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Quad!

by pushplay on 07/16/2003 13:15, 98 messages, last message: 05/20/2004 21:12, 13207 views, last view: 05/18/2024 04:26

Quad is officially released.

http://www.cursesandepithets.com/cube/quad/

Post all comments and hatemail here.

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#1: .

by pushplay on 07/16/2003 13:17

If anyone could tell me if the linux version works, that would be great.

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#2: #1 - YAY! first post - I am teh r4wk! etc., etc., etc.

by Bascule on 07/16/2003 13:23

This what we like - a mod simply announced, no hype, no flamewars, and a site that tells you what it's about.

I'll let you know what I think once I'm home from work and have had a go :)

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#3: Re: #1 - YAY! first post - I am teh r4wk! etc., etc., etc.

by Bascule on 07/16/2003 13:23, refers to #2

I am obviously the s4wk - not first post at all :(

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#4: Re: #1 - YAY! first post - I am teh r4wk! etc., etc., etc.

by Goetzenzar on 07/16/2003 13:35, refers to #3

I learned my ABC with prince (aka &), so that makes me the t4wk !

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#5: looks cool...

by D.plomat on 07/16/2003 14:32

Will test it under Linux when i'm back@home

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#6: Re: .

by Thalion on 07/16/2003 23:00, refers to #1

It works fine on Linux for me. And a nice thing overall. I can only hope that Aardappel will include /prevweapon and /nextweapon into the next official Cube release (if any) =)

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#7: Re: .

by D.plomat on 07/16/2003 23:05, refers to #1

Yes, the Linux binary works perfectly, i didn't noticed a single bug :)

Really enjoy those 'ogro hunter' modes. Still, i think that the 3sec refresh rate of the ogro-meter is too low, but i suppose that makes up for challenge ;) And colored ogro's are cute, it gives each individual ogro the bit of personnality that it needed.
Also, i think the death down angle should be a little less down, so that we can fully enjoy monster celebrating in SP. For monster celebrating, is it the 'taunt' animations of the models that you use?
I also found those next/prev weapon very useful, i missed them in Cube.
Still have to try the 'gib collector' mode, that must be quite fun too.

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#8: .

by pushplay on 07/17/2003 01:11

If I make the angle more shallow then I need to pull the camera back a little. I may do that, but it involves more work.

The monster celebrating frames I used were actually labeled wave.

Glad Linux works and that you all seem to be enjoying it. Expect the source code to go up today.

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#9: Re: .

by D.plomat on 07/17/2003 08:00, refers to #8

Yes, i see. Having to check that the camera doesn't go into a wall. I didn't thought of it.
Yes, i remember there is also a wave sequence. It was a long time ago when i edited some model.

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#10: Re: .

by pushplay on 07/17/2003 11:31, refers to #9

Yeah, if the camrea goes into a wall the whole world becomes occulled.

I'm loathe to screw with the occlusion culling algorithm because I would have to work to understand it first. Originally I had the player drawn where he is calculated to be and just moved the camera back. But that caused a problem because the o.c. works from where the player is, not where the camera is. So I cheated and had the player way up high looking down and just lie about where he is when drawn. ;)

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#11: :(

by pushplay on 07/17/2003 11:58

My provider had a bad motherboard which they appear to have replaced. Something still isn't set up right though and I'm getting an internal server error. Have a little patience if you're trying to get Quad and can't.

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#12: Tried it...

by Bascule on 07/17/2003 23:10

...and I liked it.

I found the Ogro Hunter a little unsatisfying; it seemed a bit pointless, except for the 'with a vengeance' version, which at least provided an identifiable challenge/opponent.

However, Rocket Bounce r0x0red big style!

Even just playing with a local server and two clients connected (kind of a turn-based cube), it was great fun and I imagine you could have a real blast with this online.

/me wonders if there is a master server running

Gib Collector was good, but perhaps slightly less innovative than Rocket Bounce; again without playing online, this is difficult to judge. I certainly looked like fun, though.

Three cheers to Pushplay for producing a high quality, finished, apparently bug-free mod with no fuss or nonsense. All other mod authors, if there are any left, PLEASE take note.

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#13: Re: Tried it...

by pushplay on 07/18/2003 00:42, refers to #12

I wish it was so bug free. I just found a horrible bug which I must have introduced in a last minute change. The bug is so horrible that it will leave you scarred and disfigured for life.

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#14: Ok

by pushplay on 07/18/2003 02:58

I uploaded the special non-crashing version. Anyone with the old one probably should update.

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#15: So....

by pushplay on 07/21/2003 09:42

Any requests? I've already got what I felt Cube most needed, but maybe other people have some burning desires they want to get off their chest. No promises of course.

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#16: Re: So....

by Thalion on 07/21/2003 13:54, refers to #15

A completely reworked, UT-like (original UT, not UT2003!) GUI. =)

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#17: ..

by Pathegreat on 07/21/2003 17:15

last man standing mode, where everybody has 2000hp there's no quads and the last man alive wins

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#18: Re: ..

by Thalion on 07/21/2003 22:21, refers to #17

Last time I remember it from UT, it was a camper's heaven.

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#19: nope

by pushplay on 07/22/2003 06:30

Neither of those really tickle my fancy. I dunno what we need a gui for, and last man standing leads to lame risk averse games.

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#20: Re: nope

by Thalion on 07/22/2003 10:50, refers to #19

The GUI would be great for map editing. Texture and actor browsers, trigger list etc. Also I prefer UT's tabbed match setup window to pretty much anything else.

I understand this is something that requires quite a lot of work... then how about mouse support in the menus?

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