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wish list for next release -duscuss

by ryo2049 on 05/05/2008 08:21, 156 messages, last message: 03/25/2009 21:00, 120552 views, last view: 05/05/2024 17:55, closed on 03/26/2009 02:09

Cube 2 engine is a great engine,that easy to create a new map and edit.
And also we really have many fun in it~
But there are too many same style free games on the internet we could find, like "Alxxx arena" so my friends and me have one suggestion for the next release...

1.support "trigger" and "monster" in online multiplayer mode(i have tried "sarue mod" but their bot only for offline play)

I know that is not easy to script this featuer,
but i also know many player need that~

If any one have some wishes of Cube 2 Engine,you could post here ^u^/

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#137: Some new Ideas

by Osbios on 06/25/2008 18:11

OK, here are some new Ideas and suggestions I have.

If you press the mouse to respawn in CTF the small respawn-time blinks that you almost not notice if you don't look at it.
Make it bigger, for example let the radar icon blink!

Show the ammo of all weapons and not just the current weapon. It makes strategic weapon change much more easy.


Something else I came up with:

If you play Sauerbraten or other Shooters with teams. You have different skilled teammates. It would be useful to make visual ratings.
Like a big Dot over the player with a colour code like:
green = very skilled player of your team
orange = skilled player of your team
blue = normal player of your team
red = suicidal player of your team
The Rating could be created by kill/teamkill/death/suicide/flagg ratio.
The Rating could start with blue for players that just joined the game and get updated as long as the player stays on the server.

This is not designed to bash beginners. But to give a team better chances of coordination.

It also would be nice if one player can highlight specific players of his team just for his own view. So players that know each other can improve their coordination.

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#138: Re: Some new Ideas

by Bibi2 on 06/25/2008 21:07, refers to #137

Maybe the higligh is a good idea, but I'm not convince by the rating things: it is already included in the rank of the player (those who have the most frag are in the top of the list, exept if they have too much suicide or TK that lower their score.)
Anyway, teamplay isn't ffa, no really need to rate players.
Moreover, you can know who is good or not simply because good players don't often change their name. Also, SB has a little community, and it's not too hard to remember wich player can easily pwn you.

An other idea, that seems strange: allow the use of negative light, or antilight, or whatever, just a light that can have negative integers, that made the texture darker instead of lit. And also allow the ambient to be up to 255.

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#139: Grrr

by Osbios on 06/25/2008 22:37

Negative light is already possible:
http://img98.imageshack.us/img98/8402/sauerbratenantilightpb5.jpg

Use negative RGB values:
/newent light 500 -255 -255 -255


You don't understand my visual rating at all. :(
You must be able to see the teammate "skills" on the fly. Like a big(!) Circle with a colour over their heads.
There is no way you could look at the player list. Remember the current rating of all players and then read the names of teammates coming from other corridors in fighting action.

I often watched situations where one good player run over 2-3 players of the other team.

For example in CTF: two players are near the own flag to defend it against intruders. You don't know how good this players are and if you could help or stand in the way.

Sure you could look at the Player list and then go and read there names. But before you are done the flag is stolen and the server already loads the next map. -_-

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#140: Re: Some new Ideas

by noerrorsfound(deletescookies) on 06/26/2008 11:36, refers to #138

"good players don't often change their name"
I know there are a lot that play under aliases, though.

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#141: Some Ideas

by SephoD on 06/26/2008 12:19

1. Fix the heightmap feature so that one can use smaller gridsize, at least down to gridsize 2, but preferably down to 1. Would make all terrain a lot more smooth.

2. Add more features to the editing menu. Since there have been a lot more options added to the engine, it would be great if menu entries for these options were added. I know that there are some good scripts on quad that do this, but these scripts should be modified and added to next release to make all options available.

3. More/better particle support. Although the particles have become better, they are really not good enough. For example, I have not been able to make a small nice fire for torches, which is kind of essential. These are the things that bring a map to life, so I find this very important

4. And one out of the blue... would it be hard to make a platform that would go between more than 2 points... Im thinking a train or similar that could go in circles, from one checkpoint to next one to next one etc... It would always go in a straight line between points though.

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#142: Work on balancing out the existing default players.

by Audacitor on 06/28/2008 14:28

I've measured it. Assuming your player is two meters tall (6 feet), then gridpower 3 is one meter square (3 feet square). A new map of power 1 (the smallest possible) is 128 meters square (384 feet square). The default player is able to traverse 128 meters in 8.5 seconds, meaning he travels at about 15 meters per second (45 feet per second). The average full grown man can run at top speeds of 10 meters per second (30 feet for second). Some adjustments need to be made to that. Bring running speed down to at least 10 meters, but maybe 8 would be better.

The machine gun needs to be turned down a bit, though. Reducing bullets to about 10 damage on that gun should do nicely. Every other weapon seems fine.

I suggest these changes in order to improve Sauerbraten's out-of-the-box awesomeness. There's absolutely nothing to quickly getting an multiplayer game. In fact, it's so easy to do that, I've completely switched out of Halo to Sauerbraten because of that convenience. It'd be great if the gameplay were as balanced as the menus are easy to move around in.

