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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 11346141 views, last view: 04/28/2024 05:43

for questions, announcements etc.

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#15416: Re: ..

by hypernova on 08/16/2016 22:37, refers to #15415

This weekend I will do a test with different shotgun spreads and distances, comparing the current one to an improved version. I'll post the numbers here when I'm done.

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#15417: Re: ..

by hypernova on 08/21/2016 00:55, refers to #15416

Ok I did a little test with shotgun spread and here's what I found.

all distance = 10 cubes

spread=400 (current)
- 50, 100, 60, 80, 60, 80
avg = 71

spread=300
- 90, 90, 120, 160, 110, 120, 70, 80
avg = 105

spread=200
- 160, 110, 130, 130
avg = 132

What do you guys think is a good shotgun spread?

(btw to correct a mistake from my previous post, MG spreads 100 and pistol 50)

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#15418: Re: ..

by hypernova on 08/21/2016 14:34, refers to #15417

Also note how the randomness factor is lower with a smaller spread. At the current spread, we can see a 50% variability.

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#15419: ..

by Zamwa on 08/21/2016 20:43

What the shotgun is ideal for is the shotgun requires you to switch from a play style of wait for target to come into sight to a mode of seek and destroy! There's an important movement formula behind this, you need to wait it out and you need to move in and jump a-wall like!
Moving around very close with any other weapon makes you a bad aim so a shotgun is meant to be forgiving with better spread! Your mod would mess up a lot of the usefulness in this style!

If you get around to it could you test a longer reload with a single shot choice to fire two ammo and (single mode none switchable) only half second delay between them! Split damage to 150 each shot!
I'd like to see ammo usage pair up with how dual barrel shotguns work in real life! That's a total of four ammo per reload! The first visual fire muzzle could fire from the bottom barrels then the top to jive with the wide spread!

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#15420: ..

by Zamwa on 08/21/2016 21:20

Sorry meant like two shots per reload with four ammo consumed!

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#15421: Re: ..

by hypernova on 08/22/2016 15:38, refers to #15420

Hi Zamwa, thanks for your input. But I'm wondering, have you played Sauer at the competitive level before? In 99% of situations, it is impossible to use the shotgun in the way you described (moving in closer before taking a shot). The other player with MG and rockets can easily deal 300 damage before you can even get close enough to do a decent damage with the shotgun. Also, you mention that a smaller spread would make the shotgun harder to hit with. Any decent Sauer player can hit between 40-60% with a rifle. We should have no problem aiming a shotgun at close range, if so, then there are larger problems to deal with :)
It's funny that the two games I play are Sauerbraten (less recently) and Half-Life 2 Deathmatch, which both have shotguns, but are completely different. I have heard from the pro community about Sauer's shotgun: "worst shotgun in the history of shotguns" while in HL2DM I hear "best shotgun of any game I've played". Why don't we take something we know that works, and use it in Sauer? The last gameplay changes to Sauer were well accepted and liked. I suppose I should create a poll somewhere and see what people think.
I'll leave this: https://www.youtube.com/watch?v=dsh70HWMbvE
https://www.youtube.com/watch?v=KdH4NZBDnEQ&feature=youtu.be
Unfortunately you will never see something this awesome in Sauer. It is impossible due to the high spread and reload time :(

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#15422: Re: ..

by Zamwa on 08/23/2016 15:31, refers to #15421

Perhaps keep normal spread and reload and have 2 x 300 damage + half second delay = deadly short to medium range non-spammer! Would that be more fun or what?! :")

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#15423: Re: ..

by hypernova on 08/25/2016 22:33, refers to #15422

I agree that would be cool, but unfortunately this will probably never happen. Sauer does not have secondary modes for weapons, and having a secondary for only shotgun would be weird.

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#15424: Re: ..

by Zamwa on 08/27/2016 16:47, refers to #15423

No secondary! There is definitely more to do than just having simply put a controlled burst fire! It seems you can't do it for testing though! I would die to play with a prototype! :"(

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#15425: Re: Is it safe?

by bobbiescap on 09/06/2016 11:07, refers to #15407

The best way to ensure that you have a genuine file is to verify it with a checksum, I'm not sure if they are offered with Sauerbraten, but most open source projects use them for data security.

