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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, 121154 views, last view: 05/18/2024 23:09, 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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#1: ..

by {Qs}{Homicidal} on 05/05/2008 08:28

A HUGE HELL YA TO 1.

/me head will explode if it ever gets added

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#2: ..

by fhsdkjfconorfhksdj on 05/05/2008 16:00

I second that, I think triggers would own in multiplayer.

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#3: ..

by apflstrudl on 05/05/2008 17:02

http://www.cubeengine.com/forum.php4?action=display_thread&thread_id=1740

http://www.cubeengine.com/forum.php4?action=display_thread&thread_id=1706

http://www.cubeengine.com/forum.php4?action=display_thread&thread_id=1727

and now a very important thread:
http://www.cubeengine.com/forum.php4?action=display_thread&thread_id=1733

you can find MANY threads like this in the forum, but there is only 1 (yes only ONE) person who's coding, so it's very difficult for him to implement everything which is said here. Just search the forums before you post, than you wouldn't ask these questions anymore. And i really recommend you to read this thread: http://www.cubeengine.com/forum.php4?action=display_thread&thread_id=1733

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#4: ..

by {Qs}{Homicidal} on 05/05/2008 17:05

if its been asked for over and over and over then a lot of the "players" Must like the idea

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#5: Re: ..

by ryo2049 on 05/05/2008 18:13, refers to #3

think for your information^^, i have read all these thread before, and i also search all about bots, coop mods, and something like that...

I know how hard to script "enemy sync" and AI, because i've tried to script it on the other games before...

we are not forcing the author to do this, we just wish the author or someone can tell us "Cube2 will finially have it..." or "we are trying to script it...", we need a hope~

thank's for your reply~

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#6: ..

by Max of S2D [Fr] on 05/05/2008 20:26

Languages files support.

That's it.

Please...? :D

</french>

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#7: ..

by Wr4..//2 on 05/06/2008 01:24

Has the lava invincibility glitch been fixed in cvs yet?

If not, that should be a relatively quick and easy fix for the next official release.

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#8: ..

by ryo2049 on 05/07/2008 06:54

not too many wishes~

1.trigger and monster supported in online multiplayer

2.language file support

3.fix the lava invincibility glitch

we understand this game is free, and only one person to code, so we don't care how many time you need to code and release.

please tell us the great Cube2 will add or fix those features~ thx^^/

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#9: ..

by scasd on 05/07/2008 20:29

only time based triggers are working currently via hacks... :oP (big knoll nose smiley with tongue)

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#10: ..

by scasd on 05/08/2008 20:17

Try this in metl4...

"texanim" = [sleep 1000 [exec packages/base/oasis.cfg; sleep 1000 [exec packages/base/metl4.cfg; texanim]]]
texanim

Looks nice eh ? it should also be possible to change the mapmodelindex like this. Just create two mapmodels, one clipped and one not clipped - you would have a door in that case. But I didnt test what happens on one client if the door is open there while an other client has a closed one. As far as I have seen it on the public servers, you will just see this client moving through that door as if it is open - which was a map-geometry cheat I think.

Too bad that there are no timer-sync-messages in cube.

Btw does someone knows if its possible to read the console output ?
You could post a say-message which the other clients read. In this case it would be possible to do syncing by your own. But I think the devs or s.o. who knows cube-script will not read this :P

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#11: Nicer Models and an installer

by Yop on 05/12/2008 13:48

Hell this game MUST be more easier to install, it\'s not really hard, but there a re some newbies who may want to play on linux and can\'t play Sauebraten...

And the second way is that \"monsters\" models are quite ... ugly ? all these lights effects are so beautiful but if monsters don\'t look like a bit more frightening, it\'s not as fun :D

A scripted map should be nice too :) less linear action in solo mode.

And at least, this game is fucking awesome, it don\'t need a crazy computer to run, and it permit to give a kick in the ass to the others games ^^

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#12: Re: Nicer Models and an installer

by Hirato Kirata on 05/12/2008 16:38, refers to #11

1) if they're on linux, they should at least be aware of basic commands like cd, chmod, ./ etc.

but really, how hard can it be, extract everything into your home directory, give execution permissions to the respective script and everything in bin_unix and happy days.

2) same as everyone else always says, stop complaining of make some art (with some variation of course)

3) The problem with making non linear maps is that 1 the RPG isn't done, or 2, the needed functions are absent from the scripting commands. besides scripting map triggers and events can be quite difficult and tedious of done correctly

hope that was insightful, despite being repetitive of pretty much all on here ;P

~Hirato Kirat

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#13: Re: Nicer Models and an installer

by tman_elite on 05/12/2008 21:32, refers to #12

About scripting with the SP maps, I think that when you add a monster in edit mode, one of the command line arguments should be the ID of a level trigger. The monster would then be spawned when that trigger is touched and not before. It would then be up to the mappers to make sure that this happens out of sight of where the actual trigger is.

This would be really helpful for making "non-linear" SP maps. You could have monsters flank you from behind when you reach a certain point. Another possibility (which would be great) it to be able to return to a part of the map you've been to before and have enemies waiting there for you. For example, you fight deep into a base to retrieve vital intel, then an alarm is sounded and you have to fight your way out the same way you came in.

