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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, 248307 views, last view: 11/01/2024 19:35

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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#90: Re: ..

by Papriko on 06/20/2012 17:06, refers to #89

I guess it could be something simple, such as a bool /showbases.

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#91: ..

by ultrasemen on 06/25/2012 01:10

Didn't anyone suggest to make light recalculation only for cubes without lightmaps? Would be cool, if I moved one cube on huge map I wouldn't have to recalc the whole map.

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#92: Re: ..

by tempest on 06/25/2012 09:17, refers to #91

/patchlight

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#93: Re: ..

by ultrasemen on 06/25/2012 16:54, refers to #92

It is even slower (much slower), than calclight, what do I do wrong? I just deleted one small cube and typed /patchlight.

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#94: Re: ..

by Razgriz on 06/26/2012 12:14, refers to #92

Patchlight isn't that great actually, there have been cases where it produces incorrect lightmaps for spots where practically nothing was changed.

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#95: Re: ..

by tempest on 06/26/2012 13:27, refers to #94

Yeah, I know. It's meant to quickly fix up things, and of course that will fail in some cases. But for me, it works quite well for quickly checking how something looks, and it's usually much faster than a full recalc on larger maps.

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#96: Re: ..

by suicizer01 on 06/26/2012 23:14, refers to #91

try to put lightprecision on a high number before calculating, that saves up time.

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#97: ..

by Papriko on 07/03/2012 20:27

What about splitting kick and ban? New people keep abusing the kick function because they have no experience with mastermodes and co. That often causes a lot of innocent people to get thrown out of servers.

My idea is now: reduce /kick to really KICK only, meaning you are disconnected, but not banned.
The kick + 3 hours tempban could remain, but with the new name /ban and hidden from the default master GUI.

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#98: ..

by Papriko on 07/18/2012 17:59

Sorry for the double post, but my last idea got ignored + I already waited a while now.

My next idea which can be ignored is this: new players who stumble across the edit mode often change and save default maps and then wonder why they are accused for being cheaters.
My idea was now to make some sort of limitation which disables overwriting default maps unless you really know what you are doing.

Something simple like a defaultmaps list and a bool which's state has to be switched before maps from that list can be overwritten.

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#99: Re: ..

by AlternateLives on 07/18/2012 18:02, refers to #98

That actually is a pretty good idea. I did that once because I was working on a scratch map and forgot there was a map with the name I chose.

Maybe even something like:

/savemap mapname

Console gives this:

WARNING: Map "mapname" Already Exists! Are you sure (Y/N)?
/y

Map mapname saved

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#100: ..

by Papriko on 07/19/2012 17:32

Multidimensional lists (2d at least) and perhaps some more hardcoded operations for the lazy people.

(1 times 6, lol)

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#101: ..

by Razgriz on 07/20/2012 14:53

Coffee making.

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#102: Re: ..

by suicizer01 on 07/21/2012 00:42, refers to #100

... Why hardcoding even more stuff?
The sound-system is a mess to me already (and also the particles-system).

Somehow, the command "scoreboard2d" doesn't seems to work anymore, odd...

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#103: Re: ..

by Q009 on 07/21/2012 00:49, refers to #102

Because scoreboard is now forced to be displayed in 2D

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#104: Re: ..

by suicizer01 on 07/21/2012 21:57, refers to #103

Makes some sense, still odd that the command yet exists though.

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#105: Re: ..

by Q009 on 07/22/2012 00:17, refers to #104

Same as the command for 2D explosions didn't work

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#106: Re: ..

by suicizer01 on 07/22/2012 02:59, refers to #105

Did that ever worked?

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#107: Re: ..

by Q009 on 07/22/2012 03:48, refers to #106

No idea

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#108: ..

by Evropi on 07/22/2012 15:54

Bullet physics API in Sauerbraten anyone?

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#109: Re: ..

by Q009 on 07/22/2012 17:45, refers to #108

http://www.youtube.com/watch?v=L02dNMDKGok

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