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Cube & Cube 2 FORUM


General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 11373484 views, last view: 05/04/2024 07:49

for questions, announcements etc.

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#3345: Re: There are no cheats for multiplayer

by Pxtl on 09/30/2004 19:30, refers to #3344

That would be a good idea. Cube has a big problem, imho, with the SP - the first maps in the map list are very difficult. This really makes it hard for "jump in and play" newbs. I tried to play SP, quickly got frustrated, and switched back to DM. A better, categorically nested structure of SP map listings would do wonders.

You know, a tree layout, something like this:

SP
- Introduction Maps
-- Tutorial maps (no prior FPS experience).
--- etc.
-- Episode 0 (novice campaign)
--- etc.

- Campaign (a good, solid game to play through)
-- Episode 1: I eat babies
--- etc.
-- Episode 2: Elastic Firecracker
--- etc.
-- Episode 3: Holy Friggin' Shiat!
--- etc.

- Packs (sorted by mapper or play-style)
-- Johnny's Mess
--- etc.
-- Heavy Metal Mayhem
--- etc.
-- Open Brawl Levels

- Misc (random, one off maps that made their way into the game).

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#3346: Re: There are no cheats for multiplayer

by MitaMan on 10/01/2004 03:02, refers to #3345

Hello Pxtl,
I have to agree that most SP maps included with CUBE are WAY too hard. To be honest I have not been able to complete most of them. My 3 maps (mpsp1-mpsp3) that are included in the game are far easier (IMHO) then most other maps. I created them to be easier on purpose.
I think a GOD mode would be a good idea, at least it would let the newbee see the map with the monster placement and let him have some fun. I understand it's easy to edit a map (add ammo, delete monsters, etc...) but I doubt a newbee would know what to do or even bother, they would just move on to some other game and give up on CUBE. That would be a shame.
CUBE needs more SP players and SP mappers, I think cheats may help to draw more people into this cool game.
MitaMAN

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#3347: Re: There are no cheats for multiplayer

by spentron on 10/01/2004 05:51, refers to #3346

Well I disagree on difficulty. It should be clear somehow what to play first. But there doesn't need to be huge numbers of easy maps then, if there can be any assumption players will get better as they go, and start off taking a long time with each map. But that's kind of the issue, a whole split in SP FPS philosophy: are you moving through a pretty environment with some stuff to keep you busy, or is it a challenging GAME that happens to look nice or interesting. Mostly, this is solved by compromise, middle ground (MitaMAN does this in a better way than I can). I'm not going to say there's anything wrong with the tourist route, it's a matter of preference. But I would rather encourage taking it on, learning techniques, exercising caution, replaying scenarios over and over until you get them perfect, and then moving on adapting to challenges as they come. And oh yeah, I also like playing harder and less predictable maps.

I must add that a tremendous number of maps more in keeping with challenge standards of early FPS can be found for Quake the first.

The best I've seen of dealing with slightly too difficult, other than diff. levels and savegame, is original Unreal's "summon" command, which allows the player to add powerups on demand, but not without some effort.

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#3348: Re: There are no cheats for multiplayer

by nieb on 10/01/2004 08:21, refers to #3347

i agree with the simpler sp map idea. when i first played cube back in the day when there was only like 5 sp maps that came with it, i was immediately turned away from the sp side of cube

an sp map should be about discovery, progression, finding secrets and switches and having a few guys in a room (and maybe just one thats hidden and comes out of a crack in the wall and scares the crap out of you) not 3 rooms with 80 guys in each, if you want that thats what dmsp is for, and thats what most the sp maps seem like. no offence intended

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#3349: Re: There are no cheats for multiplayer

by D.plomat on 10/01/2004 11:25, refers to #3348

About easier maps, the tutorial campaign from spentron should be the first in the SP menu, and labeled as "Tutorial", "Training" or "How to play".

Pxtl: yes, i think that would be cool for those who don't know the names of the maps, and that cures the newbie frustration of jumping into some very hard maps and giving up.

