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How end this epidode ?

by rbonotto on 01/09/2008 05:09, 53 messages, last message: 11/08/2018 17:46, 23226 views, last view: 05/18/2024 16:24

I canĀ“t finish this episode ?

http://www.cubeengine.com/images/screenshots2/screenshot_1790545.jpg

Ideias ???

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#8: .

by Drakker__ on 01/09/2008 20:01

Yeah, but it's the last part. I had actualy added another area past that one and goofed some more with cubescript. I could add the incomplete level to quadropolis if anyone is interested. Though with all the possibilities of Sauerbraten, a Cube leve is rather irrelevant today.

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#9: Re: .

by shadow,516 on 01/09/2008 23:51, refers to #8

/importcube ...

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#10: Re: .

by demosthenes on 01/09/2008 23:53, refers to #9

... which would break, as far as I can tell, any of the remove-a-chunk-of-cubes triggers.

Well, I can't figure out how to make them in C2 anyway. :P

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#11: Re: .

by SheeEttin on 01/10/2008 01:25, refers to #10

Hint: doors.

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#12: Re: .

by demosthenes on 01/10/2008 01:36, refers to #11

Yes, doors are acceptable as replacements, most of the time. What I really want to figure out how to do is designate an area of space to be triggerable, then have that area filled normally. Once it was triggered, it would disappear. Useful for dropping monsters into teleports, perhaps, or any number of various other things. The key here is a horizontal opening. Preferably without making a custom mapmodel, because I am absolutely terrible at 3D modelling. :)

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#13: Re: horizontal door - use a pallet

by steve_e on 01/10/2008 03:29, refers to #12

Use a pallete as your horizontal 'door' and set it to type 14 - make certain that you have enough monsters that are 'stirred up' (i.e., active - I found 4 goblins did nothing, but with 8 of them they got kind of feisty) so that when the pallet disappears they actually run down into the teleport.

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#14: Re: horizontal door - use a pallet

by demosthenes on 01/10/2008 03:52, refers to #13

Duh! I should have thought of that. Thanks. :)

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#15: Re: horizontal door - use a pallet

by SheeEttin on 01/10/2008 05:04, refers to #13

Or just stack them above the model & teleporter. (Make sure they have enough room, though; don't want them spawning outside the map!)

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#16: Re: horizontal door - use a pallet

by steve_e on 01/10/2008 08:02, refers to #15

Yes, a useful trick to get monsters jumping out of trees or who knows where.

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#17: Re: horizontal door - use a pallet

by JadeMatrix on 01/10/2008 13:54, refers to #13

You usually don't want the monsters activated before you get to them, as they can see through walls and may go places you don't want them to (aiclip might or might not work, depending on the situation). Best just to drop them through a teleporter with a door below them.

It's also good for adding monsters to places you've been but have to backtrack.

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#18: Re: horizontal door - use a pallet

by steve_e on 01/10/2008 14:31, refers to #17

I was finding the monsters, unless stirred up, would just stand in thin air and not actually drop into the teleporter once the pallet disappeared.

Once I had enough them and they were agitated as such then once the pallet disappeared at least one of them would fall/move down into the teleporter with the majority of the rest of them following.

I've only tried this with goblins, so I don't know whether other monsters tend to fall when the floor underneath them is removed, but certainly 4 goblins in a 6x6 space would not fall - which really had me stumped for a while as to why they weren't dropping into the teleporter.

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#19: Re: horizontal door - use a pallet

by rock.n.rol_ on 01/10/2008 19:10, refers to #18

I've discovered this quite often when i was busy with my sp map: Monster entities floating in air, turning around but not shooting at all, best way to get around this is providing enough space.

It seems, there also is a quite small variation in spawning too: In some older releases, all ents and the player respawned in the same spot all the time, this has been changed, dunno why.

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#20: Re: horizontal door - use a pallet

by SheeEttin on 01/10/2008 21:42, refers to #19

Yeah, you can definitely see the variation in the Egypto map if you look at the goblins on the first floor and tap E.

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#21: IDK

by Q009 on 01/11/2008 14:44

I don't known... Maybe just use 'E' key! <_<

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#22: Re: never completed

by Poroc on 01/12/2008 05:07, refers to #4

Is it true there is no end to that map?
( pigs level )

How do i continue the game?

Do i need to delete that map and start again?

Do you know of other maps that should be deleted to be able to go through the game uninterrupted?

Poroc.

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#23: Re: never completed

by Grogan on 01/12/2008 23:28, refers to #4

and that's a shame too, because I love that map, egysp1. Before I knew it was unfinished (forum search is my friend lol), I had literally spent hours in that hell pig chamber looking for a hidden trigger, a hidden passage (I found the secret imp hideout right away, but it goes nowhere). I even turned my brightness way up so I could easily see every nook and cranny.

I have no problem slaying each and every one of those hell pigs. There's a health vial earlier on in the map and I enter into that area with lots of health and ammo and there are plenty of pickups there. (In Cube, the hell pigs don't do much damage, unlike Sauer)

I even managed to do a rocket propelled jump to get up to that upper level sometimes.

I just played that again a few minutes ago, after seeing this thread and getting nostalgic. Great map, what exists of it :-)

I hadn't played cube in some time, though I did build myself a 64 bit client a while back.

You can't beat Cube for the lengthy SP maps. I think I'll go play Spentron's Conundrum map now. That's a fabulous one, but I'd never get through it without Cube's savegame command with all those jumping challenges and stuff.

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#24: Re: never completed

by demosthenes on 01/12/2008 23:35, refers to #23

I never use very much ammo on the pigs. The fist will take them out with hardly any loss of health, leaving great gobs of ammo lying around.

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#25: Re: .

by Poroc on 01/13/2008 05:30, refers to #8

Hell pigs level.....

What had inspired you to leave the unfinished map in cube?

( I mean no offence, i am very curious )

I can see there is a pole down the bottom of the ramp and it looks as if i need to trigger a switch for it to open the way.

Sure their isnt a secret password for this pole needed to be entered into the talk command?

Like open sesame.

Sure people have the possibility of sauerbraten.

Thats every body except for me.
I am just a poor boy.
With a 486 (566) Mhtz.
My beliefs forbid me to pay for anything.
Especially a new computer.


You know these old 486 can really do some amazing things.
Unbelievable.


Why didnt you just make the end there, ( past the pole around the corner, i can see that part )?

Surely there is a password?
Then what about all that prophecy at the start of the level?
What does that mean?
Surely it is a clue or riddle?

O.K if you really reply that it is not going to be finished i will believe you.
And wont ask again.

Drakker, Did you really make this game?
Whoa, pleased to meet you.
Thats so cool.
I bet it was tonns of sleepless fun.
Madness.

Poroc.
Stressed gamer !!!

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#26: ..

by person99_128 on 01/13/2008 07:18

"With a 486 (566) Mhz."

You might be able to donate that to a famous museum.
I believe your processor is an important piece of ancient greek and intel mythology.


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#27: Re: ..

by Poroc on 01/13/2008 08:11, refers to #26

No way man. This things my life and hey, i got a brand new 80 gig hard drive for it.

I am just one of those people reluctant to hand over anything, well, only for a good cause.

Do you know anything about overclocking the cpu?

I have a spare (500) mhtz celeron cpu.

I would like too see it fizz and melt.

Ha Ha Ha :)

Please tell.

Poroc.

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