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Cude could easily beat Halo with a few mods and features

by REXWHITTEN on 11/13/2004 08:53, 45 messages, last message: 03/03/2005 03:10, 17000 views, last view: 05/18/2024 20:36

CUBE COULD BE MADE OT BEAT HALO, IT ALREADY HAS A FEW THING ABOVE IT. HALO DOESNT MOVE AS QUCIK OUR AS REALISTIC.

I WANT OT HELP WITH THE NEW ENGINE
-ARMY PROGRAMMER - INFANTRY

HALO 2 sucks.

US ARMY COMBAT SIGNAL
Rex.whitten@us.army.mil
I AM THE INFANTRY FOLLOW ME!

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#6: surreal or what?

by Aardappel_ on 11/13/2004 21:17

If I was studying psychology I would hang out on this board, lots of interesting phenomena to study. How does the brain of these people work? Can you say Stream of Consciousness? :)

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#7: ..

by >driAn<. on 11/13/2004 22:27

full ack :D

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#8: Re: surreal or what?

by MitaMan on 11/13/2004 23:15, refers to #6

This forum sure seems to have "changed". Too bad. Not too long ago posts were more "intelligent", full of helpful comments and a sense of comradeship amoung the users. Maybe those of us early on in CUBE community were more "mature" or willing to show what we can do with Aard's great game (whatever state the game was in). I miss the "old" days.
BUT...I still love CUBE and love mapping for it.
You know what I really would like to see? How about some of the new comers to CUBE show us what they can add to the game (with their own skills, mapping, models, etc...) instead of just saying what they want or "could" do. Actions speak louder that words. Prove it.
MitaMAN

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#9: Re: surreal or what?

by Aardappel_ on 11/14/2004 02:05, refers to #8

yup... sadly it is the common disease on the internet... 1% of people do cool stuff, the rest are just self dilusional people without skill that try to see who can shout the hardest, overestimating themselves by about 10x.

I think it is still ok in the Cube community, we still outnumber them :)

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#10: Re: surreal or what?

by nieb on 11/14/2004 15:27, refers to #9

lol...funny.

it is hard to find something on the internet (come to think of it i dont even remember how i found cube) thats acually cool and/or useful. not just some crap cramed full of ad-ware and spy-ware

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#11: Re: surreal or what?

by D.plomat on 11/20/2004 20:04, refers to #10

Maybe sounding a bit too much as 'advocacy', but

...welcome to the libre software world :)

Forget about ad/spyware supported softares, most often they're just worthless crap... instead, see what great coders with good intentions can do for the pleasure and glory of making the best designed software.

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#12: ..

by Joey on 11/22/2004 23:22

Eh? Beating Halo2? I think that's a misconception on the project target, comparing cube to halo2 would be like comparing mySQL with msSQL (sneakers or airplanes, more people only really need sneakers and they want decent sneakers).

Yeah, there is so much to choose from these days even if you have no money to spend at all, especially from the public domain and open source domain. Many good engines to start developing with that have great licenses, and there's almost always a free sollution for everything (but obviously if you start being interested in airplanes you figure out it is sneakers you need to wear before being taken serious, hello I'm naked and I want to buy an airplane!). The game industry is still a -hard to beat game- though, it's hard to be taken seriously as a small simple man/team in such a big, established industry. I'm really happy with the large communities and publishers like garage games that make it more accessable to simpler guys like me and my team (who often do this as a hobby and start thinking about 'getting involved').

Let's not be too hard on these guys that don't understand how hard it is to make a real game and live in illusions of grandeur, I think I've been there too. I realise how things work now and I've always been pushing myself, and the really hard work is probably already done, like you can get free engines and such, all left to do is realise how and what to do, and put them in a list of priority. Maybe all the hard work that has gone into making things easy has made the larger 99% of the people lesser aware of how hard it really is, or understand about what kind of 'hard' we're talking about. When we say it's not hard we're not directly lying, it's just that "it's time consuming", not "hard". People don't take their time. It's much like the communication effect, in the west we have 1000 ways to communicate and thus we communicate worse (or so Theo Maasen, a Dutch stand up comedian says). Well, now we have a 1000 ways to code our game (for a lack of a better analogy), guess what.

Also, yeah, forget that ad/spyware supported softwares. It's the DEVIL.

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#13: Re: ..

by J-C-D-P-C on 11/22/2004 23:39, refers to #12

Yeah, i had a game in mind that i really wanted to create when i was about 12, and i made a couple attempts at it, and as i grew older i tought up new things i could put in it and such, but eventually i realised that i simply couldnt make it without learning C++. Right now, i have a notebook on my desk filled with ideas i would like to go into a game someday, but I doubt its going to happen anytime soon. As i still dont know C, and some of the ideas would require one hell of an engine (i want most of the game to take place inside a giant pyramid of glass balls, and each ball has a part of a city inside, like one ball would be stores, antoher schools, anther housing, and the balls would all be connected with little air tubes mass transut capsules, kind of like the tubes at the bank drive-through, only huge and the capsule is filled with people, and another part would have a massive battle with hundreds of units (like in the TOTAL WAR games) only from a first-person perspective-and guns) anyway, i was one of those people once too, but i realised that its highly unlikely that i will be able to do what i want.