Spentron: about the maps, i think that if we categorize the skill as:

1. Trivial -> training campagn
2. very easy, for those who just gone thru 1, basic movement understood but still not too comfortable with fps. (episode 0 in Pxtl menu)
3. Medium, easy at /skill 0, challenging at 9
4. Hard at /skill 0, nearly impossible at 9

So except 2), we already have a wide range of skill levels.

maybe ppl asking for categ 2) only wants to have something to play at very easy skill for a long time (the 'touristic campaign ;) with sometimes a monster to kill. IMO there's no need to fill the small gap between, as going directly from 1. to 3. is ok for 99% ppl, the only use for 2) is making it enjoyable for a 6yr old kid. IMO it'd also be a bit of 'waste of mapping time', as such a campaign would feel boring for 80% ppl.

About asking cheats, that'd probably be a better solution than making multiple hardened/softened versions of the same maps, as i think ppl asking for that are because they get frustrated not being able to use all maps.

But cheats would have no "useful-use" in Cube:
-exploring the hardest maps -> ffa
-playing them for a decent time -> good incentive to upgrade playing, mapping or coding skills
-practicing complex moves/techniques against monster: there are no such things, Cube controls are simple and very intuitive, and there is both DMSP and 'Arena perpetual' to use for that

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#3350: SP

by Aardappel_ on 10/01/2004 19:02

The problem is, unlike a commercial game, we don't have a set of SP maps that you through a gradual progression in balance. As you can see I haven't even tried, I have simply placed the maps together as I saw fit.

Really, cube is meant for people who are already familiar playing other FPSes, otherwise indeed it is going to be quite hard. It's gameplay is meant to be hardcore, so if you are used to "slower" FPSes, the different gameplay may catch you off guard as well. In cube you need to constantly move, it even says so in the manual :)

For those that say it is too hard, have you tried skill level 0?

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#3351: ..

by krach123 on 10/02/2004 03:19

http://mitglied.lycos.de/supawebmaster/214_help.jpg
http://mitglied.lycos.de/supawebmaster/999_help.jpg

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#3352: Re: ..

by Aardappel_ on 10/02/2004 09:44, refers to #3351

haha. well, if I had any idea what causes this negative fps, I would, but it sounds to me like a weird way SDL deals with timers. There's nothing in the cube code that does anything special with time.

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#3353: video setting thing for cube.

by staffy2000 on 10/02/2004 14:31

i learnt a way to edit nvidia and ati card driver settings that should be able to get antialiasing and trilinear filtering and some other stuff working on cube. This should make it look better and slow down newer graphics cards a bit. you need windows to do it though.

so 1st go to this site: http://www.guru3d.com/rivatuner/
and download rivatuner. Then install it.

2nd go to nvidia.com or ati.com and get the latest drivers for you card.
install the drivers.

then start up rivatuner. go to customise driver settings --> open GL settings.

then basically go berserk changing the settings to maxiumum, enable, force on, or quality. (except for the mipmap lod setting, nasty...)

this slowed my card down by 50% so it must have done something to it.

btw. change the settings back if you are planning on playing doom 3 or something like that which is open GL.

and try this config file

name "yowming" // change!
team "blue"

invmouse 0

sensitivity 30
sensitivityscale 10

fov 110

bind F6 showmip
bind F5 toggleocull

bind F8 "savegame quicksave"
bind F9 "loadgame quicksave"

// example WASD

bind W forward
bind A left
bind S backward
bind D right

hudgun 1

alias sp [ mode -2; map $arg1 ]
alias dmsp [ mode -1; map $arg1 ]
alias ffa [ mode 0; map $arg1 ]
alias insta [ mode 4; map $arg1 ]


// below is a fun new way of editing, with all using the mousewheel
// try it out :)

alias modifier 0
alias domodifier [ alias modifier $arg1; onrelease [ alias modifier 0 ] ]

bind Q [ domodifier 1 ]
bind Z [ domodifier 2 ]
bind X [ domodifier 3 ]

alias universaldelta [
if $editing [ alias s "edit" ] [ alias s "game" ]
concatword delta _ $s _ $modifier
s
]

bind MOUSE4 [ universaldelta 1 ]
bind MOUSE5 [ universaldelta -1 ]

