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New April (?) cube release...

by Aardappel on 04/12/2004 00:58, 313 messages, last message: 07/28/2006 06:40, 321782 views, last view: 05/18/2024 21:45

As you all know, a new cube release is coming up. This will mostly be a content release (many new sp/dm maps, textures, models), but also functions as a wakeup call for all server operators and the "double ogro" problem, and last but not least will also have some new features.

Since most depends on the new content and I know many of you are working on it, I want to set a rough deadline so I can start wrapping things up and stop delaying the release any further. I would hope that to be in a week, but if that is too soon lets do 2 weeks. Let me know where you all stand.

Any further discussion about the new release goes in this thread too.

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#274: gcc errors

by hungerburg on 06/05/2004 15:45

in enet//unix.h the socklen_t is in, that in sauerbraten was moved to enet//unix.c, and prevents compile on some linuxen.

but how to do with clientgame.cpp, line 204, "COMMAND(sleep, ARG_2STR);" - "error: no matches converting function `sleep' to type `void"?

commenting it produces a working executable. some (map's) scripts may call sleep though.

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#275: ..

by Gezunthait on 06/05/2004 20:06

Suggestion for the next version:

- Bots.
- Other textures for players in multiplayer.
- New modes like CTF and shit.
- New monsters for SP.
- A basic menu for the game(like in DI).

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#276: Shots and explosions near to player

by Basurero on 02/26/2005 11:50

Hi, since I moved my system to Ubuntu Linux I can't play Cube because all the bullets and rockets explode very nearby. I think this has something to do with OpenGL or so, but I can't figure out what.
Any suggestions?
Thanks

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#277: ..

by >driAn<. on 02/26/2005 13:47

Aardappel:
1 week is ok for me to finish my map.
Will you release a beta version few days before the deadline that mappers can include the new mapmodels/textures in their maps?

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#278: I was waiting for a new release :D

by jean pierre on 02/26/2005 13:50

Oh thank you Aard for your new release to be coming soon yes Andrew dont give up i want to see a new fresh version :D

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#279: Re: I was waiting for a new release :D

by tentus on 02/26/2005 16:39, refers to #278

observe the dates on this thread. Aard started this thread nearly a year ago. You've been playing the "new release" the whole time you've been in the cube community.

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#280: ..

by >driAn<. on 02/26/2005 17:13

damn.. i just didnt look at the date *g

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#281: ..

by kovi33 on 03/08/2005 17:08

Hello
How can i make a server to play on it?

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#282: Re: ..

by D.plomat on 03/09/2005 15:25, refers to #281

Yes

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#283: ..

by Rick-Ubuntu on 03/09/2005 16:19

Yes? :P

kovi:
Start cube with the -l command line option or even better: read the readme.html in your cube folder :)

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#284: -l

by Pxtl on 03/09/2005 19:00

I heard -l was flaky and the better approach is to just run a localhost server and connect to yourself.

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#285: Re: -l

by Pxtl on 03/09/2005 19:00, refers to #284

bah - I meant dedicated server, not localhost. Brain-o.

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#286: glReadPixel() Fix?

by e:n:i:g:m:a on 03/22/2005 00:04

I've heard something about a "glReadPixel" fix for ATI cards, is that the near bullet/rocket explosion bug? How is that fixed now, is that just a simple matter of multiplying by 128 or something? Or is there a more sophisticated fix (for larger levels to work)?

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#287: New triggers?

by e:n:i:g:m:a on 03/22/2005 00:05

Oh yeah, and will you be able to define trip-beam style triggers, eg if a user passes a certain point (such as a doorway) XY event will happen? Also , will there be more sophisticated triggers?

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#288: RE:New triggers?

by jean pierre on 03/22/2005 06:45

Nah cube doesnt support lasers N stuff :(

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#289: Re: RE:New triggers?

by tentus on 03/24/2005 03:09, refers to #288

you completely misunderstood the request. lasers were not mentioned. though lasers are completely possible, just redefine the texture and layout for smoke.

enigma is asking for a "wide" trigger, a trigger which could be spread across several cubes. i think he's also asking for some more terrain-triggering, but i'm not certain on that.

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#290: /kill command

by jean pierre on 03/24/2005 08:06

Terrain trigger interesting hey Aard will you add /kill command in the future to make Lava texture or other death texture triggers dead(sounds good to me instead of adding monsters in the pit use lava/other dead texture)

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#291: Hmm....

by Pxtl on 03/24/2005 16:21

I think the simplest/best solution for deathpits was the one suggested earlier, which is to make the bottom of the skybox instadeath. Makes pits simple to implement, and no mucking about with triggers. Something more robust can be implemented in Sauer, but for Cube, the super-simplest solution is always best.

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#292: Re: Hmm....

by Rick-Ubuntu on 03/24/2005 17:18, refers to #291

I think a 'death level' would be better. That is that you just die when your below some point(simulair to waterlevel).
Since this wouldn't effect older maps, like zippie, where you can walk on the skybox.

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#293: Idea

by Impostor on 03/24/2005 17:41

What about Weapon Shaking in the next release? Like CS:S or Unreal or something.
Without that,it looks a little bit dead.

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