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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, 248227 views, last view: 11/01/2024 15:43

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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#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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#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

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#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.

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#52: Re: keyboard looking

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

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

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#53: Re: keyboard looking

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

Not really, no.

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#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?

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#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!

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#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?

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#57: Re: Revamped Insta mode

by suicizer01 on 01/29/2012 10:02, refers to #56

collector deathmatch...

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#58: ..

by Papriko on 02/02/2012 15:12

What about the jumppad sounds? My idea would be that you A) have a way to set the jumppad sound via map config or something like that or B) that the sound is simply made more generic.

The current sound simply doesn't suit that great. When you play on a futuristic map and you have a jumppad disguised as some energy-thingy or you play on maps with older theme, such as flagstone then the sounds seem a bit misplaced.
Which steam vents make ~DOING~ when you step on them?

That DOING seems the best for cartoon-like maps, but we rarely have any. The most maps in Sauer are medival, futuristic or industrial and the DOING is simply not right for any of em.

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#59: Why 5 seconds respawn time in capture?

by Redon on 02/02/2012 22:39

PLEASE put the respawn time in regular capture back to 10 seconds, like it used to be. I haven't played for quite a while and only noticed it was set to 5 seconds now. Capture is not CTF. In CTF, you spawn in your base, and you need to run all across the map. In Capture, fragging someone should actually provide a tactical advantage. Having players respawn 5 seconds later to continue attacking your base makes fragging them almost pointless. The capture games that used to take place on TC servers regularly were absolutely well balanced and fun, I don't see why this change was necessary. I just played a 2vs2 on a server and it felt a big step closer to the frustrating regen capture, because you spend much less time collecting ammo, health and armour to prepare your attacks, and instead are forced to run around constantly to defend your bases. And please don't come with the argument "most players don't want to wait ten seconds before respawning". Experience has shown that "most players" don't play capture anyway. It's already an annoyance enough to see all the servers playing ictf and regen, so please don't also cripple the favourite gamemode of the capture-loving minority like this as well.

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