Gameplay related console commands | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
map Mloads a map. if connected to a multiplayer server, votes to load this map (others will have to type "map M" as well to agree with loading this map). To vote for a map with a specific mode, set the mode before you issue the map command (see multiplayer menu). See also map in the editref. name yournameused for multiplayer say text...outputs text to all players, as if you typed it echo text...outputs text saycommand P...this puts a prompt on screen where you can type stuff into, which will capture all keystrokes until you press return (or esc to cancel). You may press tab to autocomplete commands/aliases/variables, and up/down keys to browse the command history. If what you typed started with a "/", the rest of it will be executed as a command, otherwise its something you "say" to all players. default key = t. If P is prefix to insert to the buffer, (default key ` inserts a /). connect serveripconnects to a server, e.g. "connect fov120.com". There is no serverbrowser nor paste yet, so you are adviced to paste ips into a suitable bind into your autoexec.cfg for the moment. disconnectleaves server rate Nsets your clients maximum downstream bandwidth to N bytes per second. Leaving it at 0 (the default) means the server will dynamically try to do the best thing, this is recommended for players who don't have a clue what their bandwidth is (setting your rate unoptimally is worse than not setting it all). Modem players (56k) could try rate 4000 and tweak from there, dsl players can try rate 6000-10000. Note that the more players on a server, the more critical the effect of your rate. If you are tweak addicted, you can try playing with the variables throttle_decel (how quickly to start dropping packets when your connection becomes bandwidth limited) throttle_accel (how quickly to recover once bandwidth becomes available again) and throttle_interval (how quickly to reestimate the situation). Change the defaults at your own risk. team teamnamedetermines who are your teammates in any team game mode (truncated to 4 characters, case sensitive). showscores+showscores turns display of scores (name/frags/network) on and -showscores turns it off. Default key = tab conskip Nallows you to browse through the console history, by offsetting the console output by N. Default key keypad - scrolls into the history (conskip 1) and keypad + resets the history (conskip -1000). weapon a b cTries to select weapons a, b & c, in that order, if they have ammo (0 = fist, 1 = sg, 2 = cg, 3 = rl, 4 = rifle). If none of the 3 indicated have any ammo, it will try the remaining weapons for one with ammo (in order 3/2/1/4/0) (the fist needs no ammo). You can use the weapon command with 0 to 3 arguments. examples: weapon 2 1 0 // close up selection weapon 4 3 2 // far away selection weapon 3 2 1 // medium distance selection weapon 0 // humiliate selection :) weapon // just switch to anything with ammoIn any selection, it will skip whichever weapon you have currently selected, so executing a weapon command repeatedly toggles between the two best weapons with ammo within a given selection. default keys 0 to 4 select the corresponding weapons, with sensible default alternatives, middle mouse button is a simple weapon switch. gamespeed Psets the gamespeed in percent, i.e. 50 is playing in slowmotion at half the speed. does not work in multiplayer. for entertainment purposes only :) mode Nset gameplay mode to N for the next game played (next map load). N can be:
skill NSets the skill level (1-10) for single player modes. Default = 3. Affects number of monsters in DMSP mode, and general monster AI in all SP modes. sendmap getmapThese two commands allow you to send other players maps they may not have while in multiplayer mode, and easily keep maps in sync while doing coop edit. "sendmap" reloads the current map you are on, then uploads it to the server and sends every other player a message about it. Other players can then simply type "getmap" to receive the current map, which is written to their local disk then reloaded. A second variant "sendmap name" is available which is particularly useful for coop editing, which first does a "savemap name" before performing the actual "sendmap". Thus in both cases you must already be on the map you want to send before issuing the command! (in some multiplayer that requires voting). Also note that "getmap" operates on the last map send by some other player, whatever it is. servermenudisplays the server menu. The server menu contains the last N servers you connected to, sorted by ping (servers are pinged automatically when bringing up this menu). Just select one to connect again. If you connect to a server by typing "connect" manually, the server gets added here automatically. You can also add servers to "servers.cfg" manually. updatefrommastercontacts the masterserver and adds any new servers to the server list (written to servers.cfg on exit). (see also multiplayer menu). savegame FSaves the current state of game (map, state of entities, monsters, triggers, and your player) to a savegame file named F (these are placed in the "savegames" directory). Default key F8 is "savegame quicksave". Works only in classic singleplayer mode. loadgame Frestores a previously saved game named F. Default key