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Cube Legends

by tentus on 03/27/2005 05:45, 199 messages, last message: 04/29/2007 19:50, 131898 views, last view: 05/05/2024 14:13

This thread exists for discussion of my MOD, Cube Legends. This block of text introducing it is nonspecific so I'm not stuck with outdated or blatantly wrong information at the top of the thread.

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#1: Beta Release

by tentus on 03/27/2005 06:00

OK, the first topic of this thread:

Cube Legends is the evolved, updated, friendlier evolution of LOZ:Cube. I had to change the name and subject matter due to copyright concerns. This is fortunate in that it frees us to be much looser with what is made and included in the game, which leads me to the meat of this topic.

I'm uploading the Beta release to my web host tonight. We'll do a few final revisions and bug-tests, and then release the Beta version. Why are we putting out a Beta version? So that any of you generous people with medieval/fantasy type Cube content can get your stuff included in the Full release of Cube Legends, which will hopefully get released a few weeks after the Beta release.

In a nutshell, I'm opening the doors to anyone who's made a sword model, a cool medieval texture, a castle map, etc. Cube has lots of cool fantasy content I'd love to include under CL, but I'm not so keen on the idea of just taking stuff, I'd rather get permission. Not only that, but there have been some minor changes inside CL which could complicate things, so I'd like for people to send me stuff already ready for CL.

If you don't have any plans on donating to CL, I'd suggest you wait to download it, because not everything is 100% finished. There are few maps and they aren't visually complete, though CL is a bit prettier than Cube is, due to an abundance of mapmodels to flesh things out. Think of it like Sauer, just a lot less ambitious but farther along.

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#2: Re: Beta Release

by tentus on 03/27/2005 06:48, refers to #1

Nevermind the bit about uploading the Beta release tonight. My ISP is being uncooperative, and there may be a few days delay until i get things straightened out. My apologies, i didn't mean for the upload to screw up at the last second.

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#3: ..

by tentus on 04/02/2005 01:17

hm. triple post, that's pretty bad karma. oh well, can't be helped.

I've been asked a few questions about CL over email, so i figured it'd be a good idea to answer them here, as well as email.

Will there be any new gamemodes?
> I'm working on getting CTF included as well. However, my version of CTF isn't working yet, so No, there will be no new gamemodes (unless someone is willing to help me out a bit, my thanks again to D.plomat for all his help)

Is there a CL team?
> Not in name, no. MakkE and Doochee have been quite helpful, making mapmodels and maps, and loz-linuxizer is hosting the download and making a few little things to help out. Other than that, it's been just me. I haven't bothered making an official 'team' or anything, it's a anyone-help project.

What are your policies about including maps?
> I'll stick in anthing that has the magical/adventuring/medieval feel to it. We have castles, caves, deserts, sea battles... I'll take anything that doesn't have machinery in it, really.

Can we include our own textures?
> If you feel you need to include a special texture, feel free. However, in the interest of conserving download size and keeping the texturegraph simple, I'd like you to use standard textures as often as possible. before you start texturing your maps though, there's something of an issue: I've reorganized the textures and eliminated many that we don't need, the textures in CL are quite different from Cube. You'll need the CL Beta before getting started on texturing your maps.


What's different?
> Codewise, there's very little difference so far. I have been able to change little things, but nothing huge like gamemodes or worldrendering. The real difference in CL is the bounty of mapmodels not found in the other mods. We have 94 right now, and that number is always growing. Finally, CL is aiming at getting a much more close-combat orientation. I've been unable to introduce effectively balanced weapons, so the Beta will have the standard Cube 5, but the second release of CL will hopefully have 8 weapons; 4 longrange (the guns we have now), and four hand weapons (based off of the fist currently available). This is not to spite Aard or anything, it's just me going in a different direction.

One final note: because of the apparent lack of interest in this MOD, i'm going to wait another week before releasing the Beta, ao i can get some feedback and testing beforehand from my neighbors and friends. No point in going to all that trouble for nothing. Nothing against the Cube community, but it's like talking to a dead fish about philosophy. Is the Cube community 'Modded-out', perhaps?