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#15426: Re: ..

by bobbiescap on 09/06/2016 11:27, refers to #15421

Maybe it needs to have a short-barrel, double barrel gun, which are super fast for the first two shots, but slow to reload, hopeless at range, but devastating up close, a bit like the current one; and add a pump action, super fast for the first (say) seven, then slow to reload, but the gun can be used when partially reloaded, it has reasonable range, but can be dicey up close because of the longer barrel being easy to grab. A bit like the HL2 one.

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#15427: How to give playermodel a vwep?

by spacetoast on 09/12/2016 06:30

Hi, I have converted a few old md2 (Quake 2) playermodels to sauerbraten, everything is fine except the characters don't hold any weapons. (However they come with weapon models, yet I haven't found a way to add them to the player's model)

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#15428: Porting model question

by spacetoast on 09/13/2016 04:32

Hey-a, I ported a Quake 2 .md2 playermodel to the game and everything works except for the fact the playermodel drags the gun with its feet and when you switch guns the walking animation no longer works.

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#15429: Re: Porting model question

by hypernova on 09/13/2016 21:30, refers to #15428

Hey there,
I'm not an expert with modeling in Cube, but I know that there is a model tag which rendermodel.cpp (I think) uses to attach the weapon to the player.

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#15430: ..

by chasester on 09/14/2016 04:00

http://cubeengine.com/wiki/Hudguns_with_Hands
I think thats what you are looking for. The wiki is probably the most helpful info on things related to models. I dont know much about this stuff and only done parts and pieces of model importing but geartroopers post mostly do a good job explaining. Most of his post are for the md5 format I would suggest upgrading to this format if posible its better and more widely used in the sauer engine. But everything stated here should work with md2 as well just md2COMMANDNAME rather than md5COMMANDNAME.

What I do know is that hudguns are found in a seperate folder (these are guns that appear when the player is in first person). They should be model/hudgun/WEAPON_ID. As for holding the weapon in third person you can use a tag but I do believe you can also use the md2trans command to place it where it belongs if its acting up. You may need to attatch it still though cuz i dont think this translates based on pitch and yaw (and roll) of the players body. I would look at some of the other player models and see how they do it. From what I remember its pretty strait forward, but Ive not worked with models for a few years so I dont remember much.

chasester

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#15431: ..

by chasester on 09/14/2016 04:08

looking at this a bit longer this is how you add a weapon tag (the pages pictures are all broken unfortunately)

http://cubeengine.com/wiki/Blender_Animated_Md3_Export

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#15432: Can't load maps

by Owen22 on 09/17/2016 08:24

When i first started the game it was fine.I played CTF on Face-Capture the map.Then i got board so I checked out the other maps but when i tried them the game alwyse just bugs out,stops working and that's about it.

Pleas solve my problem(Very good game)

Owen22

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#15433: Re: Can't load maps

by eihrul on 09/17/2016 21:22, refers to #15432

Try disabling shaders in the the Options -> Gfx menu, then restart the game.

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#15434: Looking for a SP Village like map

by dannygamer on 09/24/2016 22:51

Hello everyone,

I first played this game back in 2009 on Linux, and came back on and off whenever the nostalgia grew on me.

I am looking for a specific very fun map that I cant find in the current Cube 2, old Cube engine game and in the 2009 Cube 2 version, maybe one of you can help?

It is a Single Player map (with pre-placed enemies), not a Death match Single player one. It is rather large set in a dark (nighttime?) medieval style village, where you had to fight through various sections to progress further. To finish the level you had to open a castle like structure and fight through a horde of enemies to reach the carrot.

I think I first played it back in 2009/2010ish and it came standard with Cube2 in the SP section. I have looked around and I can't seem to find it at all. It was a fun map and would like to play again. I also recall it was laggy on lower end computer because it was very detailed, nicely modelled and had tons and tons of monsters.

Any help is greatly appreciated.

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#15435: re: previous message

by dannygamer on 09/24/2016 22:55

ooopsie my apologies, didnt mean to post that in here, misclicked the forum thread. please ignore the above post. I'll repost it properly

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