F9 is "loadgame quicksave". You cannot load savegames from different versions of the map, different versions of cube, or different cpu architectures. record NStarts recording of a demo. This works for any multiplayer mode, including the default "ffa" mode you are in when you load up a map locally. The file is saved to demos/N.cdgz. stopStops any demo recording or playback. demo NPlays back the demo recorded under name N. Playback is interpolated for the player whose perspective you view (not changeable). Not all parts of the game may work correctly under demo play, this is an experimental feature. If you find anything not functioning that greatly hampers your enjoyment of watching demos, let me know. See below for additional commands to use with demos. demoplaybackspeed PVery experimental, may cause more problems than normal play. Set before playing a demo, P is a percentage, i.e. 200 will play back at twice the speed. demodelaymsec DOnly touch if you know what you are doing: changes the delay in msec with which the demo is played back to allow for interpolation. Default is 100, if you decrease it you will most likely just get choppier (it will obstruct the spline interpolation) for an unnoticable bit less lag. Increase it if you notice choppyness in playback, should not be needed in general, but may help if you insist on playing back demos at very low demoplaybackspeed. demotracking BWhen demotracking is on (B = 1), the camera will create a red particle every frame where it moves, creating a trail. This can be used to inspect someone's movement in a game. It will only show the last N particles according to the maxparticles variable, which you may want to increase to 10000. The particles will remain even after you stop the demo, so you can use edit mode to look at it from all angles. password PSet the password to P, so you can join servers that are password protected. See the -p command line option.
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Items / Gameplay | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Official game storyline: "You kill stuff. The End."
There are initially 5 weapons:
The player has available all weapons when he spawns, but no ammo for them (except 5 shells), 100 health, and 50 weak armour (20% absorbtion). Items that can be picked up:
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Multiplayer | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Quick start to multiplayer gaming with cube:
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Single player modes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
There are two single player modes:
There are currently 8 monsters, with the following properties (sorted roughly in order of "threat" they pose:
The models are just temp until I find some real monster models. The damage given is for a single shot, where damage is simply a quarter of the equivalent player gun. For the shotgun this is if he hits you at point blank range, but is a lot less at distance. RL guy of course deals out splash damage too. Stamina is the amount of damage taken before dying, speed is their movement speed in cubes/sec (player = 24), and freq is their relative frequency of spawning in DMSP mode.
"lag" is how long it takes them to press fire after they have decided they will shoot in a particular direction, which means you can out-strafe their bullets (but still get hit when standing still or moving towards them). The number is in msec on skill 0, and half as big on skill 10. "rate" indicates how often they will attempt to shoot you while they have you in their sights. It is not an absolute fire rate measure, as fire rate is lower with distance and has some absolute minimum. Again, it is also dependant on skill (skill 10 fires twice as often as skill 0). "loyalty" indicates how often they have to be hit by another monster in a row before they fight back. Other important parameters: monsters will at most jump down 4 cubes in height, unless their health is 100 or less, in which case they allways jump down. As you can summise from the above, the keys to surviving in cube SP are: keep moving, preferably perpendicular to the monster line of sight, frequently move behind walls and back (this makes monsters search for you again, which delays them), and use monster infighting to your advantage.
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Effects of network code on gameplay | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
You will notice that Cube plays better on a high ping connection
than most games out there. The reason for this is that just about everything in
cube is done clientside, not just movement (as is common in games today) but
also aim (the fat client / thin server model).
The benefits of this are that the effects of lag are minimised, and someone on a 200 ping can compete on an almost even playing field with someone with a 20 ping, the disadvantages are mainly in that its harder to combat cheating. Further advantages for server admins are that cube servers use virtually no cpu, and very little bandwidth for a lot of clients (you can host a 4 player game on a modem!). It is impossible to completely hide lag however, and these are some of the effects that can still show lag if you or someone you play with has a high ping / bad connection:
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