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#4: ..

by makkE on 04/02/2005 01:47

I only know the one still called loz that you released earlier. I am eager to see the new version!

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#5: Question

by jean pierre on 04/02/2005 08:24

Will there be Single Player level's/map's?

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#6: Re: Question

by D.plomat on 04/02/2005 13:08, refers to #5

There was single player maps in the previous release of LOZ-Cube so i don't see a reason why there wouldn't be in the next one.

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#7: Re: Question

by jean pierre on 04/02/2005 13:46

Why not if there will be new single player maps it will be cool for us who love single player mode(i like SP mode more then multiplayer)

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#8: Re: ..

by sinsky on 04/03/2005 15:51, refers to #3

Well most Cube people do things, instead of talk, which along with some other.. factors makes this community quite unique. As a member of the talking team, I actually feel quite good here as I can talk as much as I like and no one has kicked me out, yet.. I agree that Cube is lacking mods but look at it from a different perspective - if we get the programming out, most data in Cube can be viewed as some kind of meta-mod. Of course I'm not defending it or something.. just talking philosophically in the name of all fish - as you requested :) I would prefer to talk about Cube legends itself, but it's not out yet and my internet connection currently sux (actually there are two of them and the good one just doesn't work now), so I don't know when I'll be able to download it. I've seen loz-cube but it was very buggy, at least with me, and I didn't want to make some kind of offense with my comments (and I won't do that now so don't ask me to). Good luck with CL, I promise I'll say something on-topic when/if I get the chance to see it.

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#9: Re: Question

by tentus on 04/03/2005 16:18, refers to #5

>Will there be Single Player level's/map's?

yes, a few. however, i enjoy MP a lot as well, so there are more MP maps than SP. Not that there are that many maps really, but i'm working on it. This _is_ just a hobby, i'm just making these in my spare time.

>I'll say something on-topic when/if I get the chance to see it

Ok, thanks. I'll try and make that possible in a week or so, but now the release date depends on people who are helping me look for bugs.

You wouldn't happen to remember any of the bugs in LOZ, would you? It worked fine on my computers.

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#10: Re: Question

by sinsky on 04/03/2005 20:45, refers to #9

There was stuff in the config files and in the menus respectively which didn't work but I don't remember the specific cases and I don't have loz-cube on my pc now to check. These aren't exactly bugs because if I remember correctly you just made the stuff available for anyone to use in their projects if they want, it was more like a resource mod, so no need to bother you - or that's what I thought.. maybe I should have exposed them but I didn't know it'll grow into something bigger and thought it would have been a waste of both your and my time.

I hope my isp gets the problem fixed or I'll have to find a new one. Until then my hands are tied - if I attempt to download it now mom's not going to like the phone bill. Oh and one more thing, I don't mean to be disrespectful but if anyone wants me on their beta-testers list they should send me mail, not the other way around :) Which is ok as I don't have much to offer anyway. But just in case you're interested - that's how I work.

*sinsky gives everyone a dark, chillingly professional look, and disconnects honorably just before the audience begins to laugh

...

*sinsky is now connected

So I've got a lot of time and there shouldn't be any other problems once I solve the ones mentioned. Send me a link or the file and I'll do what I can, when I can, if you want :)

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#11: ..

by tentus on 04/11/2005 18:27

ok, i've uploaded CL to my host: once he gets a break sometime later this week we will get it online. In the meanwhile, and for the next few weeks, I have AP testing coming up, so I'm taking a few weeks break from CL. I'm not stopping work altogether, I just need to pass my tests, so the project will slow down. Once CL Beta is online, feel free to make maps and textures and models, etc, so the full release is sufficiently different from the the Beta to make it worthwhile :)

I'll go ahead and admit that I was disappointed with myself, so far as mapping goes. All the DM maps are pretty finished, but only about half the SP maps are done. Remember, this is just a beta, so if you're only going to whine about there being insufficient gameplay don't waste my host's bandwidth. As sinsky said, this almost a resource MOD rather than a gaming MOD.