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#14: ..

by Joey on 11/23/2004 00:01

Sounds much like me, or generaly everyone who was a child with dreams ;) I hope to take them to the next level one day, I hope for you that you'll learn C/C++ sometime. I learnt it all by myself, mainly because I had such a big interest in programming in general, and I find it fun (this is really important too). However, me being productive is another thing... I like being inovative, not productive (they achieve the same things). I never took programming classes, CS on school was too simple, and I quit highschool early. Right now I'm a really cheap to hire freelancer who might be running a little company with some other guys to get some $$$ (boring webpage programming and such), and there's another team in which I'm in which has the full potential to create a game and publish one over a larger timespan. For now, I won't be designing and implementing my own games just yet.

Which brings me to another point, it's really important you work on -another man's- project, and not on your own, teaches you humility as well as giving you a better team spirit. When I look at the game making community I'm a moderator of (http://www.gamingw.net/) I really notice that most of the younger people want to make their own games, almost always reluctant to do it themselves or work on another project of the same category that needs help. They almost always fail or fall apart. Being experienced in this is important so you can seperate the mud from the gold. It also seems that being a programmer somehow also gives you some primary skills in figuring out how to handle things; my game designer, Celera, for instance has ideas that are insanely hard to implemenent. Then it's my job to say "you can't do this and that but we could try this and that instead". And that's what we've been doing lately. The only realist in the team would be the programmer and his potential, or more so, his knowledge of his knowledge. :) I for instance know this project is going to be a hard one, but I take it for grand for the experience. I have loaded up on books and information too so I can grow with the game, which is also important. The fact I grew with the game gave it scrap syndrom though, but now at least we have a strong base and a consistant team. We get more work done than the average team, and right now we're concerned about how to continue and start going for the real deal. If we fail it will only be a lesson, it won't keep me from retrying, but alas, before we see it failing we always have the chance to not be arrogant and ask help around. Sometimes publishers are nice enough to help a bit or support you with technical information, just don't be arrogant, simply ask your question, ask for help etc. There's always a more experienced person out there that can help the project move, sometimes with a price, but hey, I never said this industry is without risks if you're not doing this for hobby ;).

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#15: Heheh...

by Pxtl on 11/23/2004 02:48

actually, the whole "kid with a dream" is pretty much why everybody ends up in programming. IMHO, its where the industry should be focussed - user moddable games.

I've had so many game ideas, I don't bother sticking with one or another anymore - I'm more interested in easy-to-use frameworks to let players get involved in the design process. Hence my love for Cube.

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#16: ..

by Joey on 11/23/2004 04:16

There's enough of those, they're just either really expensive packages (engine, editors etc), a normal game for which you probably don't get the license for selling your mod, or it's not documentated well enough. :P:P

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#17: Re: ..

by Pxtl on 11/23/2004 05:04, refers to #16

Well, that's my point. UT2004 comes close, but it has a few major failings: 1) you only see servers running gametypes you already have, 2) Content is too large to download if its a full mod, 3) you don't know how long it will take to download all the packages from a server, and 4) The editing system is aimed at power, not ease-of-use.

I'd imagine something that would be far weaker - you know, you can't express every concept in mind, but you can do some neat stuff. Good examples of easy-to-use modding systems like that are Cosmic Unreal, which was a super-powerful and super-easy playerclass designer for UT'99, Weaponstuff 2k4, which is the same thing but with weapons for 2k4, and Starcraft's Trigger mapping system.

You know, apply the logic of Cube and Sauerbraten mapping (trading power for ease, convenience, and speed) to gameplay modding.

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#18: to the subject at the top

by r00pert on 12/06/2004 18:30

DOESNT MOVE AS QUCIK OUR AS REALISTIC.
halo is'nt supposed to be realistic
p.s. halo 2 rulzors cube's ass even though (i dont know if i typed though right) cube is fun. p.p.s. cube graphics sux.

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#19: ..

by tentus on 12/07/2004 04:22

I don't know if anyone else holds ths view, but a great deal of true entertainment stems not from passive absorption, but rather creation and developement. Hence games like halo 2, where the maximum of creation is piling bodies on top of each other and creating whimsical modes, fall sadly short of the concept of cube, much less it's actuallity. What I'm trying to say is, Cube possesses a flexability the no console game can hope to achieve, so an arguement like the one above is void.

Oh, and a note to r00bert: graphics are dependant on perception. Cube is beautiful through it's simplicity (at least to me). Look at it from the view Aard clearly states: minimalism, simplicity, purity.

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#20: alright sorry

by r00pert on 02/13/2005 02:36, refers to #19

alright cube graphics doesnt suck but ive seen better, but its okay, sorry

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#21: Re: alright sorry

by tentus on 02/13/2005 03:53, refers to #20

But will Halo/ UT2004/ Doom3 run on very low-end machines? I think not. Not only that, but you can't tweak the visuals as well as you can in cube.

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#22: ..

by makkE on 02/13/2005 03:58

for someone who can remember times when 3d-games ran on 320x200 and one could actually see the pixels.. cube is beautiful, and a creative challenge for every mapper,to make nice stuff in a simple environment.
Cube never intended to rival any other more advanced engines anyways.

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#23: Pixel graphics.....

by jean pierre on 02/13/2005 08:02

Pixel graphics on 3D are fun especially Anime 3D i luv 3D Anime graphics anime explosions but the downs about anime is Sex and porn shit!

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#24: Re: Pixel graphics.....

by tentus on 02/13/2005 14:50, refers to #23

Jean, periods, commas, question marks, and exclamation points are our friends, and should be included in everyday english fairly often. They really makes english work better if they're placed between ideas.

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#25: Even classic doom

by jean pierre on 02/18/2005 13:22

Even the old fps like wolfienstien is cooler then cubeengine.

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