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prefabgen

by pushplay on 04/03/2002 01:05, 35 messages, last message: 06/18/2002 13:01, 9950 views, last view: 05/05/2024 06:02

I'm releasing a utility called prefabgen: http://members.shaw.ca/pushplay/cube/utilities/prefabgen.zip which lets you redefine the prefabs file to let you make different kinds of arches. View the readme for instructions. If the readme isn't very clear, and I get the feeling that it may not be, then send me an e-mail and I'll change that.

Also, my e-mail address and cube webpage have changed, they're now pushplay@shaw.ca and http://members.shaw.ca/pushplay/cube/ respectively.

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#16: Re: pushplay

by Al_Capone on 04/07/2002 18:27, refers to #15

Don't worry about the above link, I was just sholving that into the programers face :) So let's suggest a plug in option or a script option shall we ?

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#17: Terrain

by Bascule on 04/07/2002 20:49, refers to #8

Aard, it would be really good to pick up on this thread and incorporate a function (like arch/archvertex) into cube that could do simple terrain mapping over a selected area based on a simple script file. The prefabs text file is such a simple and cool way to introduce parameters into the game, that a similar one for terrain would be excellent.

Pushplay, prefabgen is very nice tool - I like your style. By the way, what did you compile it with, as I would like to play around with the code, but have no idea what to do/how to compile code to .exe

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#18: Re: Terrain

by pushplay on 04/07/2002 21:36, refers to #17

Scripting would be the second option. It would be easier to use as an enduser, but also less powerful.

Compiling. Personally, I use Codewarrior: http://www.metroworks.com/ . But I'm in compsci, and not everyone needs a powerhouse IDE. I'd recommend you give something from Borland: http://www.borland.co.jp/cppbuilder/freecompiler/ a look. I haven't tried it myself, but I have heard good things about it.

If you want to learn to program, this book: http://www.amazon.com/exec/obidos/ASIN/0130895717/qid=1018207857/sr=1-1/ref=sr_1_1/002-1064443-6388836 is both thorough and very explicit. But if you stick with it you would later want something a bit more referency.

Anyways, prefabgen is a very simple piece of code to study. If you have any questions, just e-mail.

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#19: Re: Terrain

by Al_Capone on 04/08/2002 00:09, refers to #18

An arm and a leg as useial, would XEmacs be able to compile to EXE ?

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#20: bascule

by Aardappel on 04/08/2002 00:17

yeah some way to set vertex delta's by script would be cool. I'll add it to my todo list (no promises on when).

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#21: Re: bascule

by Al_Capone on 04/08/2002 01:08, refers to #20

Thanks !!! It was my ideal :D Glote, glote, glote.

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#22: of scripts and compilers

by pushplay on 04/08/2002 03:47, refers to #21

Sounds good Aard. It would probably be a helluva lot easier to write than a system for plug-ins.

Emacs is just an editor for writing the code. You need another program to link and compile. Borland is free, but if you're running unix, then you should already have a compiler called gcc/g++. g++ is the c++ version, check out 'man g++' to see what that's all about. Although personally I loathe g++; makefiles are a pain, and the compile error messages are cryptic at best.

And it's spelled gloat btw :)

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#23: Re: of scripts and compilers

by Al_Capone on 04/08/2002 04:07, refers to #22

Anything a little smaller then Borland ?

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#24: Re: of scripts and compilers

by pushplay on 04/08/2002 06:19, refers to #23

gcc is the only thing smaller. Compilers are necessarily large because of the complexity.

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#25: Re: of scripts and compilers

by Al_Capone on 04/09/2002 03:19, refers to #24

gcc ? Can that be found on the MAME site ? I think I came across it once.

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#26: Re: of scripts and compilers

by pushplay on 04/09/2002 04:54, refers to #25

WTF? No. Dude, you're running linux, n'est pas? gcc should be a program that came with it, type 'man gcc.' If you're running windows, then go get borland.

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#27: Re: of scripts and compilers

by Al_Capone on 04/09/2002 05:34, refers to #26

World Trade Federation ? No, I'm running windows, but what's this stuff here http://www.mame.net/compilewin.html

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#28: sooooo

by Shockie on 04/09/2002 12:40

here we go again.
to produce it:
1) you must try to post a msg
2) click the "forum" link up the top
3) then goto another tread, and you original msg shows up, escaped (ie, " = \")
4) type up a new msg, and post it
5) check the 1st thread, and its there

OR

it can happen if sometimes i get dumped back into the main menu, realy fast, faster than my "lightning fast" modem allows (its 56k here, lol)

i am going to try and "accidently" post this in another thread.

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#29: Where is it from?

by dabugas on 04/13/2002 14:50

Could you please cite the source of the article?

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#30: Re: of scripts and compilers

by Shockie on 05/31/2002 10:52, refers to #27

i realised i hadent read this thread, al, if you havent got a complier, goto downloads.com, and look for dev c++, it is a poor program, but it has a compiler. BCPP is very easy to use


can we restart this thread as a talk place for VPE?

what gp pplz whant in the next releases?

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#31: devc++

by captmellow on 05/31/2002 14:56

free win32 ide/compiler
http://www.bloodshed.net/

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#32: VPE 1.1

by -[ECA]-ShocK-TroopeR on 06/05/2002 14:27

VPE 1.1 will be comming out soon, me and pushplay are finalising some code for the preview function [that doesnt work to well]. i have re-written the help files, and added many features, optimised code, and all that

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#33: ..

by Al_Capone on 06/18/2002 04:13

Thanks, but I already found on that can compile, however, it is still with in the works, I'm looking at some source to figure out how it works. The program is here http://devwshop.sourceforge.net/

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#34: ..

by pushplay on 06/18/2002 06:06

I'll release a script version of prefabgen when the next version of Cube is released.

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#35: V1.2

by -[ECA]-ShocK-TroopeR on 06/18/2002 13:01

what needs to go into the next version of visual prefab editor?

heres what i have sofar:
­‰ a preview that keeps the start in the same place.
­‰ preview in the design window

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