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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, 8826850 views, last view: 12/09/2021 06:28

for questions, announcements etc.

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#5157: Re: for the C++ programmers on this forum..

by pushplay on 01/04/2006 21:39, refers to #5156

Supposedly Java is losing users to Ruby. Which doesn't really make sense to me, they're not really good for the same things.

What are the odds of D stabilizing and gaining acceptance anyways?

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#5158: Re: for the C++ programmers on this forum..

by Aardappel_ on 01/05/2006 13:03, refers to #5157

"supposedly". right. Not that I care for Java (anymore) anyway, I just use it as an example of a language that has modularity done right, and is much like C++. I might as well have picked C# or whatever.

Does D have more sensible modularity? Long time since I looked at it. I very much doubt it will take off... a large reason for people to use systems (non-scripting) languages has to do with quality of tools, portability and popularity.

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#5159: Re: for the C++ programmers on this forum..

by pushplay on 01/06/2006 01:45, refers to #5158

D does away with the preprocessor and doesn't do headers either. So I guess code has to be modularized like Java. I don't have so much free time in my life that I can go around learning languages I'm never going to get to use. I don't mean basic syntax but actual learning.

C++ is a good tool, but it has a lot of style problems that I think make it difficult to learn.

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#5160: creating the game

by theanimator on 01/06/2006 23:49

I really enjoy this game, and as an animator, i was wondering how to make this game. If anyone can let know what programs i would need to make it. thanx

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#5161: ..

by theanimator on 01/06/2006 23:54

sorry, i mean to say, create a game of my own, like this game. but i don't know what programs i need to start making one. I already have models made up. I just need to create the game through programming or w/e.

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#5162: Re: ..

by >driAn<. on 01/07/2006 01:11, refers to #5161

You need a compiler like gcc/mingw/vstudio and some uber coding skills.

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#5163: Re: ..

by theanimator on 01/07/2006 06:12, refers to #5162

ok, so if i was to get one of these, then what? where do i start? how do i use them? can i bring characters from 3ds max 7? This is my first time creating a game. Thanks for the info. on the programming part, but where do i start?

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#5164: ..

by makkE on 01/07/2006 06:31

You should start by studying other engines and learn c++, there should be tutorials out there. A better thing would be to make a mod for some exsisting game before attempting to create an engine by yourself, since making an engine from scratch isnīt easy, and definately not a task for a beginner.

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#5165: Strafejumping?

by dustman on 01/07/2006 17:29

There is a singleplayer map where i need to do strafejumping, riflejumping and rocket jumping. I cannot do strafe jumping nor riflejumping. Dont know what those are. I can do a little rocket jumping to get over the first two jumps. Is there anywhere i can find a torturial on this? most such map have build in torturials, but not thisone.

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#5166: Vehicles ?

by Dr_Evil on 01/07/2006 17:51

Does anyone here know if it is possible to add vehicles to the game, possably by moding the source code or the autoexec.cfg file? My idea was that you could use a "character model" in the form of a car, (HALO type thing...). This could work on multiplayer by alowing the choice to respawn as a car and be its driver.

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#5167: Re: Strafejumping?

by makkE on 01/07/2006 19:29, refers to #5165

Strafe jumping is simply going forward and strafing at the same time while adjusting the view so youīre looking at a 45° degree angle off your direction.
Since stafing is a tad faster than running only forwards, youīll jump further.

Riflejumping is just like rocketjumping, the kickback from the gun will gain you some extra height. Must often be used together with strafejumping. For best results with rocket and rifle jumping, aim dead down.

Though higher framerates (100+) make things easier, this map is beatable on 30fps.

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#5168: Re: Strafejumping?

by tentus on 01/07/2006 19:49, refers to #5167

i never have been able to riflejump. I suppose i should sit down and really work on that map sometime, but i'm just too busy to get to do that.

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#5169: error?

by lorden on 01/07/2006 21:42

it says when i down load it, some thing about the installer being invalad! it says do the comm line switch /ncrc and i did that and it didnt help! can YOU help ME?

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#5170: Re: ..

by theanimator on 01/07/2006 23:17, refers to #5164

ok, with this in mind, how would i start making a mod? and making the mod in general?

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#5171: Compiling Sauer with Visual C++ 2005 Express Edition

by Passa on 01/08/2006 00:33

im having trouble compiling sauerbraten with Visual C++ 2005 Express Edition. it says i am missing windows.h when i attempt to compile it. please help!

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#5172: Configuring your software firewall for Cube Dedicated Server

by Passa on 01/08/2006 13:12

To configure your software firewall for a cube dedicated server, all you have to do is add wouter.fov120.com to your trusted list. in zonealaem pro, open it up, click 'firewall' on the side bar and press the 'zones' tab. from there add the 'host/site' wouter.fov120.com. press the 'lookup' button and it should show the ip address 217.160.111.150. the instructions can be adapted to other firewalls to. for example in norton internet security/personal firewall 2006, you select the personal firewall section and press configure. there you can add the ip address 217.160.111.150. if you do not configure you software firewall then you will not respond to a ping and therefore you will not be added to the master server.

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#5173: Re: ..

by tentus on 01/08/2006 15:59, refers to #5170

i started with making a perfect copy of cube/sauerbraten and then going through it, removing anything you don't need or want. This is mostly textures, music, maps etc, but it's actually very fun. Then, write down a list of everything you want to replace, such as the monster models, and start finding or making everything there. Once you're very familiar with the content and confident in the mapping aspect of the engine, start making new content and add it into the engine, along with the changes that you want to put in place.

or at least, that's how I'm doing Cube Legends. It's taken me a whole year to actually get around to the coding aspect :P

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#5174: Re: ..

by theanimator on 01/08/2006 16:51, refers to #5173

ok, so your saying start by deleting all the maps that are there now and create my own maps using the in game map editor? How do i save my map for single player use? and how can i change the code for the music?

Then when i am confident with that, start by bringing in my own models? How would i do that? what would i save them as? Where would i put them?

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#5175: Windowed Mode?

by Draconicus on 01/08/2006 17:56

Cube always runs full screen for me.
I can't seem to find proper documentation. Is there a way to run it in a window?

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#5176: Re: ..

by makkE on 01/08/2006 18:26, refers to #5174

You simply make some maps, code the code and make lots of models, skin them, animate them, make game textures and sounds and 2d art. Itīs so easy!!

Nah seriously. You havenīt even pulled a single cube yet, but plan on making a mod.. itīs like climbing Mt.Everest bare footed, after hanging out with pizza, beer and TV for 5 years. Iīd advise you to start slowly. Make a map first and when you actually completed it , think again if you have the commitment to do the work (or part of it) a whole mod demands.
Also either specialize in code or art.
Read the readme.html by the way.

Draconius: Add -t to the command line or server.bat when starting cube to run it in windowed mode.

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