04:24

People do make games just for fun <plug> for example http://www.deathillustrated.com</plug>

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#223: awww

by SirLiveAlot on 04/18/2002 04:25

(plug)http://www.deathillustrated.com(/plug)

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#224: Re: TO SLEEPY

by Al_Capone on 04/18/2002 07:04, refers to #221

well anyways, were you able to look at them ? I can show you a great tutorial on how to make fire and smoke, looks real.

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#225: I found some free models

by Al_Capone on 04/20/2002 07:26, refers to #224

Not sure how you can lower the polycount thoe.

http://www.cg-fantasy.com/downloads.php?dltype=textures

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#226: AI / Map bug

by dabugas on 04/20/2002 20:33

I have discovered a bug which is both a map bug and an AI weakness. In "aard1_remix" (one of my favorite SPDM maps) sometimes get stuck between teleports. Allow me to elaborate: the teleport telports the player to another teleport. If the player doesn't move forward he'll be telported back to the first teleported which will then teleport him to the second and then back to the first, and so on. I am clever enough (suprise!) to figure this out, but the AI monsters aren't getting stuck between teleporters and creating a continuous "whoosing" sound that pisses me off.
So there I am, happily fragging, and I have to trot off the poor monster and get him out of his misery. It's not really annoying, except for the sound.
So, we either need an AI bug fix, or a slight level mod. Actually the second is much easier, so I suggest that. Aardappel, you might want to do a "aard1_remix-take_2" ;-)

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#227: a less significant bug

by pushplay on 04/20/2002 23:53

When ever a mp game ends, one of the players automatically suggests the same map in lobby, it's just odd.

And that thing about not being able to change maps after a failed connection, it happens after you disconnect from a server as well.

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#228: intermission bug

by Aardappel on 04/21/2002 20:25

this is currently broken. you'll have to manually pick a new map for now...

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#229: funny problems

by pushplay on 04/22/2002 10:04

Has anyone noticed this version of Cube having difficulty rendering certain portions of some maps? Maybe it's my driver, but I noticed a few in biologie while screwing around. I deleted the spawn points and placed new ones pointing at some of the flaws.

http://members.shaw.ca/pushplay/cube/maps/problems.cgz

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#230: DAMN SEAGATE!!!

by Shockie on 04/24/2002 16:22

die seagate DIEEEEEEEEEEEEEEEEEEEEEE!

my new warcry =D

my HDD is heading back to its factory, i will be back in about a month or 2

cya
WAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHH!!!!


:'(

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#231: everyone put their sunglasses on...

by Aardappel on 04/28/2002 00:01

http://wouter.fov120.com/screenshot_colouredlight.jpg

(yes its over the top just as a test :)

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#232: New Map Distribution

by jsHcK on 04/28/2002 00:17

How would you go about making a Cube map available to the public if you had no webspace whatsoever?

Is anyone currently hosting a user-made Cube map collection?

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#233: more fun...

by Aardappel on 04/28/2002 00:26

http://doom.paci-fist.net/gamestar_cube.png

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#234: Wow, an article on Mozilla! Neat!

by pushplay on 04/28/2002 00:40

RC1 is really buggy though, they screwed over the mailer since the last release. Stick to 0.99 unless you actually get off on bug testing.

jsHcK, talk to these guys: http://www.eca-clan.net/cube/

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#235: Re: everyone put their sunglasses on...

by rickclark on 04/28/2002 01:18, refers to #231

Heh. It just keeps getting better. :)

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#236: Re: everyone put their sunglasses on...

by Abyss on 04/28/2002 02:10, refers to #235

Yes it does, will be good to see the coloured lighting in action.

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#237: Re: New Map Distribution

by Goetzenzar on 04/28/2002 08:58, refers to #232

>How would you go about making a Cube >map available to the public if you had >no webspace whatsoever?

>Is anyone currently hosting a user->made Cube map collection?

join the cube irc channel, announce ur map release and server, and release the map "ingame", with sendmap / getmap commands, -> playtest it immediately :)

or just send a mail to aardappel or me :)

Goetzenzar@gmx.net

happy mapping! :)

for doing coop-edit sessions, also join #cube on irc.gamesnet.net and ask if ppl are there and interested in doing one.

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#238: Source Code

by Jonathan (Doom Tour Guy) on 04/29/2002 22:29

When do u expect the source code to be out.

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#239: Some improvements in the game.

by Al_Capone on 04/30/2002 03:50, refers to #238

I notice that bullets and fireballs go through trees, by any chance can you it would stop will the object that is in the way ?

There's also a problem with the villens, when they are in sway mode you can't get damage of them, they don't even become alert, can you make it so damage can be implemented no matter what mode or distance it may be ?

The last but not least, missle luncher, one of the most bother thing about it is it explodes when you are in narrow walls and corners, it would be nice if those missles find there marks through those tight corners and close spaces as well.

The swimming in water has got to be the best part in the game, anyone willing to give a shot on making a map with underwater passage, rooms and walls ?

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#240: jonathon

by Aardappel on 04/30/2002 22:13

sorry, I can't make any promises on when

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