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Compiling Cube

by Parker on 10/28/2004 23:30, 12 messages, last message: 02/08/2005 19:32, 2207 views, last view: 04/27/2024 17:22

I am just learning to program using VC++ 6, and am trying to compile the Cube source. I know this sounds really retarted, but every time I attemt to do it I get tons of errors, specificly that GLTEXT.h cannot be found. I have moved the file all around and still have had no luck. Any Help would be apreciated.

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#1: Go into the project properties

by Pxtl on 10/29/2004 01:34

The path cube source expects to be in is d:\w or something like that. Change the project properties for the inlcude folders.

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#2: spellodork

by Spellodork on 11/14/2004 03:04

spell it RETARDED, not RETARTED

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#3: Re: spellodork

by J-C-D-P-C on 11/14/2004 04:41, refers to #2

you created an account just so you could tell someone they misspelled something? mitaman is right, the cube community is going downhill.

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#4: i don't understand

by jen01 on 11/17/2004 04:00

i am trying to do the same but i am an amature.
please write a step by step tutorial or something.
please... its the only way i will learn anything...........
help me.

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#5: Re: Go into the project properties

by tentus on 01/30/2005 00:59, refers to #1

Sweet, I had the same question. Thank you.

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#6: Re: Go into the project properties

by tentus on 01/31/2005 14:19, refers to #5

DAMN!!! URG!!!
sorry about that. It didn't work. If I just made c://w/cube do you think it would work? I have obviously overlooked some property that I need to change, but dispite an hour or so of looking about for it, nothing appears. So would starting over and dropping a fresh source file in c://w/cube work? I guess I'll find out this afternoon...

Aard, how did you find the magic number for depthcorrect on ATI cards? Did you just sit down with an ATI card and play Go Fish? I've got a geforce that has yet to mess up on Cube. Should I just include a note in the readme advising against ATI?

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#7: Re: Go into the project properties

by Aardappel_ on 01/31/2005 22:37, refers to #6

I have an ATI card myself, but the problem only appears under linux, so I couldn't test it myself... I had D.plomat send me some test values, and they all seemed to exactly 256 times less than need be, hence the fix. It is also a very likely bug, it just means they are mixing up 16bit and 24bit.

I guess ATI is not advisible for linux gaming as they are clearly very sloppy about driver compatability... then again if Cube is the only game where it shows up, it is not much of an issue for most.

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#8: Re: Go into the project properties

by tentus on 02/01/2005 02:51, refers to #7

Sweet. It worked this time, I can finally begin shooting wildly in the dark with the source code :) j/k. But it worked and I am unthinkably happy.

Oh, I suppose I should mention this bug I dug up when my brother was testing about- there is a max of 64 mapmodels to a map. There can be plenty kinds across several stages, but 64 is the max for a stage. If you have more than that Cube will still run fine, and you won't initiallly notice anything happening- but you will notice that the skins of weapons and triggers etc have begun replacing the textures, beginning with those in the default level. I figured out what was going on before I learnt the extents of this alarming but harmless bug, but it certainly was odd.

The only reason this turned up was b/c I have recently added many more models to LoZ:Cube, and the total was more than 70 in the default map settings. :) Yes, LoZ has 70+ models, most of which are my product. God I have no life.

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#9: Re: Go into the project properties

by Aardappel_ on 02/01/2005 20:51, refers to #8

find FIRSTTEX in the sourcecode, and change it from 100 to 1000... this should allow for 900 more mapmodels :)

stupid bug.. I should have used glGenWhatever() instead, but ok.

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#10: Re: Go into the project properties

by tentus on 02/02/2005 00:38, refers to #9

Wow. That's... awesome. Thanks.

Though now I'm getting some stupid bug where my ocean level won't get any of it's textures right (Though this does not occur on any other levels. Hmm. I need to do more testing here.)

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#11: Re: spellodork

by jean pierre on 02/08/2005 14:49

Plus he have multiple accounts

67.170.159.81

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#12: Re: spellodork

by tentus on 02/08/2005 19:32, refers to #11

Dude, it's been months since he said anything. Let it go.

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