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The Exploding Barrel?

by Chaos on 08/07/2007 11:00, 73 messages, last message: 09/01/2007 05:30, 54493 views, last view: 05/18/2024 19:37

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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#39: Re: ..

by noerrorsfound! on 08/09/2007 14:38, refers to #36

I was just playing Quake 2 one minute ago. :) If we add these barrels, I also hope they can be moved around a bit (also like Quake 2, and implemented in *that Sauerbraten fork*).

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#40: Re: ..

by tentus_ on 08/09/2007 15:58, refers to #34

Optimism is not present- I don't expect to see exploding barrels any time in the next year or several. What I'm doing is daydreaming, sometimes referred to as wishful thinking.

The more I speak out about what I think would make things possible the higher the likelihood that someone else will get caught up in the idea. This thread is an excellent example of people subscribing to an idea they hadn't considered before.

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#41: Message censored by administrator

by Thomas exists already on 08/09/2007 16:38, refers to #40

#42: Maybe Aard doesn't WANT exploding barrels?

by shadow,516 on 08/09/2007 22:25

Perhaps it hasn't occurred to anybody that just because something is trivial to add, and changes game play enough not to be bloat, doesn't make it a desirable addition?

Yes, exploding barrels WILL change the game play, and that's precisely why you will never see them in Sauer. It just doesn't fit in with Aard's vision.

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#43: ..

by absinth on 08/10/2007 00:12

i never understood why the exploding barrel became a standard feature in FPS games. come on, it was fun the first time round 10 years ago, but now (or even 5 years ago) it's just an useless gimmick that exists for no reason. FPS games should have rather adopted the
GeoMod feature of Red Faction across the board...

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#44: Re: ..

by Chaos on 08/10/2007 01:05, refers to #43

I wouldn't say their a "Gimmick", but I do agree that Red Faction (1 not 2) had the coolest GeoMod setup.

I could spend hours with my friends digging tunnels and blowing the hell out of each other in them.

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#45: ..

by theW4, finally can post again on 08/10/2007 04:34

I dont think there should be exploding barrels online, maybe single player.


Also, red fractions tunnels were so fun. You could make huge caves and then pop out in random places. The distructable buildings was pretty fun too, especially the one map with the two bases on the cliff and the vally between them. I could just sit up there all day next to the rocket reload blasting the other base to pieces

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#46: Re: ..

by a baby rabbit on 08/10/2007 11:55, refers to #45

Idea: rather than asking directly and specifically for exploding barrels - the alternative is to sneak it in under the radar by asking for the general purpose sub-components/code necessary to eventually support it... e.g. Feature request - the ability to trigger scriptable actions by shooting an entity.

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#47: Re: ..

by CaptainAhab on 08/10/2007 14:21, refers to #46

along those lines...
How about triggers that can be activated by shooting them....
attached to an entity, it does action.
( same as you said )

and a set that are activated by punching them ( using hand to flip switch ) instead of merely moving next to them.
This would allow player to choose which button out of a row to activate or none at all. One use for this would be in elevators; choose button for desired location, then activate appropriate teleport. For SP and RPG games, it could be used for making puzzles and combination locks.

together...a trigger/switch that you have to flip with hand but might be destroyed if shot.

just an idea

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#48: ..

by SheeEttin on 08/10/2007 16:07

You can't get accuracy with the fist. It'd be much easier to shoot a switch. After all, that's what a ot of games do. Except Metroid Prime 3: Corruption, which, being on the Wii, has you moving your hand(s) to manipulate objects.

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#49: Re: ..

by dsafsdfsdconorjkirkdafsdfsdafsdfsdsdf on 08/10/2007 22:12, refers to #36

Passa: Do you play any HL2:DM? Wanna join up sometime?

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#50: Re: ..

by Passa on 08/11/2007 04:53, refers to #49

I'm rather hopeless at it ;) but yes, catch me on Xfire and I'll play a few rounds :)

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#51: ..

by Eris on 08/18/2007 17:09

Remember barrels o' fun map in doom2? I never forget the first time I tried to beat it... lengendary map!

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#52: ..

by w4 ¿?¿?¿ on 08/18/2007 19:04

the best use of exploding barrels is in Half life 2 deathmatch on a map called Star wars. You launch the barrels down this acceleration thing at the opposing teams base. You also launch cars but that is another story.

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#53: ..

by crudscurdler on 08/19/2007 09:46

i think vehicles that can follow a fixed path would (rail carts or trains) be better than exploding barrels.

anyone remember that de_railroad (i thik) map from cs? I don't know if they still have it, I haven't played since 1999 or so. it made good use of rail carts on a fixed loop, to complement navigation of the map

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#54: cars

by fjfhsdkjhfjksdhfjsdhfkjsdhfkjdshfkjconorhfkjdshfjkdshfkjdshf on 08/20/2007 07:18

That would be cool, but also bloat!


Would look pretty bad though, because anything moving breaks the lightmap.


and if you made it fullbright, the lightmap would be fine, but it would look terrible.

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#55: Re: cars

by Chaos on 08/20/2007 08:05, refers to #54

The train would be a model.. models don't break the lightmap.

If it did, you couldn't have a character model.. or trees.. or anything.

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#56: Re: cars

by fjfhsdkjhfjksdhfjsdhfkjsdhfkjdshfkjconorhfkjdshfjkdshfkjdshf on 08/20/2007 09:07, refers to #55

you could, because those don't move...


...yet.

I see though, you can already animate a mapmodel, but the bounding box stays put.


Why not collision models?

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#57: ..

by Acord on 08/20/2007 18:42

You could create an entity for it that blows up when killed, just like any other monster. That way it would use a stencil shadow.

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#58: Re: ..

by kurtis84 on 08/21/2007 00:13, refers to #57

mapmodels can be told in their .cfg whether or not to cast shadows, and they wouldn't ever be fullbright, unless the map is fullbright.

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