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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, 54875 views, last view: 05/19/2024 02:01

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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#33: Re: glass

by TomCat39 on 08/01/2008 05:56, refers to #29

TF2 is a unique game in it\'s own, I was actually thinking back to original TF on quake. The concept. TF2 is rather animated cartoon looking and I wouldn\'t want that for Sauer at all. The concept of class based CTF to add another game mode is all the idea is about. Not about turning Sauer into TF2.

As far as not liking it, not everyone like capture, or assassin. And if you look at the public servers, all that seems popular is insta ctf and regen capture. Doesn\'t mean assassin isn\'t there..... So liking or not liking is a moot point imo.

And as for destructible objects, I\'m sure landscape objects and item objects can be differentiated and defined. In other words, a crate can be defined as a destructible object while the hill or building and building parts can be defined as such and can\'t be destroyed.

I remember modding in Dungeon Siege and objects were a separate entity to land nodes. All housing parts were part of the landscape nodes. A different set of rules applied to nodes than objects. So differentiation is possible thus allowing destroyable turrets, land mines, sensors, gates, objective items, switches, etc etc.

But hey, no class based CTF no biggy, what about assault? Good old UT style. ;-p

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#34: ..

by Fischkopf on 08/01/2008 17:50

we need transparent textures and invisible textures ^^

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#35: Re: ..

by Quin on 08/01/2008 18:45, refers to #34

We need some cabbage, can't have Sauerbraten without cabbage.

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#36: Message censored by administrator

by {Qs}Homicidal on 08/01/2008 19:55

#37: waterfog

by noerrorsfoun348327 on 08/01/2008 22:53

Lock the waterfog variable in online modes except coopedit.

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#38: Re: waterfog

by Mr.Piddly 00000001 on 08/01/2008 23:15, refers to #37

Also, prevent the overwriting of maps included in the official sauerbraten releases. I believe this is done by AssaultCube.

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#39: Re: ..

by tentus_ on 08/01/2008 23:25, refers to #34

Homicidal, if you're gonna be rude, you should probably check to make sure you're *right* first. Otherwise you just look like an idiot.

Oh wait...

---

Fischkopf:
We *sort of* have transparent textures. You can use a mapmodel with a PNG skin to create a transparent object, like the chain link fences you see in a couple of the maps. As for invisible textures... wouldn't that be a skybox cube or a clip mat, depending on the effect you're shooting for?

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#40: Message censored by administrator

by $k!llz on 08/01/2008 23:54, refers to #39

#41: Re: ..

by Captain_Ahab on 08/02/2008 00:22, refers to #35

no cabbage!
cabbage adds bloat!
( at least it does to me when I eat it )

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#42: Re: ..

by SheeEttin on 08/02/2008 00:38, refers to #39

More like so that it shows whatever's on the other side, not the skybox.
I can think of a few uses for this, myself...

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#43: Message censored by administrator

by {Qs}Homicidal on 08/02/2008 00:59

#44: Re: ..

by Quin on 08/02/2008 06:44, refers to #41

That's the idea, cabbage makes you gassy :P

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#45: Re: glass

by Max of S2D [Fr] on 08/02/2008 10:42, refers to #33

Class idea: A single weapon for each player?

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#46: Re: glass

by TomCat39 on 08/03/2008 08:55, refers to #45

That's pretty close to the class idea, you'd have a sniper with low armor, regular health. You'd have a tank like character with rockets, heavy armor, heavy health. You'd have a general army man with shotgun medium armor, regular life. You'd have a machine gunner with machine gun, heavy life, low armor (weight constraints for all the ammo. A technician who can build and disassemble turrets, sensors, teleports and health/armor regen posts. You'd have a medic/healer with low armor, low life and only a pistol, you'd have a grenader with who knows what kind of health and armor settings.

That's the concept at least. All the weapons are already there, might need some tweaking but I don't know how much.

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#47: Class and vehicles

by Bibi2 on 08/04/2008 03:12

Berlin Wall has some class: the mapper use some teleport, you know...
This trick should be use a little more, it didn't release all his potential (there could be more specific pack, like a gunner with full MG+GA, destroyer with full grenade+YA, etc...).

About vehicles, as the player is allready bunny hoppping at 60 km/h (assuming he is 2 meters tall), it would be interesting if some (hypothetic) vehicles were slower than a footman. And deliver much more firepower (double rocket launcher for instance?). Also, a vehicles HP could count has the armor off his crew.

And a way too make a player feel he move faster than he do is to set fov to 150. That's really weird, but it works.

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#48: Interface Request

by tentus_ on 08/05/2008 18:12

There is one feature that I think is worth pestering Aard and Eihrul for... proper display for the guacamole textures, in the texture selection gui and Y-scroll gui. I would love to make some cel-shaded maps based off the guacamole textureset, but while they show up in the selector as white it's cripplingly difficult to work quickly.

