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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 11452606 views, last view: 05/19/2024 11:38

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#3445: Cube OpenGL problem

by Krillian on 10/19/2004 02:30

Is there any possible fix for this \"Hi I\'m dumb and shooting myself instead of what I\'m aiming at!\" -problem ? I just installed Cube to my gentoo linux -box and would be amazed if someone find more fresh opengl drivers than I have.

Any suggestions, what to do?

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#3446: Yep.

by Pxtl on 10/19/2004 03:15

Use the ATI fixed binary, if you're using an ATI card. ATI + Linux = stupid drivers.

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#3447: Re: ..

by pushplay on 10/19/2004 05:15, refers to #3440

Secrets are easy. In the game config file, set a variable to 0 and have each trigger call a function which increments the counter and echos "you found a secret." Then the trigger for the endlevel can echo the number of screts found.

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#3448: Re: ..

by D.plomat on 10/19/2004 10:21, refers to #3443

School computers:

Yep, at least it's legal. And another very interesting advantage is that Cube is a 100% quick'n'clean install, self-contained in the directory and no junk in the registry.

1. Murphy's law doesn't apply: Cube install can't have a negative impact on the stability of a machine, unlike some softwares with badly designed installers.

2. Quick perfect uninstall: if you just delete the Cube directories, there is absolutely no more evidence a game was installed (unless they're so inclined to search for erased clusters by Hex-editing the disk)

You can eventually even burn unzipped files on a CD if they aren't equipped with good archivers and installing one isn't an option. The only mandatory external requirement is the video card accelerated OpenGL driver. If the driver is already installed, you don't even require root/administrator rights to install Cube. So unless some BOFH has set a 2Mb quota, you can just copy and play!

No other game is more adapted than Cube for quick-setup LAN games at the lunch break or after classes :)

observer:
1. Install Cube on all PC
2. Chose a machine to use as a server. write down it's IP address. (Start->Run->winipcfg on a 9x box, on a NT/2K/XP: command-prompt->type ipconfig)
3. Start server.bat on this machine.
4. launch cube.bat on all other machines.
5. each player types T, then /name hisname
6. each player types T, then /connect 192.168.1.5 (replace by the written IP of the server PC)
7. each player frags each other :)

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#3449: Re: ..

by nieb on 10/19/2004 13:24, refers to #3447

>>Secrets are easy. In the game config file, set a variable to 0 and have each trigger call a function which increments the counter and echos "you found a secret." Then the trigger for the endlevel can echo the number of screts found.<<

do you know how youd script that exactly??

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#3450: Re: ..

by sinsky on 10/19/2004 15:05, refers to #3447

I don't know how to do that. I think I'll go the easy way around and have the end trigger echo "you found a secret level" instead :)

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#3451: Re: Linux Server

by hungerburg on 10/19/2004 20:57, refers to #3297

another program already listening on the port? (cube port + 1, or was it -2)

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#3452: MY WEBSITE IS BACK UP

by J-C-D-P-C on 10/20/2004 01:05

I dont know if anybody missed it,but www.jcdpc.tk is back up. (i got 3 vistors this month without it up) Its got quite a bit of stuff for cube, also its my personal website, so if for some flaw in the space-time contiuneum you actually care that i exist, you can check that out too.

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#3453: secret count

by pushplay on 10/20/2004 02:18

My Cube scripting is a little rusty, but it would look somehting like this:

alias secretcount 0

alias foundsecret [alias secretcount (+ $secretcount 1);]
alias endlevel [echo "You found $secretcount secrets";]

alias level_trigger_1 [foundsecret]
alias level_trigger_2 [foundsecret]
...
alias level_trigger_N [endlevel]

You could throw in an optional "out of $totalsecretcount" in there.

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#3454: Re: secret count

by nieb on 10/20/2004 03:28

alias secretcount 0

alias foundsecret [alias secretcount (+ $secretcount 1);]
alias endlevel [echo You found ($secretcount) out of 10 secrets!;] <--no quotes

alias level_trigger_1 [foundsecret; echo "You found secret 1 of 10"]
alias level_trigger_2 [foundsecret; echo "You found secret 2 of 10"]
...
alias level_trigger_255 [endlevel]

thanks alot for the help

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#3455: Re: secret count

by sinsky on 10/20/2004 17:57, refers to #3453

Hey maybe you should put a small tutorial on this on your site if you find the time.

