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Cube & Cube 2 FORUM


Cube 2????

by Zeta on 04/17/2007 22:23, 28 messages, last message: 04/19/2007 10:48, 4885 views, last view: 05/04/2024 16:39

Not really, Sauerbraten is awesome

Cube "2" isn't, I mean make some new weapon models, its just cube 1 but with better map graphics...

The weapons look so low poly compared to the rest of the game, I think if you would like to attract more attention to this mod, I would improve the background game play a bit, the only thing worth playing in cube is Instagib.

All im asking is new gun models, and seirously i hate the pistol, dual pistols would be way better.

I know this game doesnt have a very big team, but I know someone who could maybe make weapon models for you, and I can model in 3dsmax but im not that good yet.



PLZ i love Sauerbraten's Editor but Cube 2 needs to be improved, im not dissing your work on the engine its truely amazing, but gameplay is hurting badly...


Im not dissing Sauerbraten

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#9: ..

by Minion...Seriously on 04/18/2007 01:08

I want a consistent lighting solution. I want a more standard texture blending system. I want map models with particles. I want a Rocket Arena mod.

Everybody has a wish list but at the end of the day somebody has to work to produce this crap and a lot of times they simply don't want to.

When the extent of your effort is to simply broadcast your opinion, you likely wont get far because you're essentially forcing someone else to do all the work for something you (not necessarily them) want.

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#10: ..

by Zeta on 04/18/2007 01:15

no im saying ill mod the shit myself.

The idea is im going to make it like Sof2, a Modern Day FPS shooter thats still about fragging and its not really realistic just has realistic guns.


And im not just dissing the "Media Assets"(its called content in america)im saying Cube 2 Gameplay is poop on a stick and u basicly just wave it around. Thats about how fun it is. However Instagib is like a fly tied to a stick and it has a little room to fly, its amuzing for maybe a hour then youll get bored and go do something else.

Idk i know some about coding but ive enver coded a mod so if someone could point me in the direction of how to get started it would be greatly apreiciated.

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#11: ..

by Zeta on 04/18/2007 01:32

we tried, but we eneded up just having more fun with the editor, if u had instagib Capture it would be better(do u?)

But we just ended up playing

UrbanTerror.net

wich just went stand alone

sry if i just advertised for another standalone game, they diserver it tho 6 straigh years of work XD

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#12: Re: ..

by Minion...Seriously on 04/18/2007 01:32, refers to #10

I'm american and I call them media assets. Terinology varries by developer/community, not by country.

Most of the gameplay mechanics have to be changed via the source code which is availible through the CVS.

Additional information is always availible through the wiki:

http://cube.wikispaces.com/

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#13: ..

by Zeta on 04/18/2007 01:33

thanks, ya idk ive just never heard the term media assets before

me and everyone i know says Content XD



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#14: weapons...

by shadow,516 on 04/18/2007 03:18

We have new weapon meshes ready (most of them anyways), but our skinner is currently MIA, so if someone wants do donate their talents, feel free to drop by #sauerbraten

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#15: Buh wha?

by tentus_ on 04/18/2007 04:01

Why does this thread have such terrible spelling and grammar? I can barely follow what's being said, much less form intelligent opinions of my own about it.

Now, does art affect gameplay?
Yes. A poorly lit map plays entirely different from a well lit map. Well camouflaged playermodels are a different animal than bright, contrast-y playermodels. The smoke left by the rifle is an example of art actually _being_ gameplay. A sniper with no smoke trail has a massive advantage over the guy leaving a line pointing straight at his position and obscuring his vision.

I'm not saying that the polycount of an object will immediately affect the effect of a model. It is the _art_ invested in the object that has tangible results. I usually condense my HUD and crosshair down as small as possible, and hide my hudguns entirely in any FPS I play, so that I can see more. This is me applying art direction of my own onto the game. If I had my way, all the guns would be fully modeled and the armour skinned onto the ogro, so that we can see what our opponents have against us- this would firectly and profoundly affect multiplayer.

If you're in single player and you shoot at an enemy, and it passes straight through the model without hitting the collision box, how do you feel? Pissed, you just wasted a shot. That's art coming in conflict with gameplay. The model might be great, but if it doesn't jibe with the bounding box who cares?

Good art, and careful art direction, can have a huge effect on gameplay, not just on appearances. Don't dismiss art just because you consider yourself "hardcore" and support older graphics. The art direction that went on in the old games still happens today, and the ramifications of that art has become a fascinating field.

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#16: ..

by pvt. Johnson on 04/18/2007 04:18

i have an mp5 model that im slowly finishing up, i could donate that. but its untextured, not uv mapped, not animated, etc lol. its 970 polys....

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#17: ..

by Zeta on 04/18/2007 05:25

lol i just made a MP5 the other day, but mine is shit, cuz atm im not that good at modeling, i mean it matches sauerbratens quality but its no crysis weapon..

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#18: ..

by pvt. Johnson on 04/18/2007 05:54

i wanna see pics of ur awesome mp5 lol.

