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New Release June 15th! FINALIZE CONTRIBUTIONS!

by eihrul@work on 05/12/2008 00:14, 173 messages, last message: 06/18/2008 03:20, 83381 views, last view: 05/08/2024 23:35, closed on 06/18/2008 03:26

It's getting about that time where the amount of stuff in CVS has reached critical mass, a boat load of good stuff in terms of the engine being prettier, faster, smoother, CTFier, etc.

So I am tentatively setting a release date for June 15. There are still things that need to get done before then, so the release may be later than that, or if everything falls into place earlier, it may be earlier, but not earlier than June 1.

In any event, if you were planning on contributing anything, please get that finalized by at least June 1, to make sure it gets in.

Among things we still need: more CTF maps. They still need to be at least release quality in playability, if not visuals (on which we may be more lenient, but please, no ugly maps either).

Also, I encourage people to hunt for any relevant bugs (by playtesting!) in the CVS stuff that need to be fixed before release. It should be mostly stable (i.e. won't blow up your computer or anything), and mostly in the state it will be at release (minus one or two things still in the works), so feel free to try it out. But do make sure your entire CVS install is up to date as of at least today before you test, so that there are no false alarms.

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#1: yay

by dsjfhdskjconorfhkjds on 05/12/2008 01:06

Yay! a release date!

I think that the fist or that weird spinning disc should stay out when you hold the mouse button down, rather than go in and out.

Also, we should put MovingTarget's sounds into the next release.

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#2: oh

by dsjfhdskjconorfhkjds on 05/12/2008 01:12

oh, and I forgot to say, what happened to the flashing light while you were shooting?

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#3: ..

by MovingTarget on 05/12/2008 01:23

Hooray!

I would be appreciative if at least some of my effects made it in, judging from the positive feedback...
/me begs on my knees :D

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#4: hmm

by conorkirk@mac.com(PeeCee) on 05/12/2008 01:35

The Solaris HUD guns are nice too, since our current hudguns seem like they were from different model packs even though they were from the same person :)

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#5: ..

by ACCESSGRANTED on 05/12/2008 01:48

how about both hud gun packs that way the player he can pick and choose

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#6: Re: ..

by MovingTarget on 05/12/2008 02:54, refers to #5

Which sound pack are you referring to? My first one, or the weapon pack?

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#7: Nice

by tman_elite on 05/12/2008 03:04

I'll be looking forward to playing CTF online. Nice work.

I do kinda agree that the disk saw should stay held forward. Not sure if that would be hard to implement or not. It's not that big of a deal, so it might not be worth the effort.

I think the hudguns are fine, although I'm a little confused about why the "rifle" is a crossbow... Looks cool though.

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#8: ..

by ACCESSGRANTED on 05/12/2008 03:19

just call is a SHOCKBOW :P

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#9: CTF Map

by tentus_ on 05/12/2008 04:40

http://www.quadropolis.us/node/1273

Just made some little edits to make it more finished. It could use some heavy playtesting, which I have not been able to garner yet, but it should do pretty ok. Also has capture support and heavy aiclipping for DMSP.

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#10: Re: CTF Map

by tman_elite on 05/12/2008 04:44, refers to #9

I took a look at this map earlier (didn't get to play it) and it looks good. Nice work.

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#11: Re: ..

by D-TurboKiller (LT) on 05/12/2008 20:55, refers to #5

eihrul, feel free to add the sounds from my mod to the game. You have my permission if you want to: http://www.quadropolis.us/node/974
Which reminds me, I should get to updating it when the new version's released.

Also, about the new CTF maps, I still have mine here: http://www.quadropolis.us/node/1275
If you want pretty it's there. It's also symmetrical, but it could make for some wacky matches since it can be fast to get the flag, but I doubt you can bring it back in one piece :)

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#12: Eisenstern

by tman_elite on 05/12/2008 21:59

Just out of curiosity, has there been much progress in the RPG since the assasin release?

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#13: maps

by Marwo on 05/13/2008 00:56

I have some maps on quadropolis.
Gothic1 nd Gothic2, u may add them if u want!
I can try to update Gothic2 befor June, i havent had mutch time working on it, but its fully playable as it is now. :)

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#14: Re: Eisenstern

by Hirato Kirata on 05/13/2008 11:31, refers to #12

I think the extent of it was a few bug fixes.

