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The Exploding Barrel?

by Chaos on 08/07/2007 11:00, 73 messages, last message: 09/01/2007 05:30, 54489 views, last view: 05/18/2024 18:17

What ever happened the guy old fashioned exploding barrel? Or for that matter, any entity that would be nice to trigger an explosion for?

I'm not complaining, I'm just saying that's a notable missing feature.

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#1: I don't get it...

by Thomas exists already on 08/07/2007 13:11

What exploding barrel are you talking about?

Can you put some more info to be more accurate please.

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#2: ..

by tentus_ on 08/07/2007 15:07

I believe the model of an exploding barrel is included in Sauer, but no code to actually make it explode. DCP certainly made it look destroyable.

http://cube.dietmarpier.de/mapmodels.htm

All I can tell you is to look into coding it yourself. It sounds like a fun item, but it's not high on the list right now.

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#3: Exploding objects...

by Thomas exists already on 08/07/2007 15:20

I find this idea great,So will it be possible for the next release to have exploding mapmodels?

You shoot them/hit them with the punch and they blow up,So if it isn't done yet I think it should as I think it's a good idea but then again I am not who commands Sauer so if it isn't added i'm fine with it.

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#4: ..

by SheeEttin on 08/07/2007 16:45

Doubtful, unless someone codes it and submits a patch.

Could be done really simply by calling the rocket/grenade particle explosion and destroying the mapmodel...

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#5: WTF?

by dfhsdjkfdsjkfhkjdsconorkirkdjfhsjkdfhdskjfhksd on 08/08/2007 01:03

I apologize if I offend anyone by this but:

I think one of the requirments for a game to be a true FPS is to have exploding barrels.

I can't think of one that doesn't!

Quake 1/2/3/4, Doom 1/2/3, HL2, CS:S, every other source game.

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#6: Re: WTF?

by Drakas on 08/08/2007 01:23, refers to #5

lol, nubcake. exploding barrels and other stuff are bloat.

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#7: Re: I don't get it...

by Chaos on 08/08/2007 01:26, refers to #1

I'm talking about entities that clan explode.. Sauer doesn't have that.

As far as I know it hasn't been discussed before, and there are some who would enjoy having that option, at least for SP mode.

As far as bloat in concerned... what do you call Sauer's shader system? We don't "need" normal and env mapping... we just think it's "nifty".

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#8: Re: I don't get it...

by Drakas on 08/08/2007 01:28, refers to #7

hmm, sorry for the rudeness :)
for SP mode that would be really great!
but definetly not for DMSP.

Well, some bloat makes the game sweeter to play ;)

I'm up for it - exploding entities for SP modes!

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#9: Re: I don't get it...

by baby rabbit on 08/08/2007 02:17, refers to #8

Rather than the model disappear forever in a cloud of particles, an alternative could be to switch them with a damaged model, where after 30 secs they undamage (which is still naff, but is the norm of FPS's) after which they are ready to be dented / catch fire / shatter / explode again.

Of course providing more content is a pain - though it might be sufficient to just distort model vertices and build a darkened dirty skin programatically... random thoughts...

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#10: ..

by Captain_Ahab on 08/08/2007 03:35

monsters have 'dead' animations...so how about the same for other mapmodels? breaking apart or exploding?

make exploding crap by placing them as dumbed down mosters ( no movement, no weapons, etc. Maybe even flagged so AI routines don't waste time on them.? )
then set damage until they break and trigger rocket effect ( for booms ) and appropriate sounds like breaking glass for ming vases and beer bottles.


I wonder how many things could be placed before the engine bogs down...anything less than 30 fps hurts my eyes.

*yay RPG!*

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#11: Re: ..

by SheeEttin on 08/08/2007 04:06, refers to #10

Well, one of the things about Sauer is that it can be run on older hardware. Before I built this computer (2.6 GHz dual-core processor, other hardware to match), I played Sauer on a beige box with a 500 MHz processor. Only maps that ran slow were ones with a lot of monsters or mapmodels.

