Cube 2 Idea Mine - Discuss |
by AlternateLives
on 11/23/2011 19:53, 237 messages, last message: 03/22/2018 02:32, 248215 views, last view: 11/01/2024 15:36 |
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After seeing idea after idea get shot down all over the place in these forums, it occurred to me that perhaps this thread might be a good idea.
Got an idea for a Cube 2 mod? Go ahead and get it out of your system and post it here. If you are a modder, scroll through these. Maybe one of them can give you some inspiration.
Note to developers and long-time forum users: this is not intended to be a place where future updates or changes to the game you know and love to be posted. This is merely a place where half-formed (but possibly good) ideas can be discussed at present value without having them immediately shot down.
On that note, the only rule: No attacking of ideas just because they are not implementable within the current engine.
Have fun!
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#171: Re: .. |
by Razgriz
on 02/12/2013 11:42, refers to #170
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to be honest, we need a second console on the top of the screen, preferably on the right corner, which is dedicated to frags only. that would clear things right up with all the spam that usually occurs.
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#172: .. |
by Papriko
on 02/14/2013 14:43
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Not sure if it was here or in another topic, but I believe that someone had the idea to make walls actually protect you from explosions.
Wouldn't this be possible if you made a line-of-sight calculation from the explosion middle to all players in range?
I mean, the bots already use LoS. So that or a similar calculation could be possible.
I am not that good with the code, that's why I ask.
Another question that comes up if it the result justifies the costs...
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#173: Re: .. |
by baby~rabbit
on 02/15/2013 00:35, refers to #172
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Shall we say the explosions are miniature nukes and thats why you can see the flash and get injured when behind walls :P
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#174: Re: .. |
by Zamwa
on 02/15/2013 05:13, refers to #172
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I just had a similar idea where bot code could be used to edit surfaces by pushing out from the explosion!
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#175: Re: .. |
by Hirato Kirata
on 02/19/2013 09:26, refers to #171
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Just change fullconfilter, confilter, and/or miniconfilter.
It takes a bitwise value, the bits are...
CON_INFO = 1<<0,
CON_WARN = 1<<1,
CON_ERROR = 1<<2,
CON_DEBUG = 1<<3,
CON_INIT = 1<<4,
CON_ECHO = 1<<5
CON_CHAT = 1<<8,
CON_TEAMCHAT = 1<<9,
CON_GAMEINFO = 1<<10,
CON_FRAG_SELF = 1<<11,
CON_FRAG_OTHER = 1<<12,
CON_TEAMKILL = 1<<13
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#176: Re: .. |
by Razgriz
on 02/19/2013 09:58, refers to #175
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Nah, not what i meant. I said, "separate" console for frags :P
Speaking of which, it would be nice if the chat console wouldn't be blacked out when something is spamming the top console for a change.
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#177: .. |
by Papriko
on 02/21/2013 21:29
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Spectators remain invisible to players, but specs can see other specs, lol
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#178: .. |
by UnitedDucks
on 02/27/2013 23:30
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I don't have an idea for a mod, but I have some ideas for some improvements they could make to the game itself
1. Better sound effects for players (maybe different sounds for each model?)
2. Better looking and sounding monsters
3. Use key for singleplayer maps
4. More weapons. I hate having only 6 guns. Maybe a plasma rifle or laser gun?
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#179: Re: .. |
by suicizer01
on 02/27/2013 23:45, refers to #178
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I actually once suggested that on the channels, but I guess the sounds itself are the biggest issue as there are none except default.
The rifle can be a lasergun if you change the hudgun and vwep. It's better to have a somewhat balanced gameplay than having a shitload of weapons where half of them wouldn't be used at all.