alias delta_edit_0 [ editheight $flrceil $arg1 ]
alias delta_edit_1 [ if $flrceil [ vdelta $arg1 ] [ vdelta (- 0 $arg1) ] ]
alias delta_edit_2 [ edittex $flrceil $arg1 ]
alias delta_edit_3 [ edittex (+ $flrceil 1) $arg1 ]
alias delta_edit_4 [ equalize $flrceil ]
alias delta_edit_5 [ entproperty 0 $arg1 ] // and the others

alias delta_game_0 [ if (= $arg1 1) [ weapon 2 3 1 ] [ weapon 4 1 2 ] ]

alias zfov 120
alias delta_game_1 [
alias zfov (+ $zfov (* $arg1 (div $zfov -5)))
if (< $zfov 10) [ alias zfov 10 ]
if (> $zfov 120) [ alias zfov 120 ]
fov $zfov
]

musicvol 175
soundvol 175

fpsrange 40 60

minlod 250

dynlight 32

gamma 105

rate 3750

fog 140

lighterror 1

watersubdiv 2

maxparticles 2550

lightscale 5

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#3354: ..

by makkE on 10/02/2004 16:14

hmmm unless you have a really high end system and graphics card, this will make the game rather unplayable..

Just for fun I once tried 8x antialiasing and 8x anisotrophic
filtering on 1024x768 on cube..
(using gf5600fx)
result: 15-20fps where I had a constant vsynced 100 before.


Imho all that filtering and antialiasing is useless...just marketing arguments.. who will see the difference anyways when playing? I only use it when I want to have a neat screenshot ;)

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#3355: ..

by krach123 on 10/02/2004 17:44

it should rather be fixed, can't be too hard

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#3356: Incredible!!!

by Mihail121 on 10/02/2004 17:58

Thanks to the Cube team for creating the most impressive full of action game i\'ve played (after Q3 of course). I\'m programmer and i\'ll be glad to support such a wonderfull project. Cause \'CUBE\' is really worth it!!!

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#3357: Re: ..

by A.T.O.M. on 10/02/2004 19:21, refers to #3354

thought rivatuner used to be nvidia only??? that is one awsome utility. used to use it all the time when i ran an nvidia card. you can use it to create shotrcuts that will configure the graphics driver, then include that info in the game shortcut (instead of re-configuring manually per game).

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#3358: The I look

by Fritz on 10/04/2004 08:17

Is it possible to chance the way one look? By default I am a monster in game. I´d prefer to be a human (soldier or somehting like that)

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#3359: ..

by >driAn<. on 10/04/2004 23:27

Fritz: no, thats not possible. The ogro is the only guy you can be.

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#3360: can someone tell me how to mod?

by Rodnypayne on 10/06/2004 04:28

How do you mod? can someone please tell me? i want to mod wepons. and build map models. PLEASE HELP

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#3361: Re: Incredible!!!

by D.plomat on 10/06/2004 14:27, refers to #3356

Cube is a One-man project. But you can join Sauerbraten, in development, the next generation Cube.

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#3362: Re: can someone tell me how to mod?

by D.plomat on 10/06/2004 14:28, refers to #3360

to mod weapons models: learn modelling
to add new weapons: learn coding
to build map models: learn modelling
to mod Cube: learn coding

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#3363: Re: ..

by spentron on 10/06/2004 16:32, refers to #3359

Whether you can change your character ingame depends on your point of view. You don't see yourself, you see others. You cannot change how they see you, but you can change how you see them. So, technically you cannot change your appearance at all. However, if all the other players in view are human, you will probably think you look human to them too, even though you don't, unless they've modded their version of the game -- in which case you could look look like a robot or a fish to them.

Most of the current models are cross-compatible except the hellpig which is nonstandard. I just swapped the ogro and the slith and it works just fine. I'm not sure about this in SP, it's interesting: little sliths run around like idiots shooting huge fireballs, and the ogros are huge (collision probably isn't right either) and shoot rifle almost exactly out of their belly-buttons. But it is slightly more pleasing in DM and works without a hitch.

Many Quake 2 format models can also be used. They must have a .jpg format skin (pitch the .tga's) and use standard (? -- just test it out) animation frame layouts. They will automatically be resized to the height of the monster they replace. The monsters are in cube/packages/models/monster .

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#3364: need to get vweps in...

by Pxtl on 10/06/2004 22:45

Slith has easily the best vweps of any Q2 model. Need to get those in there.

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