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new release! assassin edition

by Aardappel_ on 12/22/2007 19:14, 268 messages, last message: 12/29/2008 17:05, 272219 views, last view: 05/17/2024 12:39, closed on 12/29/2008 17:22

http://sourceforge.net/project/showfiles.php?group_id=102911

New gameplay! Hudguns! lots of cool bits and bobs! Feedback in this thread!

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#151: Re: More elevator questions

by Titanic12ship on 01/13/2008 04:15, refers to #142

It sort of does. However, I need a step-by-step guide on how to do question 1. Thanks for your answer, though. I am not that good at cubescript.

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#152: Instructions

by Titanic12ship on 01/13/2008 17:08

Can anyone give me step-by-step instructions on how to activate an elevator using a button on Sauerbraten?

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#153: Instructions

by Titanic12ship on 01/13/2008 17:08

Can anyone give me step-by-step instructions on how to activate an elevator using a button on Sauerbraten?

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#154: Missing stuff from cube 1

by D-TurboKiller (LT) on 01/19/2008 11:06

Wow... I haven't talked in the forum for years.

Anyway, this release is fantastic (thanks Aard and his team), but it's still missing some great features that Cube 1 had.

-There were some walls (that I like to call doors) that disappear when we touch the corresponding trigger. This is still missing in Sauerbraten, and I'm pretty sad about that because there is so much we can do with this in this new engine. Apparently, a good way to do it in Sauer would be to create a new material, "door n", where n is the trigger number. We would then place that material on some bricks to make them disappear by activating the corresponding trigger. Now this seems to bring another problem, the calclight. Since Sauer unfortunately doesn't have dynamic lights (which would eliminate the calclight command because it would be useless), there is a solution for this. We would calculate both the lighting with and without those bricks, thanks to the new material, so that when touching the corresponding trigger, it would switch the lighting of that part of the map to the non-brick one. This would make much more original and fantastic maps.

-The arches, slopes, etc from cube 1. I really like them but the cube 2 engine can't do these. So why not find a way to implement them?

-Both the 1st and 2nd features would be great to import or make cube-styled maps.

So, I think that's the essential stuff that I really feel that are missing. Do tell me if you agree on this. I really am missing these great features...

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#155: ..

by makkE on 01/19/2008 14:19

No offense, but these things were the first discussions to come up in ca 2005 when the first somewhat matured sauer version came out...

"-Both the 1st and 2nd features would be great to import or make cube-styled maps."

Better make Sauer-styled maps! There are lots of things that are much better than cube: Animated doors, more scripting options (triggers), exploding barrels and stuff like that...

Once you got to know all these, you won´t miss cube anymore ;)

For your slopes: It´s not that simple anymore. Just build them once, then copy /paste them.

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#156: Re: ..

by D-TurboKiller (LT) on 01/19/2008 18:12, refers to #155

You don't get it, do you?
What if people want to play cube maps in sauer, since they would look better? So, why not have the door material? It can make sauer much more varied anyway. You could break a building with it, open up huge passages, make traps, make some different ways for monsters to spawn, etc.

So, the question is, why not? I don't mind not having the 2nd feature, I only really wish the 1st one.

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#157: Re: ..

by jbuk2k7s cookie has gone on 01/19/2008 19:51, refers to #156

/importcube xxx

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#158: Re: ..

by JadeMatrix on 01/19/2008 21:20, refers to #157

That's already been said a billion times in this discussion. What he wants is for door-cubes _in addition_ to mapmodel-doors. Personally, I think it would be useful, but only in certain cases.

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#159: Re: ..

by SheeEttin on 01/19/2008 22:40, refers to #158

I don't think there's anything disappearing cubes will do that mapmodels and/or noclip won't.

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#160: Assassin running on Vista...FIXED.

by Wormwood on 01/22/2008 03:58

Hey hey everybody. I finally ran across the (simple) solution to my sad dilemma. After trying the suggested driver updates, flicking on, and off, this and that, to no avail. The one thing which worked in the end: http://www.howtogeek.com gave the answer. Disable Vista\'s Aero. Don\'t laugh....no one else suggested it here or elsewhere before. Anyways, I\'m back and it\'s all beautiful in Wormtown now. Thanks to any and all who gave suggestions. I do appreciate it!

