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by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826939 views, last view: 12/09/2021 06:35 |
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#765: Re: Cube running in MacOSX |
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by Aardappel
on 10/22/2002 11:35, refers to #762
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yes, you may release a macosx source version. Just make sure you read and understand the whole readme and abide by it.. its not that hard.
if maps crash on load, your "port" is obviously quite incomplete. If you want to make ports, you should probably do a little more than just recompile... I don't know what the issue is, the only thing I could think of is big-endian issues, but cube runs without modification on macs under linux/ppc, so I doubt that is a problem.
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#766: Re: Cube running in MacOSX |
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by Shockie
on 10/22/2002 12:15, refers to #765
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can u send me the SDL_net.lib file seeing as ur online?
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#767: SDL errors may cause mac OS |
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by Shockie
on 10/22/2002 12:16
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try getting the mac OSX sdl from
http://www.libsdl.org/index.php
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#768: Re: Cube running in MacOSX |
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by Aardappel
on 10/22/2002 14:48, refers to #766
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you don't need sdl_net, remove it from your libs list. As I said, the vc6 files are way out of date.
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#769: Re: Cube running in MacOSX |
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by Shockie
on 10/22/2002 14:53, refers to #768
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i found it anyway
please tell me what files i need to include, what libs, preferably in the dev corner thread. also why i would get those unresolved externals
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#770: Re: Cube running in MacOSX |
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by JeroMiya
on 10/22/2002 15:59
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Yeah. I it's not really a "port" yet, but dev machine has some kind of damage with the 3d card or the motherboard that causes it to freeze during certain OpenGL operations, so I cannot tell whether the app is freezing due to my machine or to the code.
I wanted to post it so that other mac developers might see that there are very few OS/specific dependencies in the engine, and that we should be able to get a port going in a relatively short time (a head start). (initial scan of the code reveals only some X11 code in the enet library for what looks like catching the clipboard contents. There may be more, but it doesn't seem to affect the running of the program other than the map loading). Sound works, model loading works, the map editor works (I think).
The "crashes" are more like infinite pauses when trying to load a map.
Any future notes on the progress will go in the dev-corner section then...
Libs: libz.1.1.4.dylib, libfmod.a, SDL.framework, SDL_image.framework, OpenGL.framework, misc. SDL template frameworks (AppKit, Foundation, CoreFoundation, Cocoa). Also, remove the _EXT in files which use glext.h. Apple predefines those for you. Finally, make sure you are using the mac headers for SDL and fmod. Cube comes with some SDL headers and some fmod headers, but don't use them. You can set -framework SDL and add SDL.framework/headers to your header search path, so that you won't have to convert "SDL.h" to <SDL/SDL.h>
Jeremy Bell
WolverineSoft Project Coordinator
www.umich.edu/~wsoft
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#771: Re: replies to a few posts: |
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by pushplay
on 10/22/2002 19:33, refers to #764
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Shockie, I told ya that there are certain things I don't want to cw. Things I intend to update often. Now yank those config files back off. :P
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#772: Sound command experientation and Re: 764 |
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by spentron@PP
on 10/22/2002 20:33
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Tried out the SOUND command. It only plays a first few seconds of a WAV. However, it will play all of a MP3. Cube automatically adds the .wav extension, so you have to change the mp3 extension; the FMOD sound system auto-detects the actual format. Oddly, though, the registersound command incurs a big delay (~1 min. for a 4 min. MP3 on my machine). I presume this is because it pre-decodes it. This is good in terms of gameplay, although it must be using a ton of memory somewhere. FMOD also has a "streaming" sound command, but I presume that's not used by Cube. I don't like the idea of using sound that adds a lot of overhead, although this could be controlled by map limitations and probably by choice of MP3 format. Note, the SOUND-played music tends to be low volume since the other samples are so saturated, and there's no way to for the user to stop the music or change the volume.
Also note, the base folder for sound is packages/sounds ... the sounds.cfg lists #50 as the last sound, but the sound I added played as 50 -- I didn't check to see if this was a miscount or iceball.wav is being overridden.
BTW, I could see a sound equivalent to the texturereset command, to avoid an install process if sound replacement is desired (but do these long .cfgs increase trigger kickback?).
Re: 764, .xm to WAV is easy, just play the xm on a player (cube, Winamp) and record with wav recorder. Conversion the other way is as I said, there's a manual step of determining the needed length of the middle C-blank sequence. I usually can't help messing around a bit more, but I'm not using regular songs. Note, .it is the most powerful of the formats, ModPlug does all the classic MOD formats instead of introducing its own format like other Windows trackers.
