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Cube Legends

by tentus on 03/27/2005 05:45, 199 messages, last message: 04/29/2007 19:50, 132366 views, last view: 05/18/2024 20:53

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 This block of text introducing it is nonspecific so I'm not stuck with outdated or blatantly wrong information at the top of the thread.

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#141: Re: update

by loz-linuxizer on 11/15/2005 04:12, refers to #134

For backup purposes, here's a copy of the same cl_11-11-2005.zip files Tentus linked to above:
ftp://gentoobox.rh.ncsu.edu/cubelegends/cl_11-11-2005.zip

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#142: On surrealism

by tentus on 11/15/2005 21:53

Sun Dog and I came across similar, but not quite identical solutions to the coding aspect of the surreal idea. They both lie in renderextras, right under " if(dblend || underwater) ", except that Sun Dog's version is a bit more fluid than mine. (actually, mine is a static color change, while his varies).

Now I'm looking into augementing the effect, by replacing world textures. I've decided that i can work around the mapmodel bug, maybe even use it as a nifty mechanic, but i want to make all the world textures grayscale, or at least lower saturation. I've already made a special set of grayscale textures that *should* be able to cover all the other textures, but i haven't written the special_textures.cfg yet, which is looking like an extremely time consuming job.

@makkE:
I did a bit of skinning to the new model and stuck it in to see how it'd play. It _kills_ performance, drops me about 20 frames on a good computer. :P So i'm gonna have to see what i can do to cut down on polies and reconsider a 256^2 skin (i went ahead and made a 512^2 skin).

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#143: ..

by makkE on 11/15/2005 22:42

tentus, can´t be, really. Nope, really weird. I got some test hudguns here with ca 1500 polies and two 512² skins.. no slowdown. I am aiming at having them at about 1000 polies (once unseen faces are deleted) and it should´nt be a problem at all.. can you mail me that version maybe? I´d really like to see that myself.

About those textures: maybe making them grayscale or reducing saturation can be done by some math (code)?

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#144: Re: On surrealism (help with config files)

by MitaMAN in the cave on 11/16/2005 01:17, refers to #142

hello tentus!

i have a nice little application called Texture Sorter (TCE) that helps making texture config files real simple to use. it helped me alot making large custom "texture configs" for my own maps.

someone in the CUBE community made this application over 2 years ago.

i'd be happy to email it to you (about 1.2 meg). there is a .zip within the .zip, so you need to unzip twice to get at all the files to install. instructions (copied web page) are also in there.

MitaMAN

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#145: Re: On surrealism (help with config files)

by tentus on 11/16/2005 03:21, refers to #144

nah, i'm largely through the process anyway. besides, i'm not even sure that it'd work with Cl, now that i've changed some *rather important* things.

makkE- i'll do some more revisions and see what happens, but it's definately the new gun. maybe something didn't get exported right? if the problem persists then i'll send you an email.

other news- disaster has hit on the new site design, and it leaves me in sorry shape. basically, the files got eaten, due to aging (and cheap to begin with) RAM. so... it's back to the drawing board. i really don't have the heart to remake what i have already made once, so i'm open to website ideas and suggestions again :P

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#146: ..

by Sauce.of.all.evils on 11/17/2005 14:16

Thanks for the explanation. I didnt take into consideration that aspect. But just because I dont have a mod doesnt mean my opinion is totally dumb. But anyway buddy thanks for the explanation as it seems i didnt understand why there was no detail. If I ever have time I would make maps for you. But I wouldnt want to receive comments like that again. Also the 3 textures bit was just an over exaguration.

PS. I really like your mapmodels

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#147: ..

by Sauce.of.all.evils on 11/17/2005 14:40

Oh also, I dont have maps in mods but I do have a map, if you want to give harsh critisims for that I would be greatful. Also when this map is done I could try and make a map for your mod and Sauerbraten if I can find a time opening. Also again I didnt recognize the issue of slowing down your computer with high detail open maps and now I totally understand. Thanks and I would hope you guys can help.

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#148: http://gentoobox.rh.ncsu.edu/cl/index.htm

by tentus on 11/22/2005 15:24

Big website update. Like, bloody HUGE update. There are still a few things I'm sorting out in the downloads page, especially considering that i'm about ready to post the revised release (the one with Nashaii's updated content and the visor coding).

