Developers Corner |
by Shockie
on 10/19/2002 16:36, 279 messages, last message: 02/04/2006 13:50, 114206 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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#199: Re: stupid question 2 |
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by D.plomat
on 07/14/2003 12:07, refers to #198
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probably for debugging purposes... it's strange that output from mingw compiled binary goes into stdout.txt instead of STDOUT. this might be an option in mingw.
For output to the console, i see 2 uses: for development, to track some values/events/assertions, and for play, Insight's cubewrapper uses those outputs to keep track of your game's statistics.
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#200: Re: stupid question 2 |
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by pushplay
on 07/14/2003 12:25, refers to #199
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Actually, it seems to be SDL's doing.
http://muldy.megauser.net/index.php?load=sdl
http://www.libsdl.org/pipermail/sdl/2003-February/052629.html
So we can either keep the recirect and kill the console window or put all the text back into the console. I wonder why the VC++ compiler doesn't have this problem?
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#201: Re: stupid question 2 |
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by D.plomat
on 07/15/2003 13:27, refers to #200
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somewhat strange...
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#202: models and arenas |
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by ZyghnMovaxDP
on 07/19/2003 23:45
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Is there a place to download new models? Is there a place to download a tool to modify and create new models? Also, I have new arenas to share, is there a place to do this? Please email me. Thanks. Free games kick ass.
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#203: Download models |
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by pushplay
on 07/20/2003 04:25
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http://www.planetquake.com/polycount/
Quake2 section.
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#204: "states" |
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by Rman77
on 07/22/2003 01:07
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if you were to make a command trigger a state (pain for example) what code would you use?
void whatever()
{ ??? }
Command(whatever,ARG_NONE)
thanks for the help!
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#205: Re: "states" |
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by pushplay
on 07/22/2003 06:28, refers to #204
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That'll do it.
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#206: Re: "states" |
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by Rman77
on 07/22/2003 19:16, refers to #205
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er maybe I wasn't real clear on what I was asking, I ment what is the code to trigger or set the state?
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#207: Re: "states" |
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by pushplay
on 07/22/2003 23:47, refers to #206
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Ok, now I don't know what you're asking.
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#208: Cube source for OS X? |
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by Bill
on 07/23/2003 00:59
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Hi, I'm a mac user, and I'd like to get my claws into-- er, look at-- the source code for my version of this most excellent program. Is it available, or is it tucked away in the dungeons of some mysterious third party?
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#209: Re: "states" |
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by Rman77
on 07/23/2003 01:49, refers to #207
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Er ok scrap the old question leme try again.. From what I gather (and this may be wrong) a characters animations and other things are determined by it's monsterstade (right?) ex. monsterstate pain or whatever shows the pain animation. My question is where is the monster state set? (or how)
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#210: Re: Cube source for OS X? |
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by pushplay
on 07/23/2003 02:15, refers to #208
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Someone was working on a mac port and seems to have disappeared into the aether. And the Cube source is part of the download you observant person you.
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#211: Re: "states" |
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by pushplay
on 07/23/2003 02:19, refers to #209
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It's obvious if you search for the term monsterstate. Common man.
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#212: Re: "states" |
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by Rman77
on 07/23/2003 02:34, refers to #211
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well maybe i'm not useing it right then, guess i'm guna have to poke at the source more =)
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#213: More on that mac port |
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by Bill
on 07/23/2003 07:15
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Well, I actually downloaded an OS X version of Cube earlier today, and it runs fine. I don't remember where I got it, though, and the source didn't come with it.
I do still have the original download, though, so I can prove it exists! :)
I guess I just got lucky.
-Bill
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#214: Oh, For X |
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by pushplay
on 07/23/2003 08:09
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Heh, look away.
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#215: .. |
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by Pathegreat
on 07/23/2003 14:55
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um there already is a cube on mac i just downloaded the source code for my mod, sadly i forgot the site if i can find the link ill post it
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#216: .. |
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by Frank__i (Flameshot leader)
on 07/24/2003 01:40
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hey , i have a question for all you coders (im not a coder , tell you all now) . Would it be easy to ad tga suport since cube doesent support it ?
thanx for the anser , bye
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#217: Re: .. |
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by Thalion
on 07/24/2003 07:47, refers to #216
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Yes, it is easy, as SDL_Image supports it. Besides, TGA is one of the easiest formats to read.
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#218: Re: .. |
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by Aardappel
on 07/24/2003 10:14, refers to #216
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it does support it... you probably just saved your tga in the wrong format (has to be 24bit)
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