Cube Legends |
by tentus
on 03/27/2005 05:45, 199 messages, last message: 04/29/2007 19:50, 100036 views, last view: 12/09/2021 02:31 |
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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 This block of text introducing it is nonspecific so I'm not stuck with outdated or blatantly wrong information at the top of the thread.
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Board Index

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#61: revised website |
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by tentus
on 06/17/2005 23:35
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I've updated and revised the CL Website, if anyone is interested. It's set up to be ready for the next full version of CL, but bear in mind that version 2.0 is still not out.
I've got plenty to finish and plenty planned for CL v2, so perhaps in a month or two I'll make a new release. Please read all the first page before giving me suggestions on CL: i explain a lot in there. also the History page explains a lot of what's going on and will happen.
So, without further ado, here is the new page:
http://gentoobox.rh.ncsu.edu/cl/index.html
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#62: huge teleport? |
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by CC_Machine2
on 06/18/2005 22:10
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question: what is the point of a huge teleport? why not use 16 smaller ones? (or 64 if you want it 4x taller)
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#63: Re: huge teleport? |
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by tentus
on 06/18/2005 22:47, refers to #62
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because it'd save on the number of ents, and it would make for an easier render. fewer ents means i have less to cope with when mapping (go into editing mode while in redcave and you'll see what literally hundreds of teleports looks like). Easier render means that lower end machines have an easier time, or that i have a higher detail budget, which something i tend to push when mapping.
but the big teleport is still in the future. i haven't been able to make sparr's pusher entity work for me yet, dunno why.
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#64: ok |
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by CC_Machine2
on 06/18/2005 22:59
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oh ok i see
how's cube legends v2 coming along?
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#65: .. |
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by CC machine
on 06/19/2005 23:00
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hello tentus you there (?)
when i said 'coming along' i meant have you got the huge teleport/pushers/anything else you want inplemented working yet?
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#66: Re: .. |
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by tentus
on 06/20/2005 03:31, refers to #65
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not really. right now (as in last and next week) i'm redoing all of the maps, and making mapmodels as they get called for (kinda hard to have a feast without food). after that i'll focus on coding again, but right now i'm somewhat burned out on f*ing around in Visual Studio without a clue what i'm doing. please, if anyone wants to lend me a hand, i'm wide open for suggestions or straight up code.
on other CL news, i think I'll put some of the mapmodels up in packs for people to download, without having to download all of CL. this means that if anyone has some food-related mapmodels they want, i'm currently doing some work in that category.
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#67: Re: .. |
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by sinsky
on 06/20/2005 13:58, refers to #66
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Finally played it but have nothing to add that hasn't already been said. I promised to say something though :) so here it is - it's nice, feels good, map design is diverse and not what you usually see in cube, plays fast - there were no fps or other issues with my hardware, it's not mature but has a lot of potential. And nice font btw. If you are stuck with coding I can offer a little help, but only to orb-related stuff. For example if you're interested in how something was done there feel free to ask me, I'll be as detailed as possible and answer any additional questions you may have, but will just help you learn without getting actively involved with new code (no need to add me to credits or something).
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#68: Re: .. |
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by tentus
on 06/20/2005 15:33, refers to #67
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oh, that reminds me-
as a means of saying thank you to people who have helped me out with CL, i'm considering putting little adds in the side cell of the site. i'm fairly expirienced with flash (i do a lot of small flash animations for an art gallery i help run), so i think i can make a custom one for each page that would not subtract significantly from the bandwidth nor hurt the site design (if there's no sound or music a flash rarely gets above 500 Kb, and a smart designer can cut it down to less than 100). So, makkE, aard, DCP- do you guys want adverts? i'll make it to request, so long as it's something that wouldn't defile the site :)
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#69: Re: Flash, Macromedia, and Linux |
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by tentus
on 06/20/2005 16:58, refers to #69
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MX version 6.0
not the newest but not too terribly old either (and much better than an imitation program). i got it more than a year ago, if that helps.
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#70: .. |
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by tentus
on 07/04/2005 22:05
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http://gentoobox.rh.ncsu.edu/cl/cl-docs/downloads.html
new patch for Cube Legends. you'll have to run a batch file first, before unRARing everything else into CL. this patch updates the levels a good bit, adds a lot of dg's textures, moves/adds a lot of models, and updates the engine a bit. little improvements, basically.
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#71: .. |
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by tentus
on 07/11/2005 22:02
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I've updated and revised the CL Website, if anyone is interested. Version 2.0 is still not out yet *sigh* but i am working towards that.
