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As of 2005-07-10 00:00:00 GMT, this project is no longer under active development.

3D, open source game develoipment group that is targeting games that are rpg's strategy, and shooter


http://Cubesoft.sourceforge.net





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Release Date:

2001-07-07

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Registered:

1999-12-08

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Project Feed

  • Forum thread added

    tomasu created the Action/RPG forum thread

    posted by tomasu 1910 days ago

  • Forum thread added

    mikeeusa created the Thoughts, Ideas forum thread

    posted by mikeeusa 2874 days ago

  • Forum thread added

    mikeeusa created the New Textures for j00!!!! :) forum thread

    posted by mikeeusa 2874 days ago

  • OMIGG-Light 0.1.4 file released: omigg-0.1.4-light.tar.bz2

    0.1.4 7/6/01 -Added the ability for objectFlock's to keep track of all of the inventories -Renamed Inventory to objectList -Renamed userKeyHandler to userKeyManager, to be more consistent on manager names -Started implementation of menu system through CSWS -Changed the meaning of userWorkspace. It is now different configurations of keys/ui/extra camera for unique situations, like if you want to use different settings for controlling a flock vs individual vs in-game movie -Move parts of userGameSpace to userWorkspace and userEnviroment -Renamed userWorkspace to userInterface to help clarify its new role. userEnviroment controls the overall game while userInterface handles keys/gui etc -Added in pausing and made sure that game persistence is fully working. -Made userEnviroment a Window instead of a compnent and that got it all working Console is a little gittery, but it adds sort of a half working computer feel -Implemented Video settings, about, and new game windows. New game is the farthest from complete. The shared problem is lack of buttons showing up -Cleaned up code so that there is less of a chance of a buffer overflow due to strcpy's -Add support to configure full screen and added the statistics dialog box -Fixed a bug in projectiles where it scaled movement in that and in the normal place -Changed it so now speeds are measured in meters/second by changing how the frame adjustments to speed work -Weapons now have an accuracy level, inputed by the max angle that the weapon can veer off -Fixed a bug in configuration files. When switch to CS0.18, models were refered to as meshes, yet I didn't change the config file to match -Added i full multi-vehicle support. The only change that is needed that I can think of is a key for jumping in and out

    posted 3053 days ago

  • File released: /OMIGG-Light/0.1.4/omigg-0.1.4-light.tar.bz2

    posted 3053 days ago

  • OMIGG-Light 0.1.3 file released: omigg-0.1.3-light.tar.bz2

    posted 3128 days ago

  • File released: /OMIGG-Light/0.1.3/omigg-0.1.3-light.tar.bz2

    posted 3128 days ago

  • Forum thread added

    roborock created the Ok Ed IM IN!!!!!!!!! forum thread

    posted by roborock 3229 days ago

  • File released: /OMIGG/0.1.2/omigg-0.1.2.tar.bz2

    posted 3353 days ago

  • OMIGG 0.1.2 file released: omigg-0.1.2.tar.bz2

    0.1.2 9/8/00 -Converted Weapons on person to Items and changed Shoot to Activate and added it to WorldObject -Physics nows steps thorugh. This increases stability of physics, but slows the game down overall. -Plugged up some memory leaks -Taken out some extra calls to moving the camera that weren't needed. -Added some consts -Fixed the Makefile, so that you can type "make omg" for OMIGG, this allows Simple to compile again. This also allows easier integration into an existing CS branch. -Fixed some more memory leaks -Removed division where ever possible. -Fixed the most annoying bug. Well, not exactly fixed. It is a hack. The problem is that the physics code whether CSPhyzik or my CollisionManager. It would corrupt memory when trying to force out of the world. Before I couldn't run a sprite collision detection before because it was to close to the floor. Now, before collision collision is done,k the model is move up 0.001 units (a millimeter) and back down afterwards -Fixed the bug above for weapon fire. It depended upon physics CD, so it never would die. So I added a call for CheckCollisions () after Move. -Made it so when a vehicle is in 2D mode (ground based), "look up" and "look down" keys make it only look up, instead of rotating the whole thing. It also disables banking. -Added ActiveItem system. Also made code move only the active item.

    posted 3354 days ago

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