I'm just going to put this here and see what happens.
CubiQuake is open source GPL 3.0, and set up to be a framework for any cubic world project using the FTE Engine. (What people call voxels, which I've been informed is not the correct term for what people use it for, hence the name "CubiQuake".)
Read the readme, and get FTEQW! (FTEQW revision 5424 or higher is required.)
The project is in early stages, but stable. View distance isn't super far, but it is decent, and by far good enough for a dungeon crawler. Let me know what you think, or if you want to work on the project.
I am having trouble to test it tho, since I cannot move (I supposed "X" should toggle between walk/fly and edit, but nothing happens), and it crashes frequently (see screenshot below).
Also, cubes are using the checkers default texture, meaning something is wrong in my mod installation.
I am having trouble to test it tho, since I cannot move (I supposed "X" should toggle between walk/fly and edit, but nothing happens), and it crashes frequently (see screenshot below).
Also, cubes are using the checkers default texture, meaning something is wrong in my mod installation.
But I REALLY like the idea. I'll upgrade FTE to the latest stable and try it again.
Try the latest FTE, as there are some things that Spike fixed specifically for this mod development. Everything *should* be working fine. I tested by installing from the repository and dropping the latest FTE client in the main directory. X only toggles edit mode off. That functionality is to allow normal impulses used to select weapons to automatically turn off edit mode. Any impulse other than the edit impulses turns if off. Pressing Q E C or V will turn it on and select the tool corresponding to the key. To fly just use noclip.
If you're using a lower version than 5424 it is not going to work right. From the screenshot it looks like the version you're using might not even handle trisoup_simple. Btw I added a video to the main post.
Ah you found it. I thought I eliminated that bug. I guess it's still there, just harder to reproduce than it use to be. I'm pretty sure it has something to do with using the remove tool and inadvertently selecting a buried cubic. It's likely the TraceCubic() function when called from the server.
Another bug that is leaning in the "feature" direction is that when placing cubics you can select a location diagonal from the edge of another cubic rather than finding a face to build from.
Okay, I have to make my taxes this weekend, but after that I'll study your code and may try to use it to build something. This brings so many opportunities...
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
GetTextureForTypeFace() is at the top of cs_cubics.qc, you can add additional textures for new block types there.
Be sure to search for "int numblocktypes" def and update the value in sh_sv_cs_cubics.qc and add the additional block types there as well.
daemon wrote:GetTextureForTypeFace() is at the top of cs_cubics.qc, you can add additional textures for new block types there.
Be sure to search for "int numblocktypes" def and update the value in sh_sv_cs_cubics.qc and add the additional block types there as well.
.*int cubic_blocktype;
int numblocktypes = 3;
int BLOCKTYPE_DIRT = 1;
int BLOCKTYPE_BRICK = 2;
int BLOCKTYPE_BLOCK = 3;
Followed your instructions, and added a fourth block type ("rock", using a single 64x64 texture from vanilla Quake just like your examples). At first I just changed worldname to world2 and tried to spawn a new world.
Apparently I did everything right, since I could see several blocks with my new texture, but when I tried to walk, the game crashed to desktop with this error: https://imgur.com/aQMKMII
Tried again, this time discarding all worlds and recreating from scratch. Same error.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)