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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, 248299 views, last view: 11/01/2024 19:32

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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#30: ..

by Papriko on 01/04/2012 18:22

Short and simple idea: what about teledests that keeps your camera angle that you had before teleporting? You simply adjust it by making the dest's direction negative.

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#31: Re: ..

by Razgriz on 01/04/2012 18:46, refers to #30

I thought it already did this.

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#32: Re: ..

by Papriko on 01/04/2012 18:50, refers to #31

Maybe in the SVN. I just tried a second ago in normal Justice. There does simply count backwards the angle. -100 is the same as 360 - 100 = 260.

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#33: Re: ..

by suicizer01 on 01/05/2012 00:32, refers to #31

? Of course it doesn't. Teledests always have a certain direction aimed to somewhere.

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#34: Re: ..

by Razgriz on 01/05/2012 10:40, refers to #33

so why do you want their direction to be "free"? How will you dictate the direction from which a player exits? If it was based on the orientation of the player's camera, it'd be a mess.

What i'd like to see is a teleport leading to multiple teledests of the same ID through random picking.

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#35: Re: ..

by Quin on 01/05/2012 11:53, refers to #34

I think they mean the camera retains the same relative position rather being reoriented to point straight forward. eg. You go into a teleport looking to the left, you come out looking to the left too. Red Eclipse supports this with the "keep" setting for "type" (this is used on maps like "warp" where the teleport destination points directly downward).

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#36: ..

by Papriko on 01/05/2012 14:45

I never played RE, but I think Quin described what I mean.

+1 for the random dest idea of Raz



(lol, 1 added to 2 is?)

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#37: Re: ..

by Razgriz on 01/05/2012 17:48, refers to #35

As long as the direction of movement gets properly reoriented, that's no problem then.

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#38: keyboard looking

by Zendo on 01/20/2012 23:21

I would like some way of looking up and down, left and right with keyboard instead of mouse.
this would enable me to create aliases like I used to have in quake for instance, like weapon jumps bound to keystrokes

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#39: Re: keyboard looking

by suicizer01 on 01/21/2012 01:45, refers to #38

Well, you just found the reason why they didn't add that.

I'm pretty sure Eisenstern once had such thing though.

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#40: Re: keyboard looking

by Razgriz on 01/21/2012 11:52, refers to #39

Actually, being able to define camera position through keys and generally through command line enables you to make all sorts of cool gameplay related scripts, and more importantly, allows those who like to create editing scripts to have greater control, since entity placement is really camera oriented. But i think i did see at some point a menu entry that controls how the entity placement behaves, so perhaps we could abuse that instead.. hmm?

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#41: Re: keyboard looking

by Papriko on 01/21/2012 13:05, refers to #38

I always thought that was disabled cuz it could be used to create bots (as in "script that does matches or parts of em for you") just with cubescript.

On the other hand I like Razgriz idea too. It'd make editing scripts easier. Right now you usually need some unused ents (such as sounds with range 0 or barrels and boxes) to let a script navigate. entfind, gotosel, cancelsel. Additionally are some of those scripts extremely sensitive to wrong viewing angle and mouse movements when running. Such new commands could correct that.

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#42: Re: keyboard looking

by suicizer01 on 01/21/2012 18:42, refers to #41

I don't like the idea, as there would be plenty of people abusing it. Take for example a script which would make you turn 90, 180 or 270 degrees. That would make the game require even less skill as it is now (like trickjumping would be script-able which shouldn't be like that).
Every action like movement or aiming shouldn't be made automaticly at all. Don't try to "bot" Sauerbraten.

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#43: Re: keyboard looking

by Zendo on 01/21/2012 19:25, refers to #42

I take the point about not making it to easy, but doesn't even a zoom alias fit into this category?
I guess I am just trying to achieve a better integration as a player with the game. There are only so many hours a day to practice.

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#44: Re: keyboard looking

by Papriko on 01/21/2012 20:51, refers to #42

As I said directly at first: "I always thought that was disabled cuz it could be used to create bots (as in "script that does matches or parts of em for you") just with cubescript."



What about this? Those actions are only possible when you are flying (read: spec or editing).


(1 times 1, best check ever)

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#45: Re: keyboard looking

by Razgriz on 01/22/2012 00:22, refers to #44

You cannot create aimbots through cubescript anyway.

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#46: Re: keyboard looking

by suicizer01 on 01/22/2012 03:02, refers to #45

very true, but scripting things which makes you turn 180 degrees looks very bot-like to me.

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#47: Re: keyboard looking

by Razgriz on 01/22/2012 11:17, refers to #46

eh, people who can turn 360 degrees 10 times by moving the mouse to the left 2cm don't need this stuff.

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#48: Re: keyboard looking

by suicizer01 on 01/22/2012 14:25, refers to #47

Very true, but I doubt a player which just started can aim with an accuracy higher than 30 with that.
Of course, after some practice (I doubt it wouldn't take a week or a month if the certain player plays like 1 รก 2 hours each day).
So let's relay on skill again, instead of scripting things like that.

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#49: Re: keyboard looking

by Razgriz on 01/22/2012 18:13, refers to #48

you're getting off topic now, this isn't the point.

if you're worried about how people could abuse this to gain an advantage, i could go on for two pages bitching endlessly about game settings used for a purpose other than the one intended. so let's not go there, ok?

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