Developers Corner |
by Shockie
on 10/19/2002 16:36, 279 messages, last message: 02/04/2006 13:50, 114203 views, last view: 12/09/2021 06:37 |
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i would like to have this thread for development problems/ideas, and what people have done. i believe it could be quite useful!
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#161: Rifle smoke |
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by timthemystic
on 05/20/2003 07:22
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Switch vectors to and halfway to invert.
particle_trail(1, 500, to, halfway);
Probally looks wrong for the shotgun, and it gets lost with the rifle trail of smoke. The idea is to have some smoke emit where the bullet hits. I came up with this as an alternative to the rifle stream of smoke -
Lil smoke from the barrel and smoke where bullet hits. One will appreciate the effect more from a long distance rifle shot.
case GUN_RIFLE:
vec halfway, outward;
particle_splash(0, 50, 200, to);
halfway.x = (from.x + to.x) * 0.5f;
halfway.y = (from.y + to.y) * 0.5f;
halfway.z = (from.z + to.z) * 0.5f;
vdist(dist, temp, from, to);
vdiv(temp, dist);
outward.x = from.x + (temp.x * 1.5f);
outward.y = from.y + (temp.y * 1.5f);
outward.z = from.z + (temp.z * 1.5f);
particle_trail(1, 500, from, outward);
particle_trail(1, 500, to, halfway);
break;
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#162: Extension Ready Cube Project |
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by Ranger
on 05/24/2003 16:16, refers to #161
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Hi,
I'm working on a version of Cube with easy extension. As in: easy changing physics-weapons-etc. In addition it will connect to a central server (already ready) and use player stats from there. If anyone is interested in lending a hand, please email me. I'm well underway- and I'm working it all up under Dev-C++ (mingw/gcc) fully portable.
Ranger
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#163: Re: Extension Ready Cube Project |
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by Thalion
on 05/24/2003 21:23, refers to #162
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This sounds like a rewrite of Cube engine?
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#164: Re: Extension Ready Cube Project |
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by Ranger
on 05/24/2003 22:38, refers to #163
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yea, its turned into that. The cube source is very closed, and I'm restructuring it for much more flexibility. For instance, replacing the modelnames[] array and models[] array with a database/table of models which can be modified in game, etc.
this is why I'm asking for help, since on my own this could take 2-3 months.
Ranger
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#165: Re: Extension Ready Cube Project |
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by Thalion
on 05/24/2003 23:10, refers to #164
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I had my own idea, of rewriting Cube in C# (using OpenGL# and SDL#, and leaving just the renderer from the original), for maximum flexibility. This would require restructuring the code into a set of classes, with the final result looking most like UnrealScript class hierarchy. And, of course, dynamic loading of new classes, and the ability to combine mods (again, like UT mutators). But it's not something to do in a few days, and, considering the fact that Cube2 is not THAT far away, I'd better wait...
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#166: .. |
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by Ranger
on 05/24/2003 23:24
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cube2... ?
[[ note- I would search out for an annoucement on the board... but there is no search <.< ]]
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#167: Re: .. |
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by VerbalC
on 05/25/2003 00:58, refers to #166
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Oh there's a search feature. :)
Check out the main board.
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#168: ... duh |
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by Ranger
on 05/25/2003 01:26
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*scratches head* wonder why I missed that... anyway, theres not much returned on a Cube2 search anywhooo
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#169: Re: ... duh |
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by Skaus
on 05/25/2003 15:31, refers to #168
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don't feel bad. It took me a year to notice that thing :)
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#170: Re: Extension Ready Cube Project |
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by Aardappel
on 05/26/2003 10:33, refers to #165
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don't go make assumptions on when there will be a cube 2, I never made (nor will) make promises on when its done, and currently have a LOT on my plate. There will be atleast 1 more cube 1 release before the complete transition to cube 2, anyway.
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#171: OpenCube Project |
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by Ranger
on 05/26/2003 17:12
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I got a site up and running for the OpenCube project I've been rambling on about =) [ http://idream.grey-earth.com/opencube ]. Anyone with ideas, opinions, or that can lend a hand stop on by forum. In addition I'll need some testers after a month or so and phase I is done.
Ranger out
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#172: Re: Extension Ready Cube Project |
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by Thalion
on 05/26/2003 19:29, refers to #170
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Still... I don't want to start something, just to find out next month that a new, updated version of Cube (1.xx or 2.0 or whatever) with lots of changes to renderer is released... =)
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#173: Re: Extension Ready Cube Project |
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by Ranger
on 05/26/2003 20:11, refers to #172
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I understand that. I'm just running out of time, since my goal is to put together a game for this year's IDF and that only gives me this summer.
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#174: Re: Extension Ready Cube Project |
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by Aardappel
on 05/27/2003 09:43, refers to #172
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cube 2 is a forked codebase from cube 1 anyway. Don't worry so much as to what I am doing, it should be easy to integrate new features from a new version of my cube anyway.
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#175: bug on www servers list? or one of the servers? |
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by D.plomat
on 06/01/2003 17:49
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When i was writing a bash+wget+awk script to retrieve servers list from the servers page to notify me, i found that sometimes i get strange results (ie a server withn 119 players), and different from the in-game server browser. Checked on the servers page, and it effectively show 119 players. looks like when it displays this, there are players connected but on different other servers.
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#176: Re: bug on www servers list? or one of the servers? |
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by pushplay
on 06/02/2003 00:31, refers to #175
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It seems to be an error with the first server listed.
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#177: map download ability |
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by deadlybob
on 06/13/2003 02:16
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The map selection is far too exclusive. I tried to connect to a server hosting a map that wasn't on my box, and it wouldn't connect. If that is the case, the program should download the map automatically (like in Starcraft). That wouldn't be too hard, and it would add a LOT to the game. Also, the load map screen would have to become more dynamic than it is now, displaying the contents of a directory matching *.cgz instead of a set list of maps.
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#178: Re: map download ability |
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by Piglet
on 06/13/2003 16:32, refers to #177
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1. Posting in one forum is enough
2. See the reply to your post in the other forum (not by me I might add)
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#179: .. |
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by Shockie
on 06/23/2003 19:50
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was about to fall off the page with the thread im about to make... thought it needed a *bump*
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#180: . |
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by pushplay
on 07/03/2003 02:02
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Has anyone else noticed that the client built with mingw is about 7 or 8 times bigger than the official exe?
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