wish list for next release -duscuss |
by ryo2049
on 05/05/2008 08:21, 156 messages, last message: 03/25/2009 21:00, 121151 views, last view: 05/18/2024 20:44, closed on 03/26/2009 02:09 |
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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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#117: .. |
by DoomCat
on 06/17/2008 11:16
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I very much doubt that Lua/Python scripting will be put into the game any time soon, at least not by the devs - people have asked about this before and the devs just want to expand on Sauerbraten\'s own scripting language.
Although it would be cool to have a framework on which to create new weapons etc perhaps even through Sauer\'s scripting thing... I\'d be more willing to mod the game as a C n00b if weapons.h etc. wasn\'t so dauntingly confusing :P
And a flashlight \'weapon\' would also be very useful for dark maps.
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#118: Re: .. |
by constchar*
on 06/17/2008 12:06, refers to #117
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Well first off, the game and engine are written in C++ although the extensive use
of structs, instead of classes, suggests
that it is written in C at first look.
Scripting need not be complicated, I would
take AMXX mod, for Half-Life, as an example.
It is not particularly complicated and allows
the scripter to modify some basic stuff
and respond to basic events, not anything
too radical like adding new weapons or game modes.
I would look at it implementing it but not
until the, overdue, June 15th release is out
because I don't want to have to move all
my code to a different version.
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#119: .. |
by Max of S2D [Fr]
on 06/17/2008 13:11
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My wish for the next release:
RELEASE IT
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#120: .. |
by lionsword
on 06/17/2008 17:47
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^^Agreed
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#121: .. |
by Redon@alternativeAccount...
on 06/17/2008 19:30
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ok its really too late now, but maybe for the next release:^^
I dont understand the system to switch weapons. Key 2 switches between chaingun and shotgun and other keys between other weapons althought there are 7 weapons and 10 number-keys. Maybe its for the mousewheel.
But could you make some other commands additionally to the ones now to switch the weapons on the numberkeys, for example:
/weapon shotgun
so its easy to make binds with some configurations like a special crosshair for the rifle/rocket etc?
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#122: Re: .. |
by tman_elite
on 06/17/2008 20:23, refers to #121
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I have to say I agree with this. There should be a command to switch to a specific weapon.
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#123: Weapon change |
by Osbios
on 06/17/2008 20:36
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Thats already done.
The weapon change in the CVS has a specific weapon for each number.
The standard setting for the mouse wheel is changing between the two "most powerfull" weapons you have.
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#124: Re: Weapon change |
by noerrorsfound!?(*#$
on 06/17/2008 21:09, refers to #123
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leetsauce
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#125: Re: Weapon change |
by SheeEttin
on 06/17/2008 22:22, refers to #123
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Wheel up switches between rockets and chaingun, wheel down switches between shotgun and rifle (or something, I have no idea if those are the right weapons). The pistol , GL, and fist/saw are ignored unless you don't have one of the priority weapons.
Of course, you can still use the number keys.
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#126: scripting? |
by FreekSh0w86
on 06/18/2008 17:12
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Not python, please no. That is an utterly bloated and slow language that is good for GTK apps, but awful for even trying to render a scrolling 2D background, I know from experience.
Lua, on the other hand is nice, and in fact I once made a Lua mod for Sauerbraten for personal use (so I could have a custom music player).
Right now, I embedded "MiniD"--a nice ECMAScript-like language that is much faster than Python and has nice language constructs. But since it requires the D programming language and runtime, building it was nearly impossible and requires GDC. I bound MiniD to C/C++ using my own extern(C) wrapper functions.
But if anyone wants it, I can rebuild my Lua mod and post it. It has the power to read a directory contents, scan for music files such as *.ogg, and pick one randomly to play. For the new release, I will be faced with trying to either reintegrate MiniD via a custom build script, or perform the easier task of adding Lua.
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#127: Re: scripting? |
by SheeEttin
on 06/18/2008 18:54, refers to #126
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Ooh. That "reading directory" contents sounds really nice--show all the available skyboxes, textures, etc.
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#128: Re: scripting? |
by FreekSh0w86
on 06/18/2008 19:22, refers to #127
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Yeah it is part of the standard Lua io library. I only added two Sauerbraten-specific lua bindings to Lua in the mod, one was the ability to execute any game command (such as "/map, /name," etc.) and the other one, I forgot what it was. The mod added two new game commands, "lua" which takes a string of lua code and executes it, and "luaf" which executes a Lua file.
Whenever I get home and install the new Sauerbraten, i'll look into putting it back together. It's very easy to install and build on POSIX systems but I have no idea how Windows users handle odd lib dependencies such as linking to Lua. Where would lua be installed, in C:\Program Files\Lua?
As much as I like MiniD, trying to manually link to D runtime libraries is very painful and failure-prone.
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#129: Just the binaries tarball? |
by CrazyTB
on 06/18/2008 19:37
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As I've previously wished in the wishlist thread...
Can you make a binaries-only tarball? A tarball containing just linux+windows+mac binaries, but no datafiles.
Reason: re-downloading 300MB of data just for a few megabytes of different files (the binaries) is a waste of time, bandwidth and disk space.
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#130: Just the binaries tarball? |
by CrazyTB
on 06/18/2008 19:37
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As I've previously wished in the wishlist thread...
Can you make a binaries-only tarball? A tarball containing just linux+windows+mac binaries, but no datafiles.
Reason: re-downloading 300MB of data just for a few megabytes of different files (the binaries) is a waste of time, bandwidth and disk space.
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#131: Re: Just the binaries tarball? |
by JadeMatrix
on 06/18/2008 20:35, refers to #129
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Because not just the binaries change. New maps are added, important models and textures are updated, and other new resources are needed in each release. What you'd actually want is an "update" tarball, with only new stuff; that's already been suggested and discussed... somewhere.
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#132: Re: Just the binaries tarball? |
by tentus_
on 06/18/2008 20:39, refers to #131
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I'm fairly sure he wants one for modding. But even then, the engine won't start without at least some placeholder content: what you're really asking for is a barebones version. A blank map, almost no textures or models, and a bunch of cut down cfgs.
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#133: I'm fairly sure... |
by Osbios
on 06/18/2008 20:54
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I'm fairly sure he uses more then one operating system. ;)
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#134: Re: I'm fairly sure... |
by JadeMatrix
on 06/19/2008 03:11, refers to #133
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Then just pull 'em from CVS just after the newest release.
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#135: Re: Improvements |
by jzman2
on 06/20/2008 21:05, refers to #115
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I love this engine. It is the best opensource engine that i have ever seen. Im a c++ developer, and if you could make your code more c++ friendly to developers like me that would be great. =)
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#136: Re: Improvements |
by darkside86-w00t
on 06/24/2008 15:55, refers to #135
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The source code isn't that difficult to follow, as long as one has a basic understanding of the libraries used. Just follow the flow of engine/main.c, it's simple enough to read to add source mods. The API for adding script commands is as simple as possible, just put COMMANDN around the C function you want to turn into a command (and the name and argument types).
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