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#19: ..

by pvt. Johnson on 04/18/2007 13:15

i decided to show off my mp5, its not to realistic but that wasnt what i was aiming for(just a model that looks good).

- MP5 (930 polys, incomplete)

#1. http://i96.photobucket.com/albums/l196/junkwarJAMES/MP5/mp5-ren3-.jpg
#2. http://i96.photobucket.com/albums/l196/junkwarJAMES/MP5/mp5-ren4-.jpg
#3. http://i96.photobucket.com/albums/l196/junkwarJAMES/MP5/mp5-ren5-.jpg
#4. http://i96.photobucket.com/albums/l196/junkwarJAMES/MP5/mp5-ren6-.jpg
#5. http://i96.photobucket.com/albums/l196/junkwarJAMES/MP5/mp5-ren7-.jpg

im going to finish it and texture/uv map it once i find the time, i would donate it if its wanted.

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#20: Re: Buh wha?

by Minion...Seriously on 04/18/2007 19:42, refers to #15

The choice to allow the player to see a weapon/armor is not a media asset issue. It is a design issue. Before a model/texture can even be made and put into game, someone has to decide they want that feature and implement it, which is a hell of a lot different than "I don't like the punching animation, someone make a new one."

Decisions on how to light a map are all intertwined with level design which I agree is an incredibly important part of supporting and guiding the direction of the gameplay but it disagree that it changes it. Sure, if the map were lit differently players might migrate to a different position, or they might not be immediately aware of what is shooting at them, the gameplay dynamics however are still the same. The object is still to kill the other player without getting killed yourself, the physics are still the same, the methods at your disposal on how to kill the player are still the same, the only thing that is different is which one they player might choose. A level designer can control direction of the gameplay (most significantly by the placement of player spawns, ammo, and powerups), but they cannot change it.

For example, the fundamental differences between Q3A and Counterstrike isn't the way they light their maps, it isnt the texturing or where they place props, it's that players in CS can shoot through walls, get locational damage, their accuracy lowers while running, when they hammer jump and strafe they don't accelerate, when they die they don't immediately respawn, and when they're shot they're slowed down. Those are differences in gameplay. If you could take DE_Dust and loaded it into Quake, Quake players would likely play it the same as they would any other Quake map. Sauerbraten, is played very much like Quake regardless of how the map is lit or how good it looks.


Art is of utmost importance in supporting the enjoyability and experience of playing the game, however the OP seemed to be implying that the game was not fun because the weapon meshes didn't look pleasing enough. The extent at which the gun model/animation have anything to do with what the player does in the game basically stops at "Does it severely obscure the view?" I am not brushing media assets off as unimportant, I am merely stating they have little impact on the gameplay of the game itself.

And for the record, I'm not a 'hardcore player dismissing new graphics.' I'm a modeler and I'd much rather see improvements to the engine than gameplay changes.

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#21: ..

by Minion...Seriously on 04/18/2007 20:35

Meh I've explained my whole position on this very badly. Sorry.

The particle trail of the rifle was a good example but look at it like this: The choice to implement a particle trail for the rifle was a design decision that yes does definitely impact gameplay, but the asset itself really does not. How much different would the gameplay be if it shot out star shaped particles instead of cloud puffs? There'd be little to no difference.

The same applies for most assets. Media assets themselves are representational, the asset itself is not nearly as important as the reason it is there. Changing the punch animation to a more natural overhand throw won't change the gameplay or make it more fun.

My point isn't that art direction is worthless but rather that replacing what already exists with something that does the same thing but is more attractive isn't going to make the gameplay better.

Hope that was more comprehensible.

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#22: ..

by marvin2k on 04/18/2007 20:43

you can use my gun models, if you want, you can download in
quadropolis.us

i will repack them soon for a 1.0 version.
they are in md3.

:-P

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#23: Re: ..

by Drakas on 04/18/2007 21:27, refers to #21

It changes a lot if you are a hardcore gamer like me. Every single modification changes the way I play this game. The new movement of hudguns is very annoying for me, I find that the old way was much better than it is now really.

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#24: Re: ..

by eihrul on 04/18/2007 21:39, refers to #23

hudgunsway 0

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#25: Re: ..

by Minion...Seriously on 04/18/2007 21:52, refers to #23

How does it change how you play?

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#26: ..

by Minion...Seriously on 04/18/2007 22:15

Followup to that, what are you doing differently now that there are new jump pad and teleporter models?

Sorry for the double post.

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#27: shove it up

by ..devoid on 04/19/2007 09:21

I just cant stand this crap... Im so sick and tired of people who has become INDOCTRINATED by hitscan focused games! Since FPS started to move away from sprites, there has been nothing but bloody hitscan weapons! And those weapons isnt realistic anyway, so stop referring to "realistic" gameplay with friggin "realistic" weapons. Take all the childish toys like guns, beanspitters and rifles and showed them up where the sun never shines!

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#28: Re: shove it up

by Aardappel_ on 04/19/2007 10:48, refers to #27

amen

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