There's another thread around here somewhere where aard asks for potential helpers/developers for the rpg game model. it should be able to describe the situation far better.

~Hirato Kirata

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#15: ..

by SanHolo on 05/13/2008 11:47

I almost entirely switched to Urban Terror after the last official release since that version felt so incoherent. Now I just checked out CVS and I think the new player model looks much better from the texturing side, so this is certainly a good step.

The one thing still bothering me is that some weapons look like they are off-aim. This is almost a deal-killer for me since playing like this doesn't feel right. See the following screenshots - the blue line is approximately what the weapons fire line feels like. Approximately, the thing is that it does NOT point at the crosshair at all.

http://www.hillrippers.ch/temp/screenshot_134812.jpg
http://www.hillrippers.ch/temp/screenshot_139705.jpg
http://www.hillrippers.ch/temp/screenshot_157970.jpg

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#16: Re: ..

by tentus_ on 05/13/2008 14:35, refers to #15

I'm a bit confused by those lines. Why are you extrapolating from the profile of the entire gun, rather than the implied barrel? IE, on the third screenie above, why are you starting near the top of the shear and staying there? The barrel is sitting at an average of the line you put in and the one that you didn't based off the bottom of the shear. Also, why would it matter for the grade launcher? If anything, it should be pointed farther up.

Not trying to shout you down, but your examples feel kind weak, and the alt guns are one of the easiest changes to make to the game.

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#17: ..

by SanHolo on 05/13/2008 15:24

Yeah, the lines were harder to make than I imagined when taking the screenshots. They represent what I personally think in which direction the barrel would point, what I feel like it would point while playing the game.

In the screenshot with the machine gun, I think I hit the barrel quite good. The barrel does not sit in the middle of that gun but in the top half.

And the grenade launcher - if you argue that it should point higher, you must argue that then the angle should change based on how far away the crosshair hits the map so that the crosshair is where the grenade will fall down. This is stupid, so the crosshair should point to where the grenade would fly if it would fly perfectly straight.

Look at the example screenshots from UrT - yes, I agree, the grenade launcher also is off center. (shot0004 shows the gun from shot0002 when the option "small gun" is off)

http://www.hillrippers.ch/temp/shot0004.jpg
http://www.hillrippers.ch/temp/shot0002.jpg
http://www.hillrippers.ch/temp/shot0003.jpg
http://www.hillrippers.ch/temp/shot0006.jpg

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#18: Re: ..

by tentus_ on 05/13/2008 17:31, refers to #17

Woah, tricky. I am not familiar with the guns in those shots, so this is being viewed by a newcomer... but for some reason I can't seem to wrap my eyes around them. Conceptually, I can look at your lines and see where they came from and where they're going, but as a whole they just look wrong to me.

It's probably because when I shoot a gun (real or paintball, or even laser if available), I tend to hold the gun with my right hand (steadied with my left arm) up near to my right eye. I just picked up my old paintball gun and pointed it around a bit, and realized that at any given instant, the gun is eating up a lot of my righthand peripheral vision. Having it centered in front of me (aside from feeling silly and phallic) is just hard to aim.

Have you considered coming up with some "corrected" positions for the hudguns? In the md3.cfg file for each gun you can put a command to move it around, mdltrans (for example, in the pistol's config file there is
mdltrans 0 2 0, which if changed to about
mdltrans 0 8 0 will center the pistol in the middle of the screen). They're easy edits, all you need is notepad, and you can leave the old coords in there as comments.

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#19: Re: ..

by tentus_ on 05/13/2008 17:40, refers to #18

Whoops, hit the button too early, didn't clean up my formatting. Oh well, it's legible enough.

There's also md3pitch (may want to read more about it in /docs/models.html), though it's a bit trickier to use. It can be a bit weird watching your gun twist around in your hand as you look up and down.

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#20: hudguns

by you_don't_know_JACK on 05/13/2008 21:56

the old hudguns were much better than in this release - hopefully better hudgun models were implemented in the next release ...

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