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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, 8826491 views, last view: 12/09/2021 04:24

for questions, announcements etc.

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#3885: Re: Creating textures for cube?

by mitaman at at other on 01/15/2005 16:24, refers to #3882

enigma,
I tried to email you the plugins (attached as zip file) but it got returned as undeliverable. Should I be using a different email address for you?
Let me know.
MitaMAN

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#3886: Tournament

by daltonc on 01/15/2005 23:36

Ok, sounds kinda lame but I Think it would be some what fun. I am wanting to start a 1on1 tournament. I have a website in the making. Should be done soon, anyone willing to signup? This first one is gona be free. If it gets popular enough, then I Want to charge a $5 entry fee so that we can give away cash prize. I think this would make more people aware of the cube engine. It would probably make it more popular, lol, imagine 500 ppl on the servers we have. Also I am willing to setup a server. I own a linux server, it sits in newyork and its on a 100mb connection(very fast). Any comments?

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#3887: Re: Tournament

by makkE on 01/16/2005 01:07, refers to #3886

sure go ahead :)

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#3888: Re: Creating textures for cube?

by e:n:i:g:m:a on 01/16/2005 02:01, refers to #3885

hmm, odd...

Here's my e-mail address (if by some chance it's messed up).

You've gotta replace the at and dot replacements with their appropriate symbols:

enigma_0Z (AT) hotmail (DOT) com

That is an underscore and a ZERO, not a capital O, perhaps that was the mistake?

If the attachment is larger than like 10 megs, I may not be able to recieve it...

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#3889: ..

by hampus on 01/16/2005 02:31

can you e-mail them to me too?

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#3890: Re: Creating textures for cube?

by mitamanincave on 01/16/2005 17:32, refers to #3888

Yea, I think I used a capital O, not a zero. I will try again. And hampus, I will send it to you to.
BTW, the plugins are FREEWARE, not some cracked software in case anyone is wondering if I am sending illegal software. I will post the link for it in a little while.
MitaMAN

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#3891: Re: Creating textures for cube?

by mitamanincave on 01/16/2005 17:38, refers to #3890

Here is the link for simple filters plugins tiling software if ayone else interested in getting it:

http://www.btinternet.com/~cateran/simple/

MitaMAN

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#3892: pcpp 108 article

by staffy2005 on 01/19/2005 10:02

I don't have a camera but i thought i might type this out because i think it is Australia only???

GARAGE GAMES

Wouter Van Oortmerssen is surely one of the pinup boys of Garage Game design, going from being a self taught programmer to teaching game design at tertiary level, stopping off briefly to do some of the polishing off work on Far Cry. Wouter's 2 garage projects, .... have been developed almost entirely by just one man in a very short space of time. The premise of both is to create 3D engines that are easy to design levels for ...etc. .........
We found Wouter shoring up an old dyke and threatened to tell if he didn't answer some questions for us...

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#3893: How did you get into game design?

by staffy2005 on 01/19/2005 10:06

I have always been involved in making games, but my career background has been in creating compilers and programing languages. Since Doom and Quake I got more serious about level and game design, l8r resulting in writing and entire single/multiplayer fps game and engine from scratch, cube.

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#3894:

by staffy2005 on 01/19/2005 10:13

Your Concept for cube is quite different from other 3d engines, what was your inspiration to try it?
As a programmer, i wanted to try and write an entire game engine in a fraction of the time and code of other engines. i knew i had to come up with some radical new ideas for the way the engine is structured to make it as simple as possible.
As a level designer i always hated the long compile times you have in most engines, and the fact that working with a 2d view doesn't help in picturing a 3d world. i wanted an editor where i could work in game, in 3ed, with no limitations, and witha a system that allows me to make areas very quickly.

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#3895: Re:

by staffy2005 on 01/19/2005 10:16, refers to #3894

So it's possible to alter level designs on the fly?

Certainly but the problem is that the current editing is way too powerful, as you can just clear or fill the entire level with a single keystroke. for this to work as gameplay you would need to budget the amount of world someone can modify per time unit. but yes it would certainly be possible with either engine.


(i smell some errors in this...)

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#3896: ..

by staffy2005 on 01/19/2005 10:20

what are your future plans for both engines?

Cube i want to simply maintain, but i doubt it will recieve any really large engine upgrades from hereon. Sauerbraten is the engine with more future potential and more modern features, but that depends a bit on how enthusiastic the community is ... I have written the core of the engine, others are taking this further.



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#3897: Re: pcpp 108 article

by Aardappel_ on 01/19/2005 17:34, refers to #3892

staffy, can you maybe scan the pages of this article and put it online?

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#3898: Cube64?

by RalphMW on 01/19/2005 23:35

Now that my new machine is up and running i wanted to play some cool games on it.
I found cube very simple and addictive (trying out on my old machine).
but the linux_client is not running on my amd64 and i don\'t want to compile when loosing multiplayer features (also im not smart enough to compile without instructions)

So the question is:
Is there a full featured x86_64 binary out somewhere?

And:
Is there something like a kids-map without blood and stuff? (farmer hunting chicken by throwing eggs or so? :-)

Regards,
Ralph

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#3899: Re: pcpp 108 article

by staffy2005 on 01/20/2005 11:20, refers to #3897

Yes, but it might take a while.

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#3900: Re: Cube64?

by D.plomat on 01/20/2005 13:41, refers to #3898

About the blood, you can add a nogore 1 option to the autoexec.cfg

About amd64, someone here already managed to compile it on this platform, but this gives the different protocol.
The linux official binaries are compiled by eihrul, so there will probably be an amd64 version when he has access to an amd64... Maybe you can try to contact him on the IRC and propose to provide him a shell/ssh access on your machine so he can make the official amd64 binary.

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#3901: Re: Cube64?

by RalphMW on 01/21/2005 02:06, refers to #3900

THX D.plomat

I will try the nogore option when i have a cube64 running.
what i originaly ment was a kids map which replaces the figures and the scene.

But more important i couldnt reach eihrul on irc today.
When ever u talk to him please ask him to answere this thread.

thx,
Ralph

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#3902: Re: Cube64?

by Pxtl on 01/21/2005 04:28, refers to #3901

Go to Polycount.com and look for the models there - Quake 2 models are compatible substitutes for Cube models. Pick out models you like - the only one that can't be replaced is the Hellpig.

The only problem that remains is the weaponmodels - there aren't nice, cute replacements of those available.

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#3903: Re: Cube64?

by D.plomat on 01/21/2005 12:16, refers to #3901

As pxtl says, you can change models, you just need to convert a skin to jpg and name it skin.jpg

On my page there are two already-converted models:
-a clown, very suitable for children ;)
-a skull, but it's not a gore one.

For the weapons, there some(3-4) nice ones, from dcp and others, but they looks like weapons.

Also there are some in LOZ-Cube, like a kid's stone-launcher to replace the shotgun.

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#3904: Re: Cube64?

by tentus on 01/22/2005 03:33, refers to #3903

thanx for the uplifting evaluation of my slingshot, d.plomat :) i do need to do that weapon over, it was the first moving model i ever did, and it had it's fair share of flaws.

pxtl, i'm about to start on making some alternates for the hellpig, so perhaps soon it will be replaceable (and there's always the spider in Death illustrated). i do have one question- is it really nescessary for the hellpig and spider to be miniscule? i mean, if used as mapmodels, they fit in the red square of your editing selection pointer.

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