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The next update

by legodt on 05/06/2011 01:24, 333 messages, last message: 10/18/2012 04:52, 145249 views, last view: 12/09/2021 06:26

What are the sort of things that the playerbase can expect from the next Sauerbraten update? Gamemodes, user interfaces, or graphical updates?

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#100: ..

by Pieter on 08/02/2011 01:55

I mean lightmap overbrightening.
Adding a map var for modulate*4, as alternative to the modulate*2.

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#101: ..

by Pieter on 08/02/2011 02:14

I'm sorry for spamming, but this is what I mean:

http://www.keenleveldesign.com/pimp/crap/whyyoushoulduse4xmodulate.jpg

4* allows you to do lighting that's difficult with 2*
For instance, it's hard to get convincing looking sunlight with Sauer's texturesets, because they're pretty dark.
Modulating *2 typically isn't enough to get enough contrast out of it.

Now you get albedo brightness at 128, with overbrightening *4 you'd get it at 64.

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#102: Re: ..

by suicizer01 on 08/02/2011 20:53, refers to #101

Ever tried using the "mad" option?

An example of that is just here:
http://quadropolis.us/node/1978

Another option is to use the diffuse texture as glowmap.
So for example in a map configuration-file:
setshader "glowworld"
setshaderparam "glowscale" 4 4 4 (first value is red-channel, 2nd is the green-channel and the 3th parameter is the blue-channel).
This brightens the diffuse texture 4 times, just all colours equal.

I've tested it myself just another time to make sure I wasn't talking nonsense and it did worked.

I would take the 2nd option, because that's the most easy one, if you never script neither code.

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#103: questions and ideas for the next update.

by suicizer01 on 08/02/2011 21:11

I have another idea which would fit to the skybox updates next release:

- Add shader-settings to skyboxes, just like textures for geometry have.
I've tried myself by using the "london" skybox of shmutzwurst as normal texture and found out it actually looks way better when bump-, glow-, parallax- and specularmaps are added to it.
I managed to get the dark clouds have a small "glow", so they really look like it's going to struck some lighting fast.
Of course, settings like "bumpenv" or just "envworld" aren't that great to add, because that would mean the skybox is reflecting itself (which makes no sense at all).

Another idea is:

- Add spinning option to textures.
Why does only skyboxes have the option to spin around, while textures simply just can't?

I'm also wondering why it is possible to rotate skyboxes in 360 different ways, while textures only can rotate in 4 ways?
Why can't such code for the skybox not be used for textures?

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#104: Re: questions and ideas for the next update.

by Q009 on 08/02/2011 21:17, refers to #103

"Why can't such code for the skybox not be used for textures?"

Looks like you don't know how skybox is being rendered. It's NOT one surface but 6 - Cube. You're inside that cube. So when skybox rotates, it doesn't rotate it's textures but the whole cube.

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#105: Re: questions and ideas for the next update.

by suicizer01 on 08/03/2011 00:20, refers to #104

-.- true I was forgotten that, my mistake...

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#106: Re: ..

by Pieter on 08/05/2011 12:57, refers to #102

Thanks, I checked out the map too and it's quite creative.

However, I don't simply want brighter textures as much as more contrasty lighting. This method would be brighter, but it would also brighten shadows.

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#107: variable speed

by AlternateLives on 08/05/2011 22:35

Nothing is more annoying in edit mode than trying to get exactly the right angle to view the cubes your about to deform, only to have the view shoot one way or the other when the directional keys are pressed. this often results in about 10 different attempts at the angle, resulting in a wave of nausea for those prone to motion sickness (read: me).

If there was a way to adjust the movement speed in edit mode in the next release, I would be quite happy!

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#108: Re: variable speed

by eihrul on 08/05/2011 23:03, refers to #107

floatspeed

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#109: Re: variable speed

by Sub-Zero on 08/05/2011 23:05, refers to #108

you stole what i was going to say.

AL: /floatspeed "number"

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#110: Re: variable speed

by AlternateLives on 08/06/2011 00:24, refers to #109

okay, that's pretty handy!

thanks eihrul and Sub-Zero!

Disregard what I said earlier.

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#111: Cube engine 3 Project on Sourceforge

by johnyukon on 08/07/2011 00:51

Thats it, there's a recent Cube engine 3 Project on Sourceforge.

I found it because I was interested in make Cube 2 even better, or at least try :). While searching on Google I found it.

The project can be seen here: http://sourceforge.net/projects/cubeengine3/

But theres some discrepancies, first, it was not created by Dot3 Labs, but from KGD Studios, it says it will be in C# and Lua (Probably its wrong and its C++ and Lua), also the source code is being placed in the files section instead of the SVN?!?

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#112: Cube engine 3 Project on Sourceforge

by Zamwa on 08/07/2011 02:37

Does this mean it's an official Cube 3 for the original developers to work on or will there be a coup on the development of Cube 2 moving to a phase 3!?

I get the impression that Red Eclipse was a Cube 3! Though I know I'm wrong to think that!

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#113: Re: Cube engine 3 Project on Sourceforge

by johnyukon on 08/07/2011 04:14, refers to #112

It doesn't seem to be official, because it was not created by any of the Dot 3 Labs programmers. Also the Sourceforge user has the name KGD.Studios as you can see here http://sourceforge.net/users/kgdandcodes

Since the game is open source there's no problem in using it in another project, but I don't know what KGD Studios gonna do to the Cube Project and if this will end as an official new version of the Cube engine.

By now I sent an email to Wouter van Oortmerssen (aardappel) informing him about this project, he and the guys from Dot 3 Labs will know what to do.

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#114: Re: Cube engine 3 Project on Sourceforge

by srbs on 08/07/2011 07:35, refers to #111

The files in the files section is just a part of the enet code. It is not an official Cube 3 engine. (that I know of)

Red Eclipse is not Cube 3, but it is a total conversion of Sauerbraten, using Cube 2.

There will not be a Cube 3 unless a new system of drawing & structuring the cube is thought of. (I'm not sure how to explain it, I hope that does fine unless eihrul wants to fix it)

srbs

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#115: criticism

by nifares on 08/12/2011 16:36

you should have many take out maps and build good maps with a very good texture, man, the music by new ones, and sounds that seem totally bad, which is speed too high should be done slowly in the water you get hurt no, the maps and the figures are very much bumpmaping should do less.

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#116: Re: criticism

by nifares on 08/12/2011 16:39, refers to #115

ein spiel kann nur besser werden wenn man auf die community hoert.

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#117: Re: criticism

by nifares on 08/12/2011 16:40, refers to #116

one game can only get better if you can hear on the community.

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#118: Re: criticism

by Bosurgi725 on 08/13/2011 18:53, refers to #115

sense to make this post is from one i do not so can i make the idea better to know to read how it again in ways more i think to say same things over because it says to me the one writes not as good, english bad, better is sometimes good as well, indeed i do, but for now sometimes too. you thanks.

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#119: Re: criticism

by Razgriz on 08/13/2011 20:43, refers to #118

you make no sense at all. google translator is not as helpful as they say.

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