General Thread |
by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826937 views, last view: 12/09/2021 06:35 |
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for questions, announcements etc.
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#813: Re: Custom models, skins |
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by pushplay
on 10/28/2002 07:41, refers to #812
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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! |
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by eihrul
on 10/28/2002 19:58
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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 |
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by Piglet
on 10/28/2002 21:43
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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" |
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by Pure Imaginary
on 10/28/2002 23:10
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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" |
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by pushplay
on 10/28/2002 23:56, refers to #816
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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" |
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by Piglet
on 10/29/2002 08:44, refers to #817
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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 |
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by spentron@PP
on 10/29/2002 17:40
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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 |
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by Piglet
on 10/29/2002 18:52, refers to #819
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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 |
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by Piglet
on 10/29/2002 22:47
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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 |
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by pushplay
on 10/30/2002 00:21, refers to #821
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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 |
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by Topher2798
on 10/30/2002 07:11, refers to #822
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Cool map! Weapons were a bit scarce though.
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#824: Piglet's latest map... |
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by Pure Imaginary
on 10/30/2002 08:01
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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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#825: Re: Piglet's latest map... |
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by Piglet
on 10/30/2002 09:11, refers to #824
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hmmm, thanks for the feedback, what a strange problem though, ill have to look into it, dont worry pure imaginary you had basically got to the finish, ill look at the problem shortly :)
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#826: Re: Piglet's latest map... |
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by Piglet
on 10/30/2002 09:19, refers to #825
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strange i cant recreate the effects you've described, a little more explanation might be usefull, ill try and optimize my map a bit too, oh and im thinking of making a multiplayer version :)
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#827: Re: New Cube Site |
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by Piglet
on 10/30/2002 10:57, refers to #820
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You can now reach my site through the redirector http:\\www.piglet-cube.tk
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#828: Re: New Cube Site |
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by Shockie
on 10/30/2002 13:35, refers to #827
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yay he figured out the .tk puzzle
also you might want to look into using mySQL on your web page...
also could you make the things on the guestbook and such where the user enters info as TEXTFIELDS =)
i really need to setup your access on cubeworld, i dont want the octane server's bandwidth being over used =)
ur site looks good, i like the improvements
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#829: Re: New Cube Site |
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by Piglet
on 10/30/2002 14:38, refers to #828
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how do you mean the .tk puzzle?
using mySQL for what exactly?
going to do so sometime
yep, ill start using at as soon as i can :P
thanks, im glad you do
Piglet
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#830: CubeX test build |
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by JeroMiya
on 10/30/2002 21:25
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I've just posted a test build of Cube on MacOSX. I'd like to make sure that everything is kosher in terms of included license and my own readme etc... I didn't include the maps and the media files, since I didn't know what kind of restrictions there are on those... I'd like to, though. Most of the maps seem to say that you can redistribute them. What maps and media files are not that way?
Jeremy Bell
WolverineSoft Project Coordinator
www.umich.edu/~wsoft
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#831: Re: New Cube Site |
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by Shockie
on 10/31/2002 05:32, refers to #829
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dw about the .tk thing
use mySQL instead of flat file, like for your downloads, and news, and guest book
wanna talk about this over email??
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#832: pop |
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by inforit
on 10/31/2002 09:03
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does anybody have an opengl .h file for softimage etc
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