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#773: Replys for repliers |
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by Raven
on 10/22/2002 20:45
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well a Texture in front of the player... i dont know... that doesnt sound good if the player decides to move and the textures is just standing there...
SHockie, its kinda hard to see what ur working for the "intro image" posting. is there some IRC CHannel or something where we could talk? server please =)
Shockie " I have a wav 2 ix converter if that helps =S "
errr .WAV to .IX ?
what is IX?
ok lets see...
Spentron
U talked about IT files
Cube reads IT files has musics? ok maybe ill try to make or get some musics with the extension IT.
And About the AutoExec Thing
what i really wanted is , when a player changes the name in the GAME it saves in the Autoexec file so when he leaves and runs the Game again, he does not need to change the name again.
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#774: re: raven, Music |
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by spentron@PP
on 10/22/2002 23:24
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Cube, through FMUSIC, supports the following formats: .mid, .rmi, .mod, .s3m, .xm, .it, .sgt, generically all called MIDIs or MODs as appropriate. Through FSOUND, it supports RAW/.WAV/.MP2/.MP3/.OGG/.WMA/.ASF, although I think Cube uses the version before an OGG bugfix, and there are potentially problems as I have noted. See fmod.org for more info.
Sites with MODs include http://www.metallurky.tk and http://www.modarchive.com . Note, all tracks on these sites are owned by their creators, although generally permission should be possible (they're giving it away already).
The WAV to XM/IT conversion I mentioned is easy, but I would be willing to do conversions for those far enough along on a project, within reason. And I will not break copyright (I believe in "fair use" but that doesn't apply to whole songs ... I'm fed up with the whole MP3 theft thing because you can't give away good music, people only want that that is not free).
What Death Illustrated uses for a splash image and what Shockie was talking about would be outside the engine (DI also uses what I was talking about too). DI's options are also a front end. I rather like being able to mess with things ingame and then everything be back to normal on next launch. Of course all is possible if you're a coder.
And yes, I need to stop hanging on these forums so much.
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#775: New SP map |
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by Skaus
on 10/23/2002 00:30
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Grab here:
http://www16.brinkster.com/madcheese/cube/
have fun :)
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#776: Re: raven, Music |
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by Shockie
on 10/23/2002 01:57, refers to #774
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what program do you use to convert?
the loader, is exactly that, it loads the game and has a half-life menu system.it is fullscreen, no title bars, and it acutaalllly saves settings
for contact details, see dev corner
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#777: Re: New SP map |
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by pushplay
on 10/23/2002 02:23, refers to #775
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Nice.
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#778: Re: New SP map |
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by Shockie
on 10/23/2002 07:15, refers to #775
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would it be alright by you if your map was mirrored on cubeworld?
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#779: Re: New SP map |
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by Skaus
on 10/23/2002 11:00, refers to #778
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Mirror all you want :)
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#780: Re: New SP map |
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by Shockie
on 10/23/2002 13:50, refers to #779
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thanks
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#781: link |
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by Shockie
on 10/23/2002 13:55
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SP_INFIDEL:
http://www.eca-clan.net/Files/?server=2&type=2/Maps&file=sp_infidel.zip&action=Download
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#782: CUBEWorld |
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by Shockie
on 10/23/2002 16:54
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i was playing about in lightwave 3d and made a logo for cubeworld, i also remade how it looks. PLEASE tell me what u think
puchplay: inadvanced LEAVE ME ALONE!!! i like it =(
http://www.eca-clan.net/cubeworld/
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#783: re: #776: Re: raven, Music |
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by spentron@PP
on 10/23/2002 21:18
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Shockie: "what program do you use to convert?"
Assume you mean WAV to XM/IT. See #760. ModPlug Tracker. I'll run through it quickly so you see what's involved: Convert to suitable WAV, example 16 kS/s 8 bit mono is 128 kbs i.e. typ. MP3 rate. Faster sample sounds better, want level slight overdriven when using 8 bit. Run Modplug. General tab, reduce to 4 tracks. Sample tab, import sample. Sequence tab, select sample, point at first note first track, press "A" = middle C. Add blank sequences (right click sequence order boxes) until sample ends before module loops. Save. Easy. Big.
Stuff I'm doing uses samples 15 seconds or less, but at little as one sample. Need .it format for multiple tracks simultaneously using one sample. A rock song was fun, 10 minutes making a drum loop, 3 minutes actually playing guitar to get 40 seconds usable, 2 hours cutting samples and sequencing.
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#784: Re: New SP map |
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by Aardappel@home
on 10/24/2002 00:59, refers to #775
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this map rocks hard.. classic doom style gameplay, I love it! we want more! :)
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