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Cube & Cube 2 FORUM


Cube 2 Idea Mine - Discuss

by AlternateLives on 11/23/2011 19:53, 237 messages, last message: 03/22/2018 02:32, 248545 views, last view: 11/02/2024 16:59

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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#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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#210: Re: ..

by hypernova^ on 11/17/2014 18:42, refers to #209

+10, this and the awkward shotgun made me quit the game ^_^

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#211: Re: ..

by Papriko on 11/17/2014 21:47, refers to #210

The shotgun is alright. Nobody uses it anyways. Only rockets, chaingun when they wanna be really creative.

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#212: ..

by Papriko on 02/09/2015 23:26

More consistency in the -color vs -colour area. Rename some vars. The first 1-2 later sauer releases would need conversion rules or something, but later on you could say "screw you all"!

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#213: ..

by asmanel on 01/27/2016 20:56

I suggest add circular light (as a new entity type or at extending the possibilities of the light entity), to avoid light problems with map imported from Cube.

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#214: ..

by suicizer03 on 01/28/2016 00:28

Maps imported from Cube isn't something to rely on very well.
/importcube an awesome feature, but nearly everything that makes a map being a map, is getting beaten up (from geometry being totally screwed till entities inside walls).
In the end; it's better to keep the rough layout (or carve it out from scratch and let the flow be more sizable) and build from there instead.

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#215: ..

by asmanel on 01/31/2016 00:14

Maybe you prefer restart from scratch but there are people who'd like play in Sauerbraten their old Cube maps without doing this.

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#216: Re: ..

by suicizer03 on 02/01/2016 13:23, refers to #215

You could better have asked an .obj importer for Cube Engine 2. That would make it way more compatible with other programs than it currently is.

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#217: Re: ..

by hypernova^ on 02/01/2016 18:11, refers to #216

You mean OBJ-> Cube octree geometry? That would be awesome!

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#218: ..

by chasester on 02/07/2016 00:14

@hyper
cube oct-> OBj is what i think hes talking about. Currently its subpar and sometimes flips verts and does random stuff. And if its to big some times it just corrupts the entire thing, Tho cube really isnt a modeler, and shouldnt be used as such. Modelers can do what cube can do and more.

Obj->cube octree, would be almost impossible, and probably if it was implemented it would be buggy and touchy. A voxel is not a vert, verts are dynamic, voxels are static based on the positions of other voxels. You can do more research if you'd like more info on it, but its like converting from an 8 bit picture to a 32 bit picture, ya its plausible but its not always gonna end up pleasurable to the eye, its probably just easier to rebuild it 99% of the time.

@sauer gameplay
YA this is probably the worst "Feature" in sauer. Im suprised this hasnt been an issue in the past. It really has not playable value, it is very much about positioning and getting to the perks first (pickups). Kinda a lil skill a little luck, but honestly a good portion of the weapons are underpowered, or plain useless. Some weapons require so little aim, or skill to use where as others require great aim and skill yet very little reward. The reason every one uses the rocket launcher, is that the explosion radius is so large, and the fall off, is basically bullshit. Plus you can basically kill some one in one direct hit, Yet the rifle which takes a large amount of skill and no forgiveness (you either hit or you dont) has no reward, and does less damage then the direct hit rocket. You can shoot 4 or 5 rockets in the time it takes to shoot 2 rifle rounds. Even some one with poor aim can do more dps with a rocket launcher then a rifle. This is also true with the chain gun, but this really is only good at close range, though it does 30 damage every 300 mms. If you can hit every shot this is the highest dps, in the game. The spread on the shotgun is just weird its just way too random, and way to many rays, it really makes the weapon worthless, when the reload time is almost as long as the rifle, you will literally nv run out of shotgun ammo, because it takes way to long to shoot the amount of shots you are given.

Any number of things could fix this, although sadly I doubt any major changes to the weapons will be made. Simple things like increasing the damage fall off for the rocket launcher, and making the gun wait longer. Giving the rifle more damage, say 150. etc. or more advance features like weapon reloads, switch waits, damage fall off, direct hits/head shots, etc. These "advance features most people have implemented with in a few hours. It really isn't all that difficult. This probably falls in the same boat of fixing the client-server interactions to reduce cheats, or allowing getmaps in non coop edit modes.

Sadly its not gonna happen :(
chasester

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#219: ..

by asmanel on 02/07/2016 01:29

By the past, Cube was very popular. After, it's community moved to its successors, AssaultCube and Sauerbraten.

Unlike AssaultCube, Sauerbraten can't directly use Cube maps but convert them is easy. There are however, some problem and the main one is the light.

The use of spherical light, instead of the circular light used by Cube, turned darker and ugly most maps from Cube.

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#220: ..

by Zamwa on 08/12/2016 16:09

Dual wield weapons when nabbed a quad damage!

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#221: Re: ..

by Papriko on 08/15/2016 12:20, refers to #220

But then it also has to make you invulnerable, last 5 minutes and put everyone else into half speed.

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#222: Re: ..

by hypernova on 08/15/2016 14:13, refers to #220

Would look odd for the weapons which are held by both hands :)

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#223: ..

by chasester on 08/18/2016 18:07

lol this is funny, but quad damage is a lil over powered. It basically means that you dont have to aim for the next 30 seconds, which to me seems a little pointless to the overall game structure.

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