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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, 8826842 views, last view: 12/09/2021 06:28

for questions, announcements etc.

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#4945: ..

by >_< Sauceofallevils >_< on 10/07/2005 02:39

Im surprised, cube mods are actually starting to have releases with new code in it. Cube has had mod releases but they never have changed code, so im liking this attitude.

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#4946: Re: Building on Mac

by macdonag on 10/08/2005 00:09, refers to #4944

Ok, it took a bit of fiddling, but I've got a half way house setup in Xcode - sauerbraten compiles via a normal Xcode project (so I can debug, etc), but I link in the libenet build with the Makefile provided. I can't be bothered figuring out which single compile flag/switch makes the difference, so I'll take this. Oh, and adding an Xcode-built libenet to the link phase seems to screw up the project permanently - even a clean all and the 'good' libenet don't fix it....

There's something funky going on.

So if anyone wants a recent Xcode proj file, I can provide.

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#4947: Animating Monsters in Cube/Sauer

by FatMike on 10/08/2005 07:22

How the hell do you animate monsters in cube/sauer? I\'ve been using milkshape3d to mod the various elements in cube and I can\'t seem to get the animation parts to work right...if anyone could lend some advise?

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#4948: How many polys can Cube take?

by Devron6 on 10/08/2005 16:59

I have made a model for the game because I am doing a mod and the character is 1320 i see him fine but when i kill him the game crashes, is it to much polys for the game to handle?

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#4949: perlin combiners...

by Aardappel_ on 10/09/2005 08:21

some people may enjoy this: http://strlen.com/perlincombiners/

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#4950: ..

by Fer on 10/10/2005 18:22

Is there any way of hosting Sauerbraten or cube on OS X? I can find Windows and loads of different Unix things to run, but nothing I can get to run on OS X

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#4951: CUbe screen resolution

by Manuman on 10/13/2005 10:28

Hi everybody,

I wonder how I can change my screen resolution with the lastest Cube's release.
I'm under debian Sarge stable and I can't play Cube in 1024x768 resolution cause I didn't find the place where to fix screen resolution in any of the config files.
My actual screen resolution is 1024x768 but while playing Cube I keep falling back to 800x600 ?
Can anybody help me ?

Thanks

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#4952: compiling with VC++ 6.0 ?

by atarax on 10/13/2005 16:39

i took an old source file (cube_2002_10_20.zip)from sourceforge, put all includes and lib files in my VC++ folder, but i can't compile it correctly (unresolved externals errors)and don't understand why.
There is some other needed files ?
have i made a mistake ?
Thx

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#4953: Re: CUbe screen resolution

by mikshaw on 10/13/2005 23:22, refers to #4951

Manuman: I think 800x600 is the default resolution.
You can either start up cube with
"cube_unix -w1024 -h768"

or edit the cube_unix wrapper script and add those options to the "exec" line:
exec ${CUBE_DIR}/bin_unix/${MACHINE_PREFIX}${SYSTEM_PREFIX}client -w1024 -h768 $*

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#4954: Re: Need help, reports fast fps but runs slow

by einar on 10/14/2005 14:51, refers to #4944

I have exactly the same problem. Did you solve it?

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#4955: how to name your character

by Brandon on 10/14/2005 20:48

how do you set a name for your character

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#4956: ..

by Fer on 10/15/2005 13:14

Is there a server (as in something like server.bat) that runs on OS X in the official release of cube that I'm missing? If there isn't I'm guessing it's impossible to compile one from the source, right?

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#4957: compiling on AMD64

by jrr on 10/15/2005 23:16

gcc doesn't want to let me stick a 64-bit address in a 32-bit integer, which makes sense:

clientextras.cpp: In function ‘void renderclient(dynent*, bool, char*, bool, float)’:
clientextras.cpp:17: error: cast from ‘dynent*’ to ‘int’ loses precision
clientextras.cpp:21: error: cast from ‘dynent*’ to ‘int’ loses precision

here's line 17:
int basetime = -((int)d&0xFFF);

using "long int" or "long long int" doesn't seem to help. rick in #sauerbraten suggested the following:

int basetime = -(reinterpret_cast<int>(d)&0xFFF);

but i'm still getting the same errors.

any ideas?

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#4958: Re: compiling on AMD64

by Aardappel_ on 10/16/2005 04:09, refers to #4957

cast using (int)(size_t)
it is no problem that the pointer gets clipped.

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#4959: Does music work with sauerbraten?

by TheGreatVirus on 10/17/2005 08:39

I can't seem to get music to play with sauerbraten it just crashes. What do I do?

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#4960: Re: Need help, reports fast fps but runs slow

by fronten on 10/17/2005 21:42, refers to #4944

as it seems many of got this strange behaviour of Cube running with great lag (FPS showing ~25, but really running at, er.., 0.2 fps ^^)

This is a BUG, so what coder has a fix for it?

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#4961: Re: Need help, reports fast fps but runs slow

by -Rick- on 10/17/2005 21:46, refers to #4960

Do other (3d) games run without lag?

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#4962: En français (SOS)

by ericsto on 10/17/2005 22:32

Comment configurer son serveur ? Y a t il une bonne âme pour m'expliquer ça en deux trois mots ???

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#4963: I Need A Programmer for TTF!

by F M 4 K on 10/18/2005 05:52

Ahoi - Me and Tech from ETF (Enemy Territory Fortress) are making a stand-alone fortress mod for Sauer and I need a programmer to help me add a few basic functions to the engine (mostly with PNG transparency and animation) - the rest I can handle. Anyone will to help?

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#4964: I Need A Programmer for TTF!

by F M 4 K on 10/18/2005 05:54

Ahoi - Me and Tech from ETF (Enemy Territory Fortress) are making a stand-alone fortress mod for Sauer and I need a programmer to help me add a few basic functions to the engine (mostly with PNG transparency and animation) - the rest I can handle. Anyone will to help?

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