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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, 8826120 views, last view: 12/09/2021 02:39

for questions, announcements etc.

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#805: Re: email

by Piglet on 10/27/2002 07:21, refers to #804

i do, but i'm not going to use it, at least for know, oh and thanks for the response pushplay

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#806: Programmer-E-Mail

by rstweb on 10/27/2002 12:15

Hi!

Does somebody has the E-Mail-adress of one of the programmer?

Thanks a lot!

bye

rstweb

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#807: Re: Programmer-E-Mail

by Piglet on 10/27/2002 12:50, refers to #806

wuh, i assume you mean aard, look on the frontpage for this site

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#808: Graphic-problems

by Paolo on 10/27/2002 17:23

Can somebody help a helpless little german player?
there's a problem whith my graphics in cube!
I'd like to play but with that kind of graphics I can't!
the floor and ceiling are white,
objects (such as trees) have a strange blur-like-effect,
and after 10 seconds of (pseudo)moving
my whole screen is messed up whith hooked-up blurs !
Can somebody tell me how to get rid of this problem?
P.S.:
Don't mail to my address! It's uuuhhhmm... a little bit messed up!

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#809: Re: Graphic-problems

by pushplay on 10/27/2002 18:03, refers to #808

1st: what graphics card do you have?
2nd: download the latest drivers for it.

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#810: Heavy lag while playing Cube

by Steini on 10/27/2002 18:28

Hi out there.
I played Cube with a few friends over LAN. This worked fine :) But now, the all playing the new UT so there is nobody I can battle. So this was the time to try out playing over the internet. I don't like to play over the internet because I've no Flat-Rate.
But...I ALWAYS have heavy Lag playing Cube over the internet. There are no packet jumps and pings over 1000ms. I'll show you the problem with this example:
1. I connect to a server with ping 100-200ms in the server browser
2. I'm connected with ping 200.
3. I move around and shoot...
4. After 5-6 seconds all players are standing and LAG is displayed instead of the ping.

I'm using a ISDN 64Kbit/s connection and Windows XP (because my Linux-System is trashed sice a headcrash of my HD). I tried the command /rate with several rates. -> 64Kbits/s will be 64*1024/8 Bytes/s. Then I halved the value...but nothing happens. What's wrong?? Other Games like the old UT or Games over the Battle.Net don't seem to have this problem....

If you can help, it would be great because I love Cube. Simple, Fast and Furious ;)

Steini

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#811: Re: Heavy lag while playing Cube

by Piglet on 10/27/2002 20:10, refers to #810

thats really strange because i generally dont have too big problems on my 56k connection.

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#812: Custom models, skins

by Six on 10/28/2002 03:59

Is there a place to download custon models, or textures or something? It would be pretty cool.

Btw AWESOME game, the best deathmatch game i\\\\\\\\\\\\\\\'ve ever played. (Used to be Quake/quake2, this beats them!)

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#813: Re: Custom models, skins

by pushplay on 10/28/2002 07:41, refers to #812

models:
http://www.planetquake.com/polycount/downloads/index.asp?game=1&sort=date&order=DESC
textures:
http://www.planethalflife.com/wadfather/

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#814: ATTENTION: LINUX USERS!

by eihrul on 10/28/2002 19:58

There were some major reentrancy problems in the server browser on Linux, which can and did cause many lockups when trying to connect to servers in the list. I have created new client binaries that fix this problem; get them at:

http://tunes.org/~eihrul/cube_linux_clients_2002_10_28.tar.gz

ENet (the source code) was likewise updated to fix the problem, so if anyone is trying to compile Linux clients, you might want to get the updated code:

http://tunes.org/~eihrul/enet_2002_10_28.tar.gz

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#815: new experimental sp level

by Piglet on 10/28/2002 21:43

I made an strange level as an experiment earlier today, and im just about happy enough with it to release it so i have done. If you want to know quite how experimental, take this as an example, their is no ending, it just keeps getting harder. Intrested?

For more info download etc. goto http://www.octane-design.biz/~piglet/

Ive also been making little changes to this site by the bucketload recently, if your intrested.

thanks for listening, Piglet :P

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#816: Piglet's "arena"

by Pure Imaginary on 10/28/2002 23:10

It would nice if you could force us to kill all the monsters before advancing. I mean, if I try to kill all the monsters, I get to level 17, but if I run straight for the tele, I can reach level 47 or so (default skill).

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#817: Re: Piglet's "arena"

by pushplay on 10/28/2002 23:56, refers to #816

I was only able to get to 47 myself. Something about that many monsters forces you to take such a long route around that the hitscan monsters can finish you off.

Not a bad idea piglet. I was still hoping to get scripting permission in the triggers before trying some of the neat ideas I have in my head.

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#818: Re: Piglet's "arena"

by Piglet on 10/29/2002 08:44, refers to #817

thanks for the responses :)

Pure Imaginary: I have though long and hard about how it would be possible to enforce the killing of all the monsters and have yet to come up with a decent method, here are the only possibilities ive come up with.
1: Force you to run around the level quite a bit before you can get to the teleport.
2: Remove the monster that stops the level from finishing and try to make a version that works on the level being reloaded.
The various merits etc. of these methods should be pretty obvious. As should it be that both of these are not ideal at all.

Pushplay: I eagerly look forward to the time with scripting permission in the triggers, but im just too damned curious to wait untill i get them to start. Oh well

Again thankyou both for your comments, Piglet

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#819: Re: New Cube Site

by spentron@PP on 10/29/2002 17:40

Just played Pigcam, lots of cool ideas. Also liked how you inserted the new levels between the originals, having played the original 6 map version.

Liked the waterlevel thing. I just tried this myself, see you also figured out the need to delent the trigger (otherwise it goes into an endless loop until the player moves away) ;) . I didn't think of using the waterlevel as a means to control access, though.

2 minor problems, the endlevel trigger crashed 10-16-02 version on my machine, and there was a little HOM bit in the room with the triggers surrounding the end trigger. I've also seen one case in my own levels where the new Cube version caused a HOM, although I think sometimes it's better in that regard also.

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#820: Re: New Cube Site

by Piglet on 10/29/2002 18:52, refers to #819

Thanks for the feedback :) . After ive finsished the map im working on (a pretty big sp level with non-standard cube textures) i'll probably go back through pigcam and iron out some of the minor problems and bugs. Maybe even make the architecture a bit nicer :)

Piglet

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#821: Another new map

by Piglet on 10/29/2002 22:47

This is the one i mentioned in the above /\ post. I think it looks really quite cool, and it's definatly diffrent from all the cube sp levels ive ever played. Quite an intresting style of play as well.

Like normal get it from http://www.octane-design.biz/~piglet/

Piglet

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#822: Re: Another new map

by pushplay on 10/30/2002 00:21, refers to #821

Interesting map, good consistant visual design. A few notes:
1. You should fill in the unused sections of a map so that you get more favorable subdivisions on the walls.
2. The stairwell was a little hard to see, I actually found it by accident.
3. At the end, with the 3 Bauls, half of the time when I finish the map I get into the room with the 2 little guys but I can't get into the room with the carrot. Half of the time I can get into the room with the carrot but not the one with the 2 monsters. What's up with that?

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#823: Re: Another new map

by Topher2798 on 10/30/2002 07:11, refers to #822

Cool map! Weapons were a bit scarce though.

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#824: Piglet's latest map...

by Pure Imaginary on 10/30/2002 08:01

It's cool, but like with pushplay, the map seems to end in that room without some sort of trigger to end the level or keep it going.

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