home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

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, 248221 views, last view: 11/01/2024 15:38

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!

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages

#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.

reply to this message

#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

reply to this message

#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.

reply to this message

#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?

reply to this message

#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.

reply to this message

#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.

reply to this message

#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.

reply to this message

#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)

reply to this message

#45: Re: keyboard looking

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

You cannot create aimbots through cubescript anyway.

reply to this message

#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.

reply to this message

#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.

reply to this message

#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.

reply to this message

#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?

reply to this message

#50: Re: keyboard looking

by Zamwa on 01/22/2012 19:20, refers to #49

Raz you are trolling please read this thread http://cubeengine.com/forum.php4?action=display_thread&thread_id=2469

reply to this message

#51: Re: keyboard looking

by Razgriz on 01/22/2012 20:59, refers to #50

Zamwa, i'd rather not pick on your poor choice of moral guidelines when you cannot discern the circumstances yourself. That being said, comment ignored.

reply to this message

#52: Re: keyboard looking

by Zamwa on 01/23/2012 02:28, refers to #51

Thanks for noticing My intention is pure at heart! :")

reply to this message

#53: Re: keyboard looking

by Razgriz on 01/23/2012 06:34, refers to #52

Not really, no.

reply to this message

#54: Revamped Insta mode

by AlternateLives on 01/29/2012 04:24

Rules are exactly the same as insta, but with a twist: all weapons are enabled, and weapon pickups are default.

Would you guys play such a game mode?

reply to this message

#55: Re: Revamped Insta mode

by Zamwa on 01/29/2012 05:07, refers to #54

To keep true to the mode of insta I'm thinking a one chance permanent-weapon-choice that the player can select on a map that provides the pickup! I'd dub it something like insta-PWC!

reply to this message

#56: Re: Revamped Insta mode

by Razgriz on 01/29/2012 06:19, refers to #55

Insta with miniguns or rockets? Or shotguns? Eh, can't you guys come up with something better?

reply to this message

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages


Unvalidated accounts can only reply to the 'Permanent Threads' section!


content by Aardappel & eihrul © 2001-2024
website by SleepwalkR © 2001-2024
58264194 visitors requested 76215863 pages
page created in 0.059 seconds using 10 queries
hosted by Boost Digital