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#161: Assassin mode

by JadeMatrix on 01/22/2008 14:00

Just an observation, but I have yet to find an assassin game in the server browser. Do most people just not know about it or something?

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#162: Re: Assassin mode

by yoopers on 01/22/2008 17:17, refers to #161

Frequently folks don't know how to play assassin mode, but I've had success getting a few insta assassin games going (the 'insta' seems to work as a lubricant ;).

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#163: Re: Assassin mode

by Quin on 01/22/2008 20:14, refers to #161

I can't speak for others, but in my opinion, Assassin doesn't suit Sauerbraten's uber-fast gameplay.

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#164: Re: Assassin mode

by SheeEttin on 01/22/2008 20:24, refers to #163

It's not as fast, but I find it MUCH more fun.
Insta assassin is almost as fast, because you've got your assassins coming for you as well as you trying to find and frag your target. It gets very hectic, even with as few as three people.

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#165: ..

by Pxtl on 01/22/2008 20:45

Assassin is really cool, but has one big problem: DM maps are either too big for assassin (impossible to find your target), or too sparsely armed. Assassin has very different gameplay requirements from conventional DM because you're effectively playing a 1v1 but also sharing pickups with 20 other players.

As such, I think Assassin should spawn you with some starting weapons, and maybe even make dead players drop stuff.

Also, it needs to just start kicking players when they hit deep negatives. I mean, it's nice the whole "TKs become everybody's target" except that if a server has one TK, the whole game becomes about killing him, since he's easier than your real mark.

As for the new single-player ents, could they be ported to multiplayer if they were set up to work on a fixed cycle? Then there's no new netcode, right? That is, a door or elevator or whatever that has no player interaction - it just opens and closes on a fixed schedule. You'd just need to synchronize the clocks of players that join to determine the state of existing elevators and doors and whatnot.

And yeah, there are about a million neat features that can happen once Sauer geom can be used for things other than the main map terrain... but asking for them is pointless, since it's one big, huge feature.

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#166: Re: ..

by JadeMatrix on 01/22/2008 21:07, refers to #165

The readme says that the client and server sync as often as possible.

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#167: ..

by enigma_0Z on 01/26/2008 05:51

Sweet release. I'm constantly amazed at the amount of polish that Sauerbraten is picking up.

My own comments...

1. New hudguns look awesome (I esp. like the new shotgun and rl models)
2. New content also very cool
3. I know this is old but thanks for bringing back 2d menus.
4. Particle system is also very cool
5. Barrels and boxes, need I say more?
6. Awesome game modes, esp. regen capture, Very hectic, very fun.

But..

The animations on the new hudguns "feel" off, the kickback (especially from the shotgun and pistol) comes too late compared from the sound, the kickback should be almost at the same time as the actualy sound, but with the new models the animation is approx. 350-500 ms. off. It makes it feel like shoot (see shots and sound)... and then it kicks back.

And, the angle on some of the hugduns (notably the crossbow) also feels wrong, The shots AFAIK travel in a straight line from the center of the player's position, right? Well, the angle at which these are "held" suggests that the shot should travel at approx. 30 degree angle to the left of center.

Don't get me wrong, I love the new models, but those things mentioned above feel like they didn't receive as much polish as the rest of this release. Thanks.

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#168: Re: ..

by smartalco1 on 01/28/2008 17:09, refers to #167

my only gripe is the crossbow still has the rifle sound, doesn't quite match

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#169: ..

by James007 on 01/28/2008 20:00

agreed...

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#170: Re: ..

by MovingTarget on 01/28/2008 21:10, refers to #168

Try the weapon sound pack I made:
http://www.quadropolis.us/node/1098

It has a rifle sound that tries to mimic the crossbow feel.

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