General Thread |
by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826980 views, last view: 12/09/2021 06:39 |
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for questions, announcements etc.
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#545: Big FPS problems |
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by MattH
on 07/29/2002 16:54
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I just got cube...
when I run the program, I can't seem to get more than 5/8 fps. I set the los down and the fps up, but nothing helps.
(P2 866MHz, video: tnt2 32MB, 256 MB ram)
anyone have some Ideas? Please?
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#546: Re: Big FPS problems |
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by SleepwalkR
on 07/29/2002 16:58, refers to #545
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IF you are using windows, get the latest reference drivers from nvidia.com.
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#547: Re: reply to FPS |
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by MattH2
on 07/29/2002 17:51
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All nvidia.com has is drivers for the \"detonator\"
any other hints?
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#548: Re: reply to FPS |
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by MattH2
on 07/29/2002 17:51
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All nvidia.com has is drivers for the \"detonator\"
any other hints?
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#549: Re: reply to FPS |
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by SleepwalkR
on 07/29/2002 20:37, refers to #548
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Matt, the Detonator is not a specific chipset. The Detonator driver pack is a driver bundle for all nvidia chipsets, so it will detect your card and install the appropriate driver.
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#550: Multiplayer models & land Ownership |
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by TravisWells
on 07/30/2002 05:23
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I played single player, and noticed how many models there are.
I think it would be pretty cool if you could pick on of the single player monster models to play as in multiplayer, so everyone wouldn't look the same.
If this is already possible, and I just missed it, please tell me! :)
Second Idea:
I was thinking of a custom map type, basicly Team CoopEdit.
like, in a 2 team coopedit, each team gets half the map that they are allowed to edit in.
So while in your base, you can go ghosty (edit mode), and make walls and such, but while in the other players base you don't have that ability. you would act just like coopedit is off.
No idea if this is possible, or if it's even a good idea, but it'd love to play it!
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#551: Threads |
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by Shockie
on 07/30/2002 13:39
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im suprised that sleepy hasnt bought this up already, we have a "bugs" thread for problems, "mostwanted feature" for feature suggestions, etc =)
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#552: CUBEWorld |
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by Shockie
on 07/30/2002 14:11
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just wanting to mention again that cubeworld, @ www.cube-world.tk has just bougt 100mb of space, we are looking to mirror files, any usggestions, must be gaming related
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#553: Re: CUBEWorld |
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by Shockie
on 07/30/2002 14:12, refers to #552
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link
http://www.cube-world.tk
ps. all those of u having problems with cube, get the latest drivers, best fix =D
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#554: Server move |
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by SleepwalkR
on 07/30/2002 15:18
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Hi, as you probably have noticed already, the Cube website has moved to a new server. Until the DNS records get updated, it will only be available through http://wouter.freaknix.de/cube/.
I'm sorry that you have to recreate your cookies, but the new domain name invalidates your old cookies for now.
The new server is way faster than the old one, and it has other advantages that you guys will notice soon enough, as well =).
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#555: Aard... |
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by Bascule
on 07/30/2002 16:41
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Is it possible to explain a bit more about the scripting language with respect to mousewheel editing?
By experimentation, I can see that I can raise and lower cubes and, if a heightfield, raise and lower a vertex.
The script code for this in autoexec, however, seems to indicate that texture selection can also be done this way, but I can't figure it out.
The manual does not seem to have been updated for scripting except the basics and I am struggling to understand it without worked examples.
Hmmm... maybe this should have gone in the 'most wanted' as a request for a scripting tutorial.
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#556: Cubism. |
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by fdameron
on 07/30/2002 20:29
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If Cube is half as good as Amiga E then it should be a pleasure to work with. I like that SDL and OpenGL are used in it for platform independance. I do look forward to trying it if I can make the time.
- Floyd
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#557: Re: Aard... |
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by pushplay
on 07/30/2002 23:19, refers to #555
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ctrl-F for "edittex T D" here: http://wouter.freaknix.de/cube/docs/editref.html and then come back.
You could set it up so that M4 was "edittex X 1" and M5 "edittex X -1". And then use say M2 to cycle through possible values for X (0-3) (aka floor-ceiling wall). That way you could cycle through which face of the cube you are texturing, and use the wheel to scroll through the textures. This doesn't strike me as particularly intuitive though.
[pimping alert]
You can take a look at my config file here: http://members.shaw.ca/pushplay/cube/mods/cubemods.zip
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#558: Re: Aard... |
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by Bascule
on 07/31/2002 09:16, refers to #557
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Thank you, but as I said, I have RTFM and it is not clear on the *new* way to do editing.
However, I have played around with it again last night, and I've found that holding down Q, A or X allows the mousewheel to be used to cycle through textures for floor/wall/ceiling.
This is the *new* system that Aard has implemented that I wanted more info on, but I think I've got it now - and it's very cool :)
I'd still like more worked examples on the scripting language though, it looks super-powerful, just need more of the basics of what it can do.
Oh, and I already have your config installed, but I think that what Aard has implemented may have superceded some of it :P
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#559: Re: Aard... |
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by Aardappel
on 07/31/2002 10:58, refers to #558
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This "new way" is just something goetz came up with and I implemented using the new scripting... I admit this is how it should have been all along. Maybe I should update the editing docs someday to assume this kind of editing.
As to learning scripting... it is really assumed that you can already program in other languages, and all you need to know is how this language differs... which is what the current docs provide. A tutorial may be nice yes, but maybe someone else can write it (hint hint).
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#560: Thanks Aard... |
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by Bascule
on 07/31/2002 11:53, refers to #559
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for the reply.
I think updating the editing doc to at least describe the facilities you have implemented would be good, as they are very easy to use and it would be good to have the information available rather than trying to decipher the script to figure it out.
As for learning it, I'll just try harder :)
I have done some VisualBasic stuff, but It looks like that won't be much help :(
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#561: HUD Weapon |
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by Vlo
on 07/31/2002 21:53
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does the "hud weapon" setting in the autoexec.cfg have any effect ? i couln't see any.....
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#562: .. |
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by pushplay
on 07/31/2002 23:14
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Oh, I see. I thought you just wanted an example on how texture selection works in general.
Personally I find using the looking up/down method for mode just doesn't feel right.
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#563: HEY !!! |
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by Al_Capone
on 08/01/2002 03:14
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This ain't too bad
http://www.geocities.com/siliconvalley/campus/5009/fullscreen/
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#564: Scripting |
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by Bascule
on 08/02/2002 09:03
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Aard, I've got the hang of the scripting now that I've tried a bit harder and it's way cool.
The ability to just use the mousewheel to tweak entity properties is just too easy; a couple of clicks to change monster orientation and type or lighting variables is truly wonderful.
For anyone who hasn't tried it, work through the code in autoexec and then go have fun!
/me goes to try his hand at scripting a simple terrain generation alias :)
All I want to do is create a smooth hillock on the ground from a pre-defined set of vdeltas - Aard, can you tell me if that is possible using the scripting language?
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