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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, 248329 views, last view: 11/01/2024 21:38

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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#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7) add the FragMessage: show the frags only in the console is obsolete.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

reply to this message

#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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#202: ..

by asmanel on 10/24/2014 00:59

I didn't know it.

Before today, each time I tried to change it in game, an error happened, saying the valid range was 0..4, even after I modified the file data/game_fps.cfg.

Here is the change I did (lines 40 to 75 of data/game_fps.cfg) :

playermodelnum = 6

playermodeldir0 = "mrfixit"
playermodelicon0 = "mrfixit"
playermodelname0 = "Mr. Fixit"
playermodelstory0 = [Which orc do you choose when the mission calls for an all-purpose wrecking machine? Who do you call when the odds are stacked against you? Mr. Fixit, that's who. Gifted with the ability to perform deconstructive surgery with any weapon, this orc gets the job done fast and with extreme prejudice.]

playermodeldir1 = "snoutx10k"
playermodelicon1 = "snoutx10k"
playermodelname1 = "IronSnout X10K"
playermodelstory1 = [IronSnout X10K is a hybrid model of the IronSnout series. Bred in the bowels of a top secret underground facility, this walking fragging machine is for one purpose: to annihilate the opposition. Part pig, part machine, IronSnout X10K knows no fear and fears no fragger.]

playermodeldir2 = "ogro2"
playermodelicon2 = "ogro"
playermodelname2 = "Ogro"
playermodelstory2 = [Ogro is smaller than a normal ogre, but just as fat and only slightly less stupid. As opposed to common belief, he is not an evil creature, only killing as is absolutely necessary.]

playermodeldir3 = "inky"
playermodelicon3 = "inky"
playermodelname3 = "Inky"
playermodelstory3 = [Inky is the aspiring younger sibling of an infamous transdimensional celebrity. Often teased as being only the "Lesser Evil", Inky searches the battlefields for infamy of his own, claiming it one fragger at a time.]

playermodeldir4 = "captaincannon"
playermodelicon4 = "captaincannon"
playermodelname4 = "Captain Cannon"
playermodelstory4 = [Cannon Jones dared to imbibe the old imported beer can that had languished at the bottom of his refrigerator. Unbeknownst to Cannon, it had been bombarded with stray gamma radiation. After some serious indigestion, the mild-mannered Cannon Jones became the mighty Captain Cannon! Captain Cannon now has only one known weakness: his overbearingly righteous sense of justice.]

playermodeldir5 = "assassin"
playermodelicon5 = "captaincannon"
playermodelname5 = "Assassin"
playermodelstory5 = [Assassin just want kill more and more]


Today, after reading your post (Papriko), I modified several times the variable playermodel in the files Games/Sauerbraten/config.cfg. It appeared the rule int case of invalid value are the following :
- If it's a number lower than 0, the error message about the valid range appears when Sauerbraten restart and Mr. Fixit is selected.
- If it's a number higher than 4, the error message about the valid range appears when Sauerbraten restart and Captain Cannon is selected.
- If it's a non integer number in the range 0..4, the game act as if it was its integer part.
- If it isn't at all a number, Mr. Fixit is selected.

However, I didn't tried to chek what happen online.

What I think stupid, it's limit to a low number (only five) the number of playable characters, even if it's the default number if playable characters.

There are several alternative characters on the Quadropolis site. To use the models of the humanoid monsters is also possible.

@ suicizer03 I already know and use the Open Arena Appearance Mod. This is the only reason I quote Arachna.

Actually, I modified the file data/game_fps.cfg to make possible the selection of any of the models of this mod.

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#203: Re: ..

by suicizer03 on 10/24/2014 10:53

It might be stupid that Sauerbraten only has 5 different playermodels to choose from, but think of this; it started with just 1 playermodel (Ogro) for 6 years straight. Then, finally another playermodel was added (ironsnout), which eventually lasted 2 years and was replaced by snoutx10k (while another playermodel (mrfixit) joined the arenas). Eventually only 1 release ago (although that occurred 4 years ago) Inky and Captain Cannon have been added. So seen in the time line of development of Sauerbraten and Cube 1; it's a pretty big privilege to be able to choose between that number. We played way longer without any choice at all.

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#204: ..

by asmanel on 10/25/2014 14:37

OK, in Cube and in the early versions of Sauerbraten, there was no mechanism to select a character, and the same model was used for everyone.

Now, it's different the way used to implement five characters can theorically be used to implement any number of characters.

I think limit to low value the number of playable characters is nothing less than an absurd mess.

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#205: Re: ..

by suicizer03 on 10/27/2014 19:49, refers to #204

Well, if you look at other games on Cube Engine 2, you'll notice they have even less choice to choose (like none).

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#206: ..

by raz on 10/28/2014 12:23

The amount of playermodels in sauer is hardcoded, and thus you changing the default selected character index var in game_fps.cfg does absolutely NOTHING. Of course it's gonna throw an error if it's out of range.

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#207: ..

by asmanel on 10/28/2014 16:34

In Eisenstern, ther is no model choice and, in Red Eclipse there only are two playable models (male an female).

here there are five, implemented in a way that allow more.

Since my previous reply, I looked at the C++ source code to try to understand how it's implemented.

I found this :


static const playermodelinfo playermodels[5] =
{
{ "mrfixit", "mrfixit/blue", "mrfixit/red", "mrfixit/hudguns", NULL, "mrfixit/horns", { "mrfixit/armor/blue", "mrfixit/armor/green", "mrfixit/armor/yellow" }, "mrfixit", "mrfixit_blue", "mrfixit_red", true },
{ "snoutx10k", "snoutx10k/blue", "snoutx10k/red", "snoutx10k/hudguns", NULL, "snoutx10k/wings", { "snoutx10k/armor/blue", "snoutx10k/armor/green", "snoutx10k/armor/yellow" }, "snoutx10k", "snoutx10k_blue", "snoutx10k_red", true },
//{ "ogro/green", "ogro/blue", "ogro/red", "mrfixit/hudguns", "ogro/vwep", NULL, { NULL, NULL, NULL }, "ogro", "ogro_blue", "ogro_red", false },
{ "ogro2", "ogro2/blue", "ogro2/red", "mrfixit/hudguns", NULL, "ogro2/quad", { "ogro2/armor/blue", "ogro2/armor/green", "ogro2/armor/yellow" }, "ogro", "ogro_blue", "ogro_red", true },
{ "inky", "inky/blue", "inky/red", "inky/hudguns", NULL, "inky/quad", { "inky/armor/blue", "inky/armor/green", "inky/armor/yellow" }, "inky", "inky_blue", "inky_red", true },
{ "captaincannon", "captaincannon/blue", "captaincannon/red", "captaincannon/hudguns", NULL, "captaincannon/quad", { "captaincannon/armor/blue", "captaincannon/armor/green", "captaincannon/armor/yellow" }, "captaincannon", "captaincannon_blue", "captaincannon_red", true }
};

I suggest, instead a such array, implement as a dynamic array, such as a liked list or an hash table, or a non dynamic array with an enough important number of slots (I think 256 will be enough) and load the character via a script.

@ raz Actually, for now, it only change the menu.

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#208: Re: ..

by suicizer03 on 10/29/2014 02:22, refers to #207

Well, knock yourself out adding another playermodel into the code (shouldn't be that hard as there's even a tutt on the wiki if I remember correctly).

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#209: ..

by Papriko on 11/16/2014 02:04

Nerf the hell out of rockets, so you can dare to come out of insta modes again.

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