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#143: RE

by Osbios on 06/28/2008 15:14

But the players are Ogres not average full grown man. ;)

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#144: Re: RE

by tentus_ on 06/28/2008 15:57, refers to #143

Osbios:
It's a reasonable assumption. Look at the lightposts, chairs, other misc items: I'd say that ~2 meters is reasonable for IS and MF.

Audacitor:
Your math is solid enough. But the result is weird: we're able to run 15 feet per second, and you want to drop that down to 8 or 10? Why? I think that being able to run that fast makes the game much more fun to play, right from the get-go, because it's like always having a vehicle. Look at how well Fallen Empire is doing over at instantaction: I'd say a lot of people are interested in shooters that give that kind of speed and freedom to players.

Just a note about the weapons: they are not meant to be balanced. There is a very deliberate skewing to the power of the weapons. They've been skewed since about 2001, so it's unlikely that they'll be rebalanced now. Feel free to make a mod with different balances though, we can give you some very specific tips about where to start and what to change.

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#145: Re: RE

by JadeMatrix on 06/28/2008 16:20, refers to #143

I agree. tentus, even though there are lightposts, etc. that look like human objects, remember, they were 'all made for ogros.' So that's nothing to go by really. I think ogros are about 3-4 feet in height, 5 stretching it. The current movement is 'correct.' Although as I already said, a "slowrun" server-side option might be nice.

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#146: ..

by Audacitor on 06/30/2008 01:00

@tentus_: I've been watching my ranks during multiplayer games, and it looks to me like I'm solidly average; I usually end up in the middle. And I have a really hard time hitting anybody. About 1 in 5 of my shots actually hit someone, and only fraction of those actually kill. Those are some pretty small numbers for an average player, no?

Reducing running speed would not only make the game more realistic, it would improve the performance of all players, raising the bar for the average player. In addition, it gives you time to actually register how awesome Sauerbraten's graphics and mappers can be.

I'm not saying we should eliminate faster mobility, though. No doubt countless people before me have suggested power-ups and vehicles...

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#147: Message censored by administrator

by {Qs}Homicidal on 06/30/2008 01:09

#148: Re: ..

by SheeEttin on 06/30/2008 01:10, refers to #146

> vehicles
Don't even start. ;)

Seriously, though, given Sauer's fast pace, that accuracy is about average. Maybe a little below.

Aard has always said that realism is DEFINITELY not one of Sauer's goals (hey, go put on some body armor and take a rifle shot to the head in real life, see if you survive). The premise of Quake-style games has always been to run and jump around like an idiot and shoot in the general direction of stuff. That's the draw for a lot of players.

I play Sauer for similar reasons. Sometimes I like to take a break from slow-paced tactical shooters.
We don't want all games to copy each other... Nothing would be any fun any more!

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#149: Re: ..

by Audacitor on 06/30/2008 21:59, refers to #148

@SheeEttin: I can grok that. I've never been much of a gamer, although I can assure that's simply because of the Mac's weak gaming platform and my parents steadfast refusal to get a console. I've never played Quake or even the original Doom.

There may be some way of doing this already; I'm not sure, I haven't had a chance to play to extensively with Sauer yet, but why don't we set up a system where specs such as running speed and weapon damage can be sent dynamically over a multiplayer game, like we can already do with maps. More settings for the administrator, as well as opening new dimensions for multiplayer action.

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#150: ..

by Bibi2 on 07/01/2008 00:56

Now sauerbraten can support the .obj format for mapmodel. And it can export to .obj too, but only the geometry. The next step could be the save of texture information, (with a scale function, it could be usefull). Maybe by adding the lightmap to the .obj files? (or the right format for that). At the end sauer could be use as a generic modeler.

Yes, every time anyone add a new feature, it still need an other ;)

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#151: Re: ..

by Quin on 07/01/2008 07:42, refers to #149

Well that's the beauty of Open Source, get to playing with the code and make a mod! :) I'll forewarn you though that you can't run servers that modify gameplay and list them on the masterserver (so be sure to use -mlocalhost or something on mods).

I'm personally interested in some of the ideas too, so let us know how you go with it and what you learn if possible. If you hit any dead ends or get confused I'm sure one of us can help point you in the right direction.

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#152: ..

by Max of S2D [Fr] on 07/02/2008 11:33

Something interesting could be a "wavelenght" command for the water, in the CFG.

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#153: Special block (water, ...)

by FrenchBadPing on 08/04/2008 20:41

Modifying geometrie of this blocks for, p.ex., 45° river, ...

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#154: can\'t download cube 2 :(

by simo on 08/09/2008 13:40

hi when i click the link to download the windows version of cube 2, i get an error on the source forge page say

\"Error

Missing Parameters

One or more of the parameters required to process your download request were missing. Please return to the previous page and try again.\"

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#155: sorry!

by simo on 08/09/2008 13:44

aah sorry, made a mistake in posting that there, i would have said something actually regarding the topic if i could have edited my message.

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#156: Lightning gun / Plasma gun

by Younes on 03/25/2009 21:00

It would be cool if a lightning gun and/or a plasma gun similar to the guns of the singleplayer\'s bots were added, don\'t you think ?

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