(if there is I probably overlooked it sorry)

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#3456: Re: secret count

by pushplay on 10/21/2004 01:30, refers to #3455

Ok, it would only take a couple minutes.

Thanks for the correction nieb. Quotes around strings are just second nature to me. A string without quotes is like a rainy day that is not wet or like a gamblin' fiend that does not bet. :)

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#3457: Done

by pushplay on 10/21/2004 02:13

http://www.cursesandepithets.com/tutorials/scripting/three.html

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#3458: Re: secret count

by spentron on 10/21/2004 05:44, refers to #3455

I never found it necessary to indicate the secrets are such ... although there's a massive "secret 4" written on the floor/ceil in Shadowland. But some secrets are indefinite, not a whole one, so could be good to make it clear. If I remember correctly, my levels have the following #secrets: shadow 4 (1 easy), DC 1 (maintenance entrance only), mm 1 (+ subtle variant), mm2 .5 (subtle/transitory), mm3 1 (easy), mm4 2 (tough but hinted), mm5/mm5remix 1.5, MMepisode 1 (huge), conun 1, camera 1.5 (easy & very).

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#3459: Hmm.

by Pxtl on 10/21/2004 05:59

Part of the problem is that Cube doesn't really have mega-goodies that would go well in a secret. Cube's inventory is very deathmatch-centric. Secrets fit better in games where you have like a dozen weapons, so you can give the player a sneak preview of a weapon that occurs later in the game in a secret.

Recommended game for Cube SP'ers: Serious Sam. Its the ultimate how-not-to in monster placement. The monsters are interesting and innovative, but they always just spawn around you after you enter the room. I can see why Aard has no "spawn monster" triggers or anything like that.

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#3460: Re: Hmm.

by spentron on 10/21/2004 07:15, refers to #3459

Plenty of secrets in other games are just a few powerups. It's more about finding them than what you get.

As to S. Sam, actually I think the monster designs disfavor subtlety of use ... several have suggested I map for it, I couldn't be less interested.

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#3461: Re: Hmm.

by J-C-D-P-C on 10/21/2004 12:12, refers to #3459

quad, yellow armour, and chaingun ammo are pretty much the most valuable items, andi think a quad makes a good secret item.

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#3462: Re: Hmm.

by mitaman at other on 10/21/2004 12:56, refers to #3459

I wish CUBE had \\\\\\\"spawn monster triggers\\\\\\\" like serious sam. It would be nice to have monsters spawn in areas that you \\\\\\\"back track\\\\\\\" without having to create solid walls with rooms that must be triggered. Many Q2 maps made by Mark Shaun use this to great effect. BTW, Mark Shaun has made several of the best (IMHO) SP maps for Q2 (I think I have his name correct).
Mitaman

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#3463: Ick.

by Pxtl on 10/21/2004 17:29

Personally, I love Sam's unsubtle monsters. I just hate the "magic spawning" of them. Best game that hybridises the approach: Abuse. All monsters have an invincible Cocoon state (or shielded state for turrets) - or there are cracks in the wall from which they will attack (usually in large numbers). So while the player has no way of attacking the monsters before they are spawned, the player has a good indication of where they will appear, and usually the trigger event (even if its just "enter the room") is pretty obvious. I can't recommend Abuse enough for people interested in a fun mapping environment (in-engine like Cube too).

And complaining about Sam's unsubtle monsters - at least there's some variety in Sam's monsters (although there is a shortage of a generic "guy with gun" who isn't a complete pushover). Cube's monsters are, imho, much too similar.

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#3464: Re: Ick.

by J-C-D-P-C on 10/21/2004 22:36, refers to #3463

Yeah, we could use flying monsters, fast monsters, etc... also hellpigs are basically harmless because they almost never hit you. Any player could probably beat 20 hellpigs with just his fist.

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