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Cube 2 Idea Mine - Discuss

by AlternateLives on 11/23/2011 19:53, 237 messages, last message: 03/22/2018 02:32, 248107 views, last view: 11/01/2024 03:29

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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#181: Idea for loadbrush command

by ProtoThad on 03/05/2013 03:32

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

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

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

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

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

Depends what you call pro.

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#187: Re: ..

by Papriko on 06/17/2013 00:22, refers to #186

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

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

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

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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#191: Re: ..

by Papriko on 06/20/2013 21:22, refers to #190

1. Sounds good
2. Meh, don't need it personally, might be nice anyways
3. Maybe. When it is a var, you can still turn it off if you dislike
4. I believe they do have some parts, but they are too minimal (I think Inky gets slightly larger claws or something like that)
5. Might be fun
6. No, they are not too long. Just don't use that much, lol. When you type really long commands on the fly, you sometimes have to struggle with the lenght
7. wut?

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#192: Re: ..

by FFAPlayer on 06/22/2013 16:20, refers to #191

3. surely, and it should be inserted in the options GUI, close to hitbeep;
4. I\'ve just realize it, and what you said, the parts of Inky are too minimal (at least ironsnout\'s wings are more visible);
6. I mean to create a new cvat like \"ChatMessagesLenght\" where you can set the lenght in seconds with a value;
7. FragMessage is a centered, separate and readable message that appears on the screen for 1-2 seconds when you kill an enemy. Frags of Sauerbraten are only recorded in the console and it\'s missing: every FPS games have it. It would be nice if you can also modify its position on the screen, the size and the lenght, and obviously, turn it off if you don\'t like it.

Last two suggestions that I forgot:
1) add a view demos section in the GUI, with a full list of the demos that you have (without use always the comand /demo from the console);
2) add a notification at the start where you can choose to download or not the maps in a coop-edit server (without use always the comand /getmap from the console).

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#193: Re: ..

by Papriko on 06/22/2013 20:47, refers to #192

Lenght in time? Say that! When you talk about the "lenght", then by default you mean how many chars fit in one "packet"...

The getmap thing: It's not rare that you have to wait for a while till someone sends, sometimes ask for it (what I actually prefer). In the meantime you had that stupid notification there all the time.
And when you and the others mess with v-commands a lot, you have to sendmap (and as a result, getmap) a lot. What then? When you get the notification only once, it is useless and when you get it after every send again, it becomes annoying.

That demo GUI might be not too hard to implement. Some lines cubescript.

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#194: Re: ..

by chark on 09/18/2013 13:48, refers to #192

[quote]7. FragMessage is a centered, separate and readable message that appears on the screen for 1-2 seconds when you kill an enemy. Frags of Sauerbraten are only recorded in the console and it's missing: every FPS games have it. It would be nice if you can also modify its position on the screen, the size and the lenght, and obviously, turn it off if you don't like it.[/quote]
for the love of all YES PLEASE
been trying to work something with draw_text or draw_textf but since i know nothing about coding i just gave up :P

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#195: Re: ..

by suicizer01 on 09/19/2013 11:19, refers to #194

0. A rocket-arena mode wouldn't be fun as you would kull modes like efficiency or tactics. Instant gib did enough damage already.
1. Always wondered why Cube Engine 2 missed this; +1 for me (add a countdown sound for the last 5 seconds also then).
2. Not personally needed as well, could be njce though...
3. A killbeep would be really nice. However, keep in mind 2/3 is insta anyway, so a hitbeep does the job.
4. Back in the good ol' days we had a playermodel called 'ironsnout' which was surrounded by red glowing spheres that moved up and down in a circular pattern when the quad was taken. They are still there in the Sauerbraten directory (called "quadrings" or "quadspheres").
5.There is no need to show your speed in numbers as we can't accelerate more than given (there is no such thing as strafejumping, only bunnyhopping here). Even using trickjumps would result in a constant limit.
6. Rather a long command which explains itself, than a command which explains after use.
7. For the love of Sauer, NO PLEASE. I would hate ir if some line suddenly pops up into the screen ehhile you try to continue playing. You would have that killbeep instead for that.
8. Fine, wouldn't care.
9. As papriko already made clear, such notification would be very annoying, so no thanks.

P.S.
The developer(s) ignores this kind of threads most of the times.

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#196: Re: ..

by suicizer01 on 09/19/2013 17:13, refers to #195

By the way, you can download the old playermodel on this node at Quadropolis:

http://quadropolis.us/node/3137

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#198: ..

by Papriko on 05/01/2014 01:52

How about an interpreter for FALSE?
http://en.wikipedia.org/wiki/FALSE
it was made by aardappel afterall :P

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#199: ..

by asmanel on 10/23/2014 19:12

About the player models selection, I suggest a rule change :

Now, there are five playable characters by default and there can't be more. It's an hardcoded limit. You can customize as you want your characters but there can't more than five.

In any way, the models are identified by their number. A same player can appear with the Arachna's model in a player's hud and with the Captain Cannon's model in an other player's hud. It isn't a problem. There is a problem when there is no model linked to this number and when an error prevent the linked model from being loaded. In both cases the character is invisible.

I suggest this : break the characters number limit. If there is no model linked to the used character number (or if the model fail to load), a default character (like Grism for OA; I suggest the #0) is loaded instead.

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#200: Re: ..

by Papriko on 10/23/2014 19:35, refers to #199

As far as I know, both, server and client clip the model range. When you try to switch to an invalid model, it defaults to fixit. When you hack your client to send an invalid model, the server defaults to fixit. When you hack the server to send an invalid model, everyone elses client defaults to fixit. When you hack your client to accept invalid numbers, you are a moron.

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#201: Re: ..

by suicizer03 on 10/23/2014 23:55, refers to #199

If you want the OA models into Sauerbraten so bad; I suggest to take a peek at the following link.

http://quadropolis.us/node/3797

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