But yeah, project is still very much alive, and much prettier now.

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#149: more updates.

by tentus on 12/02/2005 06:47

http://gentoobox.rh.ncsu.edu/cl/cl-docs/pics.html
a few (well, two) new screens of CL, just to remind people that it's alive. i think the website update got overlooked, because of the lack of feedback.

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#150: ..

by >_< Sauceofallevils >_< on 12/02/2005 13:45

That boat looks really neat.

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#151: finally!

by tentus on 12/09/2005 17:56

after 2 hours of frustrated f*cking around with the code, i have finally managed to incorporate a logo into CL itself. Now, rather than abusing a skybox, the intro level will show a semitransparent logo rather than the crosshair, until you hit fire.

I designed the logo some months ago, so it's not *quite* in jibe with the CL webpage and late 2005 themes, but very close. I'll put up a screenshot on the webpage to show what i've done, and a short update to the codechanges pages.

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#152: ..

by makkE on 12/14/2005 19:05

Hey tentus, looking sweet the logo :)
I see you been skinning that multy-purpose x-bow, looking good from what I can see.

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#153: Re: ..

by tentus on 12/15/2005 19:10, refers to #152

yep. not done by a long shot, but getting there. i'm not quite sure if it's going to work how i want it to :P

oh, and i've finally gotten a gravity variable made, so that i can tweak how much you can jump. I'm working on making a new health entity too, but not having much luck with it- i ended up rewriting a ton of code and it still didn't work properly.

a question about gravity- when the gravity value is very low (which means that you feel like you're on Jupiter) the player will bounce excessively on landing. how would i go about fixing that? i didn't see any intuitive way of making that work.

--
on a less fortunate note, the website is down- the whole network it resides in has gone down, very suddenly and mysteriously. sorry about that, i had just gotten some things updated and upgraded. I'll still aim for a Xmas release though.

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#154: ..

by tentus on 12/24/2005 18:09

did some more work on the entities project, got stuck again, undid my work again. :P

I'm thinking that maybe I should figure out how to add a value to the health entity. This would make it so that i don't have to add a new entity (and it'd give me an open slot) and I'd be able to really expand up health options- have maybe four kinds of health instead of two.

Does anyone have any advice or things to look out for when trying to pull this off?

Question- Is there a good way of preloading levels, other than just loading a map and then loading a different map on the initiation? I'm going to try and use demos to convey storyline changes, but I'll need to be able to switch maps as quickly as possible.

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#155: ..

by >_< Sauceofallevils >_< on 01/06/2006 00:11

Tentus, since your game is so legend like maybe it would be a cool idea to release future rpg elements like Deus Ex did. Like have attacks that might take mana, the more expierence you have the more mana you can get. This is only a little idea, maybe in the future you can incorperate it, maybe not oh well.

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#156: Re: hmm

by tentus on 01/06/2006 13:36, refers to #155

It's an appealing idea- the problem would be that CL does not have a strong enough campaign yet for me to set up a good experience system. However, I will consider it. I need to sit down and figure out a good way of writing new guns though :P. Pehaps if I had three different sets of guns, close combat, long range, and magic...

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#157: ..

by >_< Sauceofallevils >_< on 01/06/2006 18:14

Ya! Well, different types of guns would be good. Well I like this mod it seems to be dong pretty good. Keep uo the good work!

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#158: ..

by Flynn Taggart on 01/13/2006 15:14

Is there some demo out?If yes tell me where can i get it.

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#159: Re: ..

by tentus on 01/15/2006 01:35, refers to #158

the webpage should be back working now- just download the latest release on the downloads page. Please tell me if anything doesn't work, I redid the page just a few days ago and haven't had time to test it out.

On other CL news... shoot, i just had something and I've forgotten what it was. I'll remember as soon as i sign off too, which annoys me to no end :P

Does the most recent Blender support MD2, or do I have to find a plugin? i'm not entirely sure if I want to lose my time downloading it.

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#160: ..

by makkE on 01/15/2006 02:00

Yes, blender 2.40 supports md2 import and export.

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