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Linguica

Engine Cubed

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Guest wondersmith

"I'd rather invest time attempting to do some kind of SP." Don't forget co-op, please! Once you have support for DM and SP, I doubt it would be very difficult to implement co-op. Anyway, I believe a freeware 3D engine this good could become quite popular. Thanks, and keep up the great work!

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BTW, sorry if I came across as rather blunt.

It's just that one of my motto's is "why ask when you can do?" :)

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nah that's fine aye... I'm a bit like that... I have my own motto somewhat relating... "you read the manuals when the products don't work right."
man this in-game editing is the phattest thing I've ever seen since... since someone's mum. If future games adopt this idea and make scripting easier... fuck saying game editing is done by professionals... and various other praises for the cube engine.

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I do wish that there were floating toolbars for those of us to stupid to remember the billion and one different keys :)

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I suppose you're right. Although many of the textures do look rather blurred and messy when viewing them in PSP, they seem okay in-game, so I guess it doesn't really matter.

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I'm probably doing something wrong but I started a new map and I'm trying to select textures, and the only texture that comes up is the sky one, all the other ones are black it seems. Why is this?

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The level editing interface is a bit weird to get used to, but once you do, it's much easier than a traditional 2D-view editor. At first I didn't like the idea of selecting things in 3D, but this seems to work. Mostly because you kept it simple. I've already started working on some levels. Keep up the good work! Cube rocks!

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Guest Rick Clark

I'm probably doing something wrong but I started a new map and I'm trying to select textures, and the only texture that comes up is the sky one, all the other ones are black it seems. Why is this?

Sorry, I didn't cath your earlier post on editing, but I see you found out how cool it is. :) Use the FULLBRIGHT command in the console to see the map lighted when you edit.

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Guest Rick Clark

Someone should set up a forum and a website dedicated to cube, so that "cubers" can share maps, server ip's, etc.

A forum is a must. There are some questions I would like to ask like: How did Tarin do the sloping stair sides. I can't seem to figure that out.

I have to say something else: I have been editing with Cube now for several hours and haven't had one crash. This is remarkable since virtually all other games/editors I have used have crashed at least once, even the so-called professional ones, like UnrealEd.

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wondersmith: yes, the netcode is there, one problem with "coop" is having the monsters sync across multiple computers. Doom solved this by making monster AI deterministic so their positions etc do not need to be send over the network... this may be harder in cube, since its a VERY asynchronous design (in DM, players don't play 100% identical "games"). Being "coop ready" is one of the technical issues I need to solve for SP.

fragsalot: yes, we need a forum I guess. I will have one setup at the cube home page, but no telling how long this will take. For now, use a doomworld thread or something ;)

rick: slopes/arches/heightfields are one of the relatively more difficult things of cube editing. You can make them by hand (read about heightfield stuff in the tutorial & reference), but you can also get far using the prefab commands ("slope" & "arch"). The menus also have some slope commands.

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Guest mantra_

#cube on irc.openprojects.net if anyone is interested in sharing mapping tips, maps, and server ips.

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Yo, love the engine, getting a nice frame rate on a 350mhz machine is getting rare nowadays, but this is smoothy.

I suggest making the single player part run around data files so developers could configure their own enemies and the such and not hard code every thing, then it would be a fantastic FPS engine.

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Guest Rick Clark

Well, I finished my first Cube map. I would appreciate it if someone could beta test it for me. I sent a copy to Aard (since he offered) but if anyone else can, email me (rickclark58@yahoo.com) and I'll send over the map. Thanks!

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Guest cocoon

for some reason my tnt2 card won't let me try it out. Updated drivers and all.. It is prolly me that suck, but right now I blame the engine.

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Guest Rick Clark

I am using a TNT2 card, model 64, 32 megs, AGP bus and it works just fine. My bios is ver 2.05 with ver 4.12 drivers. You might want to check your OpenGL settings. I am running it with default settings.

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It is damn fast and pretty:) On a PIII800 GE256 Rick's level maxes at the refresh rate (100) at LOD 250 - meaning if I turn off sync it would run faster yet. Most of the levels are at that speed, some areas dip just a bit.

I imagine all the other game related (missing) code will slow it down some, but there's quite a bit of headroom.

Now if we can only get the DOOM port authors to appreciate quality texturing.

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Guest Rick Clark

It is damn fast and pretty:)

Thanks! Having 24-bit textures is really nice.

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Just tried it. Very nice.

It started up no bother at all, played very smoothly and looked good.

OK, I know a lot more would have to be added for it to be a full blown game release, but to get a bunch of good maps and a fast, good looking, stable engine that works first time from a 4 meg DL is pretty damn impressive.

Map editing, after a quick play around with it, seems like it should be very simple too.

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Guest Rick Clark

Map editing, after a quick play around with it, seems like it should be very simple too.

It is a little weird at first, but it doesn't take long to figure it out. I even have slopes down now. I don't want to go back to the old way. :)

The good news is, that Doom3 may have something similiar in it, since the editor is built into the engine. I hope so at least.

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Well, it seems like the bots would be easier to add in than monsters, since the mp stuff is already in place.

How about some sort of scripting, so we could code our own stuff?

Maybe some kind of map editor-placed nodes, which could be used for ai navigation (bot and monster both), as well as a list of tasks for bot/monster to do, which could be put in a script as desired? Have these scripts external, editable, & able to call external resources (sfx/gfx/music).

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well, maybe thats just me, but I tend to find DM only fun versus humans. Winning against bots just doesn't give any satisfaction, nor does being out-aimed by them.

Bots require significantly more AI code than monsters, and I'd rather invest that time elsewhere. One particular SP mode I may start out with is akin to my quake mod DMSP (download it from my maps page to try it).

Scripting would be quite easy for me to add (after all, I know more about implementing languages than 3d engines), but for now I won't. I want to keep cube focussed.

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