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#180: Re: .. |
by Q009
on 02/28/2013 05:36, refers to #161
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I'm not sure whether you realize it but whole game is based off Quake gameplay :P
Especiall the "Quaddamage" item which was only in Quake
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#181: Idea for loadbrush command |
by ProtoThad
on 03/05/2013 03:32
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I see that a savebrush and pastebrush command has been added to the recent collect release. That is cool and saves me the need to port a similar feature I had hacked into my justice source code. I would like to suggest the addition, however, of a loadbrush command that simply loads the previously saved brush into the clipboard, allowing to be subsequently pasted multiple times with the 'v' key without having to load it from disk again. That is how my justice hack worked, and I found it very useful.
I also created a pasteto command that specifies pasting to a specific x/y/z location. This allowed the easy scripting of randomized map item placement (even the construction of entire random maps). It is a relatively easy thing to add given the existing brush commands. I'll provide a mod if anyone is interested.
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#182: Re: Idea for loadbrush command |
by Meigus
on 03/23/2013 17:40, refers to #181
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I think I linked earlier in the thread, to a mod which not only saved/loaded cubes, it saved/loaded entities. A randomized map would be interesting, except (unless they changed it), the brush commands don't keep entities, so you'd still have to manually place lights, items, literally everything except the cubes.
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#183: Re: Idea for loadbrush command |
by ProtoThad
on 03/24/2013 23:02, refers to #182
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I think I've looked at the mod you refer to. Unfortunately, I had some trouble getting it to compile cleanly, probably because I'm working in Linux and the mod was originally developed on Windows. I'll probably just add the entity support to my code, not because I think my version will be any better... I just enjoy hacking on the code and will hopefully understand the cube engine better when I am done.
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#184: .. |
by Papriko
on 05/01/2013 13:35
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Not sure if I already presented that idea before (I believe I did) but what about randomized teleports? You simply place multiple teledests for the same tag and it chooses a random one.
The 5th attribute still seems to be unused in teledests. It might be used to set an optional weight so some dests are more likely than others.
This attribute-part does not have to be implemented though, since you simply could stuff multiple dests into each other, so when you want e.g. a 2:1 rating for one dest, you place the dest with the higher weight twice...
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#185: .. |
by Papriko
on 06/16/2013 18:37
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Sauerbraten Pro Edition: contains nothing but insta, a new rocket spam mode, ctf versions of those and the maps ot, turbine, capture night and dust2
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#186: Re: .. |
by suicizer01
on 06/16/2013 23:57, refers to #185
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Depends what you call pro.
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#187: Re: .. |
by Papriko
on 06/17/2013 00:22, refers to #186
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That what appears to be the common opinion on most servers :P
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#188: Re: .. |
by FFAPlayer
on 06/19/2013 11:45, refers to #185
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Contains nothing but insta....
This deserve obviously a quote, maybe you meant \\\\\\\"noob-lite edition\\\\\\\" for players without any skills.
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#189: Re: .. |
by Papriko
on 06/19/2013 12:04, refers to #188
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And what about rocket-spam? That's what effic seems to be :P
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#190: Re: .. |
by FFAPlayer
on 06/20/2013 14:53, refers to #189
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A rocket arena gametype would be a good idea, IMHO (in effic you have all the weapons)
And I also want to write some suggestions that can improve a little the game:
1) Display the countdown (seconds)of the quad damage, so the player will know when the quad effect will disappear;
2) save all the demos and the screenshots in the appropriate folders called "demos" and "screenshots": that will be more tidy;
3) add the KillBeep cvar: like the hitbeep, but a different sound that will be played only when you frag the enemy;
4) create some optional 3d parts for Inky and Captain Cannon models in quad damage mod: you can't realize if they have take the quad damage because they're missed, except for the weapon sounds (even better, instead to use 3d models, you should use some brightskins for the playermodels and the weapons like quake3);
5) add the possibility to show your speed in number (in m/s like in quake3);
6) add the possibility to modify the lenght of the chat strings: currently, they're too long;
7) add the FragMessage: show the frags only in the console is obsolete.
I hope the developers will evaluate what I wrote above.
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