This would be beneficial not only because it adds to the realistic feel of things, but it can also help to decrease map sizes by reusing the same geometry more than once in each mission.

You could have things like multiple paths to your final goal, each of which spawns only its own monsters. You could have monsters set up an ambush for the player in a quiet alley. The possibilities are endless.

Feedback, anyone?

I hope this idea makes the next release.

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#14: Re: Nicer Models and an installer

by MeatROme on 05/12/2008 23:33, refers to #13

Don't ask what the engine needs to do for you, ask yourself what you can do with the engine.

Hehe ;-)

I'd suggest you rethink your request after having looked at - for example - the trapdoor model by steve_e available on quadropolis.

If you can incorporate a room above your corridor and no-clip part of the roof then your trigger simply needs to open that trapdoor to make the monsters fall out onto that corridor.
Also - the "An Army Of One" mission contains maps that include monsters springing you from behind or in parts you thought you'd already cleared.

Not that I'm not one of the first to be delighted at additions to the SP mappers arsenal ... and maybe we will get something like this eventually; but it doesn't seem likely - given the examples above show you can do without it.

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#15: Re: Nicer Models and an installer

by tman_elite on 05/13/2008 00:10, refers to #14

I realized that you could do this with door models while I was writing the request. However, I still think that this would make things easier (you don't have to use entire rooms above or beside the place where you want the ambush to happen.) If you fight your way up to the second story of a building and you want monsters to show up on the ground floor when you go back down, you don't want a big box sitting on the second floor for the monsters to drop from. Of course this isn't the only example. Also, I'm sure there are more examples of when trigger-activated spawning is more useful. It also just seems simpler to me.

If you look at a collection of leading Single player FPS games, I'd bet 90% of them have trigger-activated spawn points. Of course I don't know for sure...

In the end it's all up to the developers anyway. I personally think it would be useful, but if the developers don't think it's worth the time, it won't get done. That's fine.

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#16: Re: Nicer Models and an installer

by tentus_ on 05/13/2008 00:26, refers to #15

You realize that there's an SP map from Cube 1 that does exactly what you described, with only the assistance of some teleports and teledests? No scripting involved whatsoever.

Not a bad request though, very reasonable.

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#17: Re: Nicer Models and an installer

by tman_elite on 05/13/2008 00:37, refers to #16

I actually didn't realize that. Cube 1 unfortunately doesn't seem to work right on my computer. That doesn't really matter much though, Sauer is more fun anyway.

I guess using teleporters and teledests would solve the problem, but it's pretty complicated. You have to set up a "monster drop-box" above a trap door somewhere off the map, link the door to the trigger, place one (or more, if you don't want the monsters to spawn in one big pile) teleporter under the door, and place a teledest where you want them to come out. It'll work fine, but if you want to do that say 10 or 15 times during one SP map it would get tiresome to have to go off and make another "drop-box."

Again, the developers will have to weigh our work time against their own. If they don't want to take the time, I'm fine making "monster drop-boxes" underneath my SP maps. But it will be simpler and easier if this is implemented.

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#18: Re: Nicer Models and an installer

by tentus_ on 05/13/2008 01:21, refers to #17

The way that the old map worked was this. You worked your way to a teleport in one corner of the map. The teleport warped you into the center of a big room with lots of monsters in a ring around you. Waiting on top of the teledest was another teleport that brought you back. The one second you were teleported into the room was enough to "wake up" all the monsters, that then ran into various teleports distributed around the big room. As they ran through those teleports, they would appear in various locations around the map that you had previously traversed.

Because they had to walk into the teleports, the output was a bit randomized, which made the pace gameplay a bit different each time. Furthermore, you were never quite sure if there were going to be two hellpigs or two bauuls waiting for you, so the intensity was always a bit different (though cumulatively you would never be facing more or less monsters, so you were guaranteed to have enough ammo if you were conservative).

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#19: my wish list

by Captain_Ahab on 05/13/2008 01:41

1. redo the 'barrels' so that they are triggers with the explosion being something that can be triggered. No trigger makes them into 'boxes'
2. make monster AI scriptable, even if its just to choose the new state...add a state for monsters running away and make a state where monsters try to get to the effective range for their weapon.
3. allow eisenstern to be started from within the already started game and make Eisenstern the default SP game.
4. allow arbitrary animations to be called and run via script
5. wish I knew how to code

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#20: Re: my wish list

by tman_elite on 05/13/2008 02:00, refers to #19

@tentus : Interesting idea. I like the randomness it adds to SP, but can you guarantee that all of the monsters will go through the teleporters? I suppose if the teleporters are all aligned on the wall facing where the player's teledest was it could work.

@Captain Ahab : Not having a trigger does not make them into boxes. Have you tried shooting one two or three times?

I like the idea of having AI try to get to the right range for their weapon. It doesn't make sense for a slith with a long range rifle to run right up to the player. In fact they should probably try to stay away. Rhinos also should keep their distance. Actually, when you think about it, the only monsters that should run toward the player are ogro's (because of how easy it is to dodge) knights (same reason) and ratatatmahs (shotgun). The rest can do damage just as well from far away.

Not sure what you mean about eisenstern. The hope is that it will eventually diverge into it's own project (or so it says on the eisenstern forum thread.)

I like #4, but running things like demos for cutscenes would probably be better.

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