General Thread |
by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826775 views, last view: 12/09/2021 06:28 |
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for questions, announcements etc.
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#161: Re: ok... |
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by Al_Capone
on 04/10/2002 23:01, refers to #160
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You know Death Illustraded, got the controls different, instead of using the error to move forward, you use the right mouse button, left for shoot and space for jump. Way much easer then the actial cube "no offense ;)"
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#162: .. |
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by Topher
on 04/11/2002 00:06
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>> -a monster that eats newent lights
(and shits em out with light value 50% reduced)
ROFLMAO!!!! Hilarious!!!
>> a monster that is leaving a key or a carrot when you killed him
Now THAT is a good idea!!!!!
Currently, I think the monster movement and AI is pretty damn good. Not really a whole lot to improve on. However, with the current skills of the monsters, putting three orgos in one room and dealing with them is a slight challenge, putting 20 of them in a room is a freaking nightmare. So....
What about implementing a skill value that the mapper can set for each monster entity as they place them in the map. That way, if they want to fill a room with a lot of beasts, they could reduce the skill level of those monsters in that one room.
Besides, not all monsters would be equally skilled in real life. Giving them an adjustable skill value would add a LOT to the game. And keep a player guessing when deciding on whether he can take a room full of orgos or not, or try and coax them out of the room one at a time.
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#163: don't change to monster values |
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by SirLiveAlot
on 04/11/2002 00:34
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You should keep the monster values the same. The creaters of the maps compensite for the monsters. If you change them now maps would be messed up. Like the last area of tta would be impossible if the fireball guys were strong.
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#164: Re: don't change to monster values |
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by Al_Capone
on 04/11/2002 03:01, refers to #163
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I think it's perfect.
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#165: mmmm |
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by Aardappel
on 04/11/2002 11:00
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seems these posts were meant to be in the SP thread. Anyway I'll reply here:
I won't make specific monsters, unless they look visually clearly differently. Good gameplay requires some predictability, i.e. that you know that you can kill an ogro in 1 shot within a certain distance.
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#166: saving game in SP mode? |
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by underworldfan
on 04/12/2002 02:00
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Can you save your progress in SP mode?
IF yes, how?
If not, will this be a future feature?
Cube is very cool by the way.
Thankyou :)
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#167: Re: mmmm |
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by Al_Capone
on 04/12/2002 04:51, refers to #165
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I know it's hard to tell when you actially hit one, I think a action tour the weapions and a slight pause will be a good ideal and that the bullets go through more then one person, unless it's iron man. I love the new stuff in cube, crazy about the water, I would love to see it with a sequance or animated gif, be just like Crash except 360 degree enviroment. Tell me, is cube going to be offer tour commerical companys, I'll feel kind of guilty if the makers get no profit from it.
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#168: ... |
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by Aardappel
on 04/12/2002 10:16
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underworldfan: there is no save-game feature right now. I'm not sure if its needed but I'll add it as a todo.
Al capone: cube is not intended to be for profit ever.
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#169: Re: ... |
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by Al_Capone
on 04/12/2002 10:38, refers to #168
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Then why are you making it ?
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#170: Re: ... |
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by SleepwalkR
on 04/12/2002 12:39, refers to #169
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LOL! Cube is, in reality, a program for distributed computing. Every time you start it, it downloads a small package of data from this server and computes it. That's why the engine has to be so simple! So that your computer still has resources to compute the data packages... the data that is being analyzed is a piece of a 256bit key which is used to encrypt government files. The intend is to crack it and finally be able to read the documents that german hacker Boris F. snatched from FBI servers a few days before he allegedly hanged himself (members of the Chaos Computer Club have proof that suggests he was killed for his hacking into US government servers, see: http://www.heise.de/newsticker/data/jk-03.04.02-006/).
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#171: Re: ... |
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by schepe
on 04/12/2002 15:26, refers to #169
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al: my guess is that cube is coded for the same reason the artist paints or the writer writes... for the fun of doing it.
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#172: not everything is for money |
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by Shockie
on 04/12/2002 15:30
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not everything ppl do is for money, thats greedy!
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#173: models |
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by Shockie
on 04/12/2002 15:41
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any1 no where i can get lightwave? i tried ms3d, but it keep not letting me export because of "bones not linked to verticies", i made a real noice palm tree. (pretty shit actualy)
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#174: oh well... |
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by SleepwalkR
on 04/12/2002 15:51
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/me puts "spellchecker" on his todo list for the Cube forum...
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#175: non profit |
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by Goetzenzar
on 04/12/2002 17:02
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oh yes of course its non profit, but sending money to me doesnt hurt :p
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#176: ogro fest |
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by pushplay
on 04/12/2002 18:25
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I got sick of the usual models (no offense to metl and what not), so I replaced them with various ogros and it seems pretty cool. Since you guys redistribute an ogro you would know, am I free to distribute this as a mini mod?
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#177: what is the easiest way to take screenshots? |
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by underworldfan
on 04/13/2002 02:55
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EG as in quake where you press F12 whilst playing and it take a screenshot for you.
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#178: Re: non profit |
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by Al_Capone
on 04/13/2002 04:59, refers to #175
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Others here can learn alot from you, take notes everybody.
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#179: Re: ogro fest |
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by pushplay
on 04/13/2002 07:11, refers to #176
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Eh, whatever. If I get bitched out, I'll remove it.
http://members.shaw.ca/pushplay/cube/mods/ogrominimod.zip
There it is.
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#180: Re: ogro fest |
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by Al_Capone
on 04/13/2002 07:45, refers to #179
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Given the favor, how about a D&D theme ?
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