The updated page features the beginning of a screenshot gallery, which will grow as I take screenies of CL. This will hopefully help me to advertise CL, and help show people what's new. I'm also considering making a Maps page which will go into a bit of detail on each map, and encourage people to let me use their Medieval themed maps in CL (such as Enigma, who is letting me use enig4)
So here's the index page
http://gentoobox.rh.ncsu.edu/cl/index.html
have fun :)
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#72: Re: .. |
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by tentus
on 07/12/2005 02:15, refers to #72
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crossbow? you mean the ordinary bow? yes, the slingshot is way overdue for a remake- i guess i should do that now while i'm thinking about it. i did not include the new sword model in the patch because i am not at all satisfied with it's skin. what exactly did you notlike about the bomb launcher? i felt that it was generic enough to fit in a medieval game- however, if other people think it's not, i'll make something new. weapons aren't that hard to do.
and yes, kudos to D.plomat, who found Ichabod long before me, though i would have found him on polycount eventually :) i really like that skeleton.
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#73: Re: .. |
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by enigma_0Z
on 07/12/2005 04:56, refers to #72
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I also played CL lately, I couldn't help but notice that one of the maps played remarkably simalar to a "Legend of Zelda: Link's Awakening" dungeon (the one with the roc's feather)... Heh. Very fun stuff!
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#74: .. |
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by makkE
on 07/12/2005 18:29
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Tentus you could replace the rl by some cannon.. as unrealistic as a rl, but maybe more fitting :)
The bow is okay, md2 is a limited format, too complex shapes, especially when animated will get you some "wobbling" effects on the vertexes.
Look at aq2´s hands.. nicely done, but wobbling as if made out of jelly.
If I were you tentus, I´d relay any more complex stuff until you move to sauer and hopefully find a better model format there.
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#75: CL used to be Legend of Zelda: Cube |
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by tentus
on 07/12/2005 19:14, refers to #73
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yes, the redcave map is directly based off of that map (it's old name was LAD1, the abreviation for the original map). good observation. I actually spent about 12 hours getting it to be identical for LoZ:Cube, only to have to change it now that it's CL. Eventually it'll take on more of a personality of it's own, and from the looks of things i think it'll make a good lava map.
morgaine: i know it's a left handed bow, that's because Link from Legend of Zelda is left handed. I've never sat down and finished the new bow, because there are so many other things to do. perhaps when i do i'll reconsider how it's loaded.
Lair is being rehauled (for the third time) for ProCube, as a CTF map. It was my absolute first map for cube, and as such there are are a ton of design flaws in it. I'll probably replace it with the developing map, because it fixes the lighting and such.
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#76: .. |
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by makkE
on 07/13/2005 01:30
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"I guess Cube/Sauer doesn't allow the weapon graphic to be relocated though, pity."
What do you mean? you can have a gun anywhere on the screen, it depends on where you put the model relative to 0,0,0 in your modelling app.
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#77: Re: .. |
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by tentus
on 07/13/2005 15:57, refers to #77
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yep, eventually. but right now i've got about six other things to do first :)
Lair has been almost entirely redone, (as a CTF map for ProCube), so I think i've got that complaint fixed.
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#78: On another note... |
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by tentus
on 07/13/2005 21:24
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I'm going to be staffing at a backpacking camp for the rest of July, so you won't see me again till August 2nd or so. Because I'm not going to be anywhere near a computer for that entire time, no work on CL or otherwise will get done. *sigh* i was hoping to get another release out before i left, but it obviously isn't gonna happen.
Hopefully i can finish everything mentioned in the comments above in August, and i can get a release out in early September.
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#79: Weapons |
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by tentus
on 08/04/2005 05:55
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As i've been pondering what to redo in Cube Legends, i've been drawn steadily towards the idea of uniting it more, making it more cohesive.
One idea that stuck was doing a complete weapon rehaul, not just replace the RL and tweak the bow, but rather replace all four guns with spells. Yes, good old gesture spells. it'd end up something like this:
Bomb Cannon -> Blasting spell (smoke, chaos)
Slingshot -> Shattering spell (lots of gold splinters)
Flame Rod -> Flame spell (lots of fire :)
Bow -> Lightning spell (just lightning)
All of these spells could be made by a simple hand gesture, hence they could all be made by very similar models. it'd be sort of like Metroid Prime, where the gun isn't extremely different, maybe just a different color with some odds and ends.
Any feedback on this idea?
Also, I'm still working on a campaign, but i've wasted a lot of time struggling with the demos. Hopefully in Sauer there'll be some more features to help storytelling along. For example, a few commands for editing existing demos would be great, such as addtodemo (allow player to participate in demo as another entity) takeover (take over camera) cut / endcut (to chop out unnescessary time) and some misc commands affecting the viewer.
Ah well, the time draws near to convert to Sauer anyways. It's still gonna be Cube Legends though, I've already changed the name once.
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#80: Re: Weapons |
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by tentus
on 08/04/2005 07:11, refers to #80
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heh heh
really, it'd be easiest to explain it as "Sauerbraten starts with cubes from which the landscape is made", rather than trying to explain CL's increasingly convoluted history.
Just out of curiosity, is anyone else having trouble with the newest versions of Sauer? mybe a i missed something important while i was away...
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