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ideas for next sauer

by $k!llz on 07/21/2008 19:30, 72 messages, last message: 08/23/2008 08:32, 54731 views, last view: 05/05/2024 17:05

ok i was giong through octo_edit a couiple
days ago and seen some of the need ideas theat might be added to sauer.

the destructble goemetry sounds real cool excpt thatsome poeple might blast a hole straight to the flag and it might be expensive on machines.and if there was a way to turn it off then some people would have the long way to the flag and ppl with it on woulg have a hole that leads straight to it.

stationary guns would be cool if they had a limited ammo so u dont just sit there and protect your flag

vehicles i know have already been discused and something like your already in a vehicle now shut up nd drive.
vehicles would be good in large mape like berlin and if they could carry 1 driver + 5 passengers and even kooler if ti had a turret.you would have to make the vehicles go fast so it doesnt take away from the sauer pased gameplay
and mabe have vehicles that only 1 team can enter so the team that im on doent monopolize the vehicles

i had more ideas but i forgot them so when i remember l will post them


)FC($k!llz

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#53: Re: Palette

by tentus_ on 08/06/2008 16:26, refers to #51

Here's what I've cooked up so far, more to come.
http://tsholden.com/pages/palette_1.htm
http://tsholden.com/pages/avacado.cfg

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#54: Re: Palette

by Aardappel_ on 08/06/2008 22:56, refers to #53

very cool.. I like the idea, I am just not any good as a level designer anymore... I'd love to see a bigger more intricate level this way.

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#55: Re: Palette

by hfdjksconorfhdsjk on 08/07/2008 01:31, refers to #54

Could Sauerbraten get simple color support to set the color of a cube? Like select a cube and do /cubecolour 123 255 142 (RGB values)

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#56: Re: Palette

by Quin on 08/07/2008 01:47, refers to #53

I agree, very neato. <3 the power of texture commands :) Don't forget to post this little gem to Quad when you're done with it!

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#57: Re: Palette

by tentus_ on 08/07/2008 07:14, refers to #56

It'll definitely get Quaded once I've got a proper map put together with it.

Can anyone provide specific, up-to-date tidbits of information about Sauer current texturing abilities/restrictions? I remember Cube have a limit on the number of textures available, and the palette I've made at this point (using a mixed-ink design scheme) has 750 options already, just working with Aard's three box textures.

Some notes of interest about how I'm going about this (feel free to make suggestions):
I'm basing my design on how you would mix paints in real life, in that you work your way down certain value pairings (.75 R and .75 G) with the third color. So, you start with a near absolute mix (such as 1/0.9/1) and work down to 1/0/1, which yeilds a solid, "pure" color. The interesting offshoot of this method (aside from producing a predictable palette that you can hunt down exactly what you want with relative ease), is that we get a fair number of impure mixes, or near-grays. We also get a lot of complementary colors, which is initially confusing when seeing the palette, but when you think about the pattern, and how color actually works, it makes a circley kind of sense.

I hope that sentence was followable, I've been having trouble expressing this idea to people all day.

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#58: Re: Palette

by tentus_ on 08/08/2008 18:18, refers to #56

http://tsholden.com/pages/avacado.htm
It's still in alpha, I'll put it in Quad once I have something a bit more finished.

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#59: Re: Palette

by tentus_ on 08/13/2008 05:35, refers to #54

Uh, triple post, shame on me.

Aard, do you mind if I put my alternate cfg into packages/aard/boxtex/ as alt_packages.cfg? I'd like for it to be easily available to other mappers, I'm found that playing with the grid palette is quite fun. It's actually a lot like making pixel art, for the retro artists in the audience.

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#60: ..

by Sir Alex on 08/13/2008 07:22

Well, i would appreciate a few bug fixes.

There's a few issues with the lighting of the guy/gun. You'll notice them if you go in the shadow,

I would also like the grass to look better, right now it's too weird. I like how it's all massive and stuff but it still looks artificial

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#61: ..

by demonicpriest999999999 on 08/13/2008 09:43

I think I was in the same game as you, Sk!lls, when I mentioned destructible levels, which would be fucking awesome. It should be a switch on/off for the SERVER and not the client, so that doesnt let anyone do things others cant. As for making a hole to the flag- that would imply that the players have enough time to concentrate on the hole without getting blown up.
It shouldnt be much more graphic intensive as Coop Edit, and it would be great fun blowing up the map in your FFA, blowing a hideing spot into the wall and then sniping somewhere nobody would expect you to, or making a hole in a ship for quicker escape when your getting shot at by the whole other team.

Vehicles, however, sound like they would just horribly ruin the Quake 3 gameplay and style. Its supposed to be a run and gun game, not drive and shoot.

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#62: Re: Palette

by Aardappel_ on 08/13/2008 18:23, refers to #59

sure, go ahead.

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#63: Re: Palette

by tentus_ on 08/13/2008 21:07, refers to #62

Sweet, you can see the beta of the map here:
http://www.quadropolis.us/node/1523

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#64: Re: ..

by JadeMatrix on 08/14/2008 14:22, refers to #61

Yeah, but just like coopedit, no lightmaps, so it'd look kinda sucky.

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#65: vehicles

by RazorWorks on 08/20/2008 16:44

The Cucbe 2 engine dosent support vehicles of any kind exept moving platforms, Therefore ull just have to hope for Cube 3, if it ever comes to support vehicles.

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#66: Re: vehicles

by SheeEttin on 08/20/2008 17:00, refers to #65

Don't hope. There is not a very big chance for vehicles at all in the main Cube game. (As the saying goes, "you're already in a vehicle, now shut up and drive.")
I believe, however, there are the beginnings of a kart racing game in Blood Frontier...

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#67: Re: vehicles

by Quin on 08/21/2008 05:43, refers to #66

KRS was actually a SauerMod demo, and was taken out when I moved over to BF. The concept will be re-examined at a later stage (probably post-Beta) to provide vehicles, racing, and other stuff in the main FPS game.

If you wanna go fast: Play Sauerbraten :P

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#68: ..

by mrpiddly_000003 on 08/21/2008 18:53

Two rather minor things i would like in the next release: The ability to override the default lava texture in a map's .cfg and setfullscreenshader in a map's .cfg

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#69: Re: ..

by Hirato Kirata on 08/22/2008 00:03, refers to #68

the first has been possible for ages,

materialreset

<do the water stuff here>

texture lava <bleh>
texture 1 <bleh>

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#70: Re: ..

by Quin on 08/22/2008 09:38, refers to #68

setfullscreenshader can't be set from map configs for a reason, it is a per-user option and can be very expensive on lower end cards.

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#71: Re: ..

by mrpiddly 000001* on 08/23/2008 05:07, refers to #70

Couldnt there be an option that allows or disables automatic definition of setfullscreenshader from a .cfg? That way, players with older cards would still be able to set the shaders manually but automatic full screen shaders would not crash a player's computer.

For users with automatic setting of the fullscreenshader enabled, the fullscreenshader would override the user's manual setting when it is defined in the .cfg. When a fullscreenshader is not defined, a map would default to the user's last manual setting.

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#72: Re: ..

by dsfjkhsdkjconorhdfkjs on 08/23/2008 08:32, refers to #71

How about if they have it set already, don't change it, and if their card doesn't support it, don't do it.

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