So yeah, pester pester, please add some guacamole love.

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#49: Re: Interface Request

by aviynw on 08/05/2008 23:26, refers to #48

What about objectives? I love objective-based game-play like in the game enemy territory. In my opinion, no other game-play compares.

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#50: Re: Interface Request

by tentus_ on 08/05/2008 23:45, refers to #49

Sure, objectives are nice, but the texture interface should probably be more important by virtue of it being already integrated into the game. What I'm asking for is sort of a bugfix (though it's not really a bug, because of... well, this gets complicated and abstract quickly).

The reason I'm suddenly asking for colorworld shader support is because a very exciting mod project has just become possible, but only for a relatively short while. (I have direct access to an artistically-inclined friend, but only for a few weeks, so I need to get my butt in gear now if we want to get much done in a short space of time).

Speaking of the project, I could use some guidance on how to get a obj skeleton rigged up and working. One of the goals of the project is to have four playable characters, all using the same skeleton if possible.

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#51: Re: Interface Request

by Hirato Kirata on 08/06/2008 03:01, refers to #50

tentus, go to packages/aard/boxtex and open package.cfg, replace everything from colorworld (why isn't it colourworld...) onwards with this, see if it helps

setshader stdworld

texture 0 "<mad:0.5/0.5/0.5>aard/boxtex/sketch128.png"
texture 0 "<mad:1/1/1>aard/boxtex/sketch128.png"
texture 0 "<mad:1/0.9/0>aard/boxtex/sketch128.png"
texture 0 "<mad:1/0.6/0.1>aard/boxtex/sketch128.png"
texture 0 "<mad:1/0/0>aard/boxtex/sketch128.png"
texture 0 "<mad:1/0/1>aard/boxtex/sketch128.png"
texture 0 "<mad:0.4/0.2/0.6>aard/boxtex/sketch128.png"
texture 0 "<mad:0/0.7/0.9>aard/boxtex/sketch128.png"
texture 0 "<mad:0/0/1>aard/boxtex/sketch128.png"
texture 0 "<mad:0/1/0>aard/boxtex/sketch128.png"
texture 0 "<mad:0/0.4/0.1>aard/boxtex/sketch128.png"
texture 0 "<mad:0.5/0.3/0.1>aard/boxtex/sketch128.png"
texture 0 "<mad:0.8/0.6/0.4>aard/boxtex/sketch128.png"

texture 0 "<mad:0.5/0.5/0.5>aard/boxtex/sketch64.png"
texture 0 "<mad:1/1/1>aard/boxtex/sketch64.png"
texture 0 "<mad:1/0.9/0>aard/boxtex/sketch64.png"
texture 0 "<mad:1/0.6/0.1>aard/boxtex/sketch64.png"
texture 0 "<mad:1/0/0>aard/boxtex/sketch64.png"
texture 0 "<mad:1/0/1>aard/boxtex/sketch64.png"
texture 0 "<mad:0.4/0.2/0.6>aard/boxtex/sketch64.png"
texture 0 "<mad:0/0.7/0.9>aard/boxtex/sketch64.png"
texture 0 "<mad:0/0/1>aard/boxtex/sketch64.png"
texture 0 "<mad:0/1/0>aard/boxtex/sketch64.png"
texture 0 "<mad:0/0.4/0.1>aard/boxtex/sketch64.png"
texture 0 "<mad:0.5/0.3/0.1>aard/boxtex/sketch64.png"
texture 0 "<mad:0.8/0.6/0.4>aard/boxtex/sketch64.png"

texture 0 "<mad:0.5/0.5/0.5>aard/boxtex/sketch32.png"
texture 0 "<mad:1/1/1>aard/boxtex/sketch32.png"
texture 0 "<mad:1/0.9/0>aard/boxtex/sketch32.png"
texture 0 "<mad:1/0.6/0.1>aard/boxtex/sketch32.png"
texture 0 "<mad:1/0/0>aard/boxtex/sketch32.png"
texture 0 "<mad:1/0/1>aard/boxtex/sketch32.png"
texture 0 "<mad:0.4/0.2/0.6>aard/boxtex/sketch32.png"
texture 0 "<mad:0/0.7/0.9>aard/boxtex/sketch32.png"
texture 0 "<mad:0/0/1>aard/boxtex/sketch32.png"
texture 0 "<mad:0/1/0>aard/boxtex/sketch32.png"
texture 0 "<mad:0/0.4/0.1>aard/boxtex/sketch32.png"
texture 0 "<mad:0.5/0.3/0.1>aard/boxtex/sketch32.png"
texture 0 "<mad:0.8/0.6/0.4>aard/boxtex/sketch32.png"

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#52: Re: Interface Request

by tentus_ on 08/06/2008 06:01, refers to #51

Worked great, thanks! I've started work on a more fleshed out version, I'll post it in a reply once it's done.

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