Do we really need exploding barrels, though? The only game I play that has them is UT2004, and the only time they are actually useful is in AS-Junkyard, for bringing down two obstacles. (I want more assault maps... I love playing assault.)

Though I'm all in favor of animated mapmodels, it does indeed create bloat.
Perhaps a system like UnrealScript, in which one can script model behavior, could be implemented? The only bloat that creates is an interpreter. Everything would come and go with the models, just like we have map and model CFGs.

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#12: Re: WTF?

by theW4, finally can post again on 08/08/2007 04:30, refers to #6

Yea, all those evil modern games are all just bloat anyways. Why doesnt everyone just stick with PONG, everyone loves PONG!!!

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#13: Cube Pong

by tentus_ on 08/08/2007 04:35

Cube Pong- edit the geometry to keep the ball bouncing towards the enemy side of the skybox. It sounds simple, but wait till you realize how mind-boggling 3d really is!

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#14: Re: WTF?

by dfsdhfjksdhfksdjfcibirfdsjkfhkjdshfjkdsfhdksjcibir on 08/08/2007 04:57, refers to #6

Drakas: I know, I was making a joke ;)

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#15: Bloat Warning!

by Chaos on 08/08/2007 08:34

Now I know this would probably cause major bloat and there will be many people here to yell at me... but if the Grenade launcher has "physics" why can't other entities have physics?Is this because Sauer can only handle a round grenade and not complex shapes?

At this point I know you're all thinking "bloat", so I want it to be known I'm only asking how the current implementation works.

What can and cannot Sauer's "physics" system do? Is it highly capable but not being used because of bloat?

I just thought the grenade launcher was the coolest thing when it came out in Sauer and I'd like to know more about how it works from a technical stand point.

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#16: Re: Physics

by MeatROme on 08/08/2007 11:04, refers to #15

Well, for one thing the way sauerbraten works is not readily adaptable to what you call "physics" - because you mean something approaching what you see in real life ... one of the main problems with the current system is that it does stuff in /discrete steps/ ... to make this understandable for non-coders/-mathematicians ... see the effect you get with a "/newent jumppad -10000" ... depending on your map-geometry this is a current featurette - it's a insta-kill-switch ... you just get pushed through the floor so fast it never notices you should be stopped.
Or try killing monsters/opponents hiding behind sufficiently slim walls ...

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#17: ..

by CaptainAhab on 08/08/2007 14:03

If animated mapmodels are bloat, then why not get rid of monsters' idle animations too...hell get rid of eye candy like glsl shaders too!

'physics' would be nice, but isn't what's there good enough already?...orgos skiing down a slope and falling off roofs are good enough.

Actually, the ability to push crates around is desirable so that sokoban-like puzzles can be made to let player climb over walls and onto roofs, etc.

and every fps I have ever played ( not that many ) have had exploding barrels and smashing crates ( sometimes filled with goodies too )

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#18: Re: ..

by Drakas on 08/08/2007 14:16, refers to #17

There is difference on some things... some bloat is absolutely not needed :>

Like... I'm countering your point and you are changing the subject straight away! You are now comparing barrels to GLSL shaders (not consciously I guess) ;)

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#19: ..

by CaptainAhab on 08/08/2007 15:34

the comparison was consciously made..

exploding barrels and animated mapmodels can add more to gameplay than nice bump/normal mapped walls and pretty water.
thus fancy shaders are bloat thats not needed..or at least needed less than exploding barrels/animated mapmodels....at least if one feels that gameplay is more important than eyecandy.

luckily, half-way decent hardware is cheap and I can have both! ;)

This is the reason I'm making a big RPG map, so I can see exactly what I want, need, and can actually do with only the offical release. Animated mapmodels will add so much to the atmosphere of a map ( not an online frag-fest ) that its not funny...
I think I can do this with the RPG version. I'm not sure if I can in the FPS....I'm no coder. Can't hurt to try.

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#20: Re: ..

by SheeEttin on 08/08/2007 16:38, refers to #17

First-person Sokoban?!
OH GOD NO!

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