Soooooo... ja. I'll post a URL once my host gets some time to get CL online. Now i must study till my eyes burn out.

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#12: ..

by makkE on 04/11/2005 21:51

great! can´t wait to see it :D

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#13: ..

by tentus on 04/12/2005 03:42

This isn't the release, but i figured i may as well mention this: i've made a little webpage insipred by the cube site. it can be found at
http://gentoobox.rh.ncsu.edu/cl/
and it mostly works. The main page's url is arguementative for some reason: i'll fix it someday, when i have more time. Also, the TexRef pages are meant to go in the CL docs folder: they really aren't much good online.

If someone wants to donate to the site toss me an email. my host (destuxor) may have changed a few things, so I'm gonna have to refamiliarize myself with my own code. Email me if you find any annoying bugs.

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#14: ..

by makkE on 04/12/2005 04:26

nice site though not true what you say about the largest map-filesize. The record is still (afaik) held by mitaman,
with 56,9 kb for mpsp5 :)


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#15: Re: ..

by tentus on 04/13/2005 04:15, refers to #14

i was refering to CL maps only. I think there's actually one other map which is closer to 60, but you're the one with numbers. I do need to fix that though, after working a bit with the heightfields in desert it's gone over 20k.

I'll go ahead and warn you guys: i had way, way too much fun making some of these maps. I like open areas, and it can be killer to old machines. "Desert" in particular is terrible for running LOD into the ground, beacuse it has huge heightfields and relatively open areas. Most of the maps run well, but a few really push the limits.

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#16: FINALLY!

by tentus on 04/20/2005 04:52

Ok, much thanks to my host, Cube Legends is up at
ftp://gentoobox.rh.ncsu.edu/cubelegends/1.0beta/
and not only that, but he has very kindly made it an installer exe. As I've said before, it is a beta, so for people who are looking simply for some more levels to play, you may want to hold off on downloading it. Those of you who may be interested in helping it out, or using it as a resource MOD (go ahead, it's fine with me), please take the time to check it out and tell me where to go with it.

The plan at this point is to rerelease it shortly after AP exams, so maybe in three or four weeks, depending on content, I'll rerelease it as a full version.

BTW- i've been looking at coding in CTF, but all my efforts have been fruitless. Would coding in instagib SP be easier, help me get more comfortable with C++ first? I'm still trying to teach myself C++, but i've hit the proverbial brick wall pretty hard.

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#17: ..

by tentus on 04/20/2005 04:54

oh, and those screenshots are really jpegs, but for some reason photoshop kept the .bmp tags. i have no idea why, i thought i fixed it when i was whipping those together in the morning.

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#18: Re: FINALLY!

by D.plomat on 04/20/2005 12:13, refers to #16

About CTF, i still haven't tried to merge it into my Cube version, i'll maybe try that in some weeks so i'll check if i forgot something.

About insta SP, what do you mean by that?
If it's only ogros with rifles (and probably a higher firing rate) plus insta 'rules' then it's way easiest to implement than CTF.
If you want SP that really feels like instagib then you'll need to modify the AI and then it'll be much more difficult.

But nothing prevents you from starting with gameplay rules only and then progressively modify the IA.
As it can begin very easy and then get progressively more complex IMO this is a better "exercice" than CTF for learning coding.

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#19: ..

by makkE on 04/20/2005 13:39

A big thumbs up for you, tentus !!

I just played the first sp map there and I am impressed.

You done a very good job! Great models, maps simple but consistent in that (performance high at times, but not crazy), the bow and firerod feel very good to use, and nice music.
The atmoshere is great!! Feels like an all new game.

This shows how a vision, skill,dedication and a good sense for getting the best out of cube´s simple nature can turn out a great game.

Thanks so much tentus for enriching the Cube realm with your hard work!!

Everyone grab, play and enjoy !!



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#20: ..

by Rick-Ubuntu on 04/20/2005 13:52

Did your brother had any luck compiling the linux version?

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