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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, 8825825 views, last view: 12/09/2021 01:15

for questions, announcements etc.

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#5926: Re: Missing Textures?

by Passa on 06/23/2006 09:50, refers to #5925

You have something known as a shitass video card. That happens at my school on the SiS intergrated chips. Get a real video card.

If you can't get a new GPU, try new drivers, but it most certainly will not work. Just put up with it like that, I don't have a problem.

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#5927: Re: Mesa Drivers? What are the alternatives?

by hampus_ on 06/23/2006 11:29, refers to #5923

What OS and video card do you have?

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#5928: Public Service Announcement (tm)

by Aardappel_ on 06/23/2006 19:28

from today till about the 5th of july I will not be available very frequently on email/im/irc/this forum. I will be on holiday. I will have my laptop with me so who knows :)

For any urgent issues talk to eihrul, as always :)

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#5929: Sauership Enterprise

by mciann on 06/23/2006 20:55

A friend and I are working on a complete nearly full scale map of the USS Enterprise from Star Trek, the original series.

www.mciann.com/sauershipenterprise.shtml

We could use some help!

We need:

-some way to simulate a turbolift
-a way to put 100s of working doors in the ship. (4 cubes wide by 6 tall)
-any advice anyone can offer as we add detail to this thing.

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#5930: Re: Mesa Drivers? What are the alternatives?

by Nick Presta on 06/23/2006 22:07, refers to #5927

I'm running Kubuntu 6.06 DD and I'm using onboard video. My computer is a p3 733Mhz with 256 RAM. I have set aside about 128MB aside for video...

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#5931: Re: Mesa Drivers? What are the alternatives?

by Passa on 06/24/2006 01:15, refers to #5930

Intergrated graphics eh? Most likely SiS as well. You will need a new graphics card to play properly.

mciann: For the doors, read the docs and you will find out how to insert doors into your map. (Also note that they may not necessarily be 4 by 6 cubes, you might need to make a custom model if they don't fit.) For detail, curve the outside of the shit, it looks blocky.

On the turbolift.. no, you cannot put lifts into Sauerbraten levels.

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#5932: ..

by D D-H on 06/24/2006 01:21, refers to #5931

How would you go about compiling Cube with visual studio??

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#5933: ..

by mciann on 06/24/2006 08:42

"For detail, curve the outside of the shit, it looks blocky."

Uh, yeah, thanks. I guess I was sort of more looking for tips such as "You'll break down if you place x number of lights." or "Textures of type y really cause performance problems on big maps." or maybe "You can have z number of animated doors before the engine goes nuts."

I can see that it's blocky. It's a WIP, not a finished piece.

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#5934: Re: ..

by Passa on 06/24/2006 09:51, refers to #5933

Erm was a typo, I didn't mean shit I meant ship :/

All the things you wanted suggested.. no-one knows really. Your map is probably pushing the engine to its absoloute limits, I doubt anyone knows what the engine limitations are. No textures in particular cause the engine grief and no amount of lights cause a problem, they just take forever to render. And on the blockiness again, the only reason it should be smoothed is because it makes the ship look like lego.

Good luck with the map anyway.

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#5935: silly question

by pete3867 on 06/24/2006 12:41

first of all this game is GREAT . but when in multiplayer how do you talk to other ppl, thanks

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#5936: Re: silly question

by Passa on 06/24/2006 15:41, refers to #5935

1. Read the manual, you wont have to ask a 'silly question' again.

2. Press T, and type your message, just like virtually any modern FPS game.

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#5937: Re: ..

by Gilt on 06/24/2006 16:27, refers to #5933

The big thing to remember when it comes to performance is the gridsize that you use. Try to stay away from the really small gridsizes unless you need it.

An indicator that you may be using a small gridsize too much (or simply have a huge map) is the OND stat at the bottom left corner of the screen. This stat tells you the number of cubes currently being used by the system. For most decent sized maps you'll want 30k-50k at most, I'd say. Over 100k, performance will really tend to suffer for low-end people.

In the edit menu, there should be a command "Optimize map". This will try to reduce the amount of cubes. You can also just type "/remip" into the console as well. This will automatically be done when you calculate the lighting for the map.

I suppose I should write a tut for some of this advanced stuff, but like most things in life, doing one well is more work then you'd think... and I don't have a huge amount of spare time.

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#5938: ..

by mciann on 06/24/2006 17:09

Yes, we have discovered the goodness that is "optimize map". During construction, especially after a few big copy/paste operations, the block count would get up to 2-3 million and we'd start getting problems. After optimizing, we are running around 200k cubes. A system down to a 1.5 gig Athlon seems to be able to run that without problems.

We have been living in mortal terror of hitting some performance limit halfway through the project after we've put months of work into it. We've done some testing building big condos of highly detailed (80% of the blocks are squished 1x scale blocks) little rooms using copy/paste. A modern system with an OK video card seems to be able to handle 4 64x64x64 blocks of "condos". As has been said, however, using 2x scale blocks or higher when possible and limiting the number of squished blocks you are using greatly helps things. We copy/pasted our completed transporter room, building a giant stack of them with a volume about 10 times that of the entire interior of the ship and were unable to cause any stress on the system.

We've been very concerned about trying to limit the number of textures we have in the map. Is that a valid concern, or can we just go crazy?

What is the scale supposed to be? We figured since the player seems to need 2x6 to walk through that the smallest blocks must be feet. Of course, the player doesn't really look human and might be more than 2 meters tall.

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#5939: Re: ..

by eihrul on 06/24/2006 17:44, refers to #5938

It'd be interesting to see a map which is geometry limited. We have so few of these days. Where we could we've optimized it so its not a bottleneck.

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#5940: Re: silly question

by pete3867 on 06/24/2006 18:40, refers to #5936

o.k dude thanks!

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#5941: ..

by makkE on 06/24/2006 19:22

Mcian: Of course itīs always good to keep the texture count low, but since most are 256ē, itīs ok to use lots of em.

Just be careful with custom textures, keep em small in size (donīt use 1024ē or 512ē unless itīs REALLY needed, and always test if some can work just as fine on 128ē or so).

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#5942: Re: ..

by shadow,516 on 06/24/2006 20:31, refers to #5938

I believe that the ogro's bounding box is 2.5x3.5 so 3x4 is the absolute minimum. an ogro is about the size of a very short, fat human.

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#5943: smooth mouse off?

by Frosz on 06/25/2006 09:47

Is it posible to get smooth mouse off? i can't play with it on.. it's killing me

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#5944: Re: smooth mouse off?

by Passa on 06/25/2006 09:54, refers to #5943

Its not on.. I don't like mouse smoothing either but as far as I can tell its not on.

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#5945: Re: bloom

by Passa on 06/25/2006 13:43, refers to #5945

What GPU.

I actually disagree, I get less FPS in Nexuiz and HL2, in fact, the whole source engine lags like hell on nvidia cards:

http://paradoxproject.servegame.org/lowfpscss.JPG
Thats my 7800GT running CSS, lowest detail, 640x480, 27 FPS.

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