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Your problems are solved!!!

by L. Tempris on 08/01/2008 20:24, 52 messages, last message: 08/19/2009 19:08, 17942 views, last view: 05/18/2024 22:30, closed on 08/20/2009 10:07

Heres how this goes. Once we solve a problem then we go to the next one. OK. Here is my idea:

People of Sauerbraten have asked about molding glass. I have figured out how to do so.

If we could make a cube transparent
then we could texture it blue
then mold it and give that texture a reflectiveness

then it would be just like glass but molded!

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#13: Re: ..

by scanf on 08/02/2008 06:16, refers to #12

roflol

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#14: Other maters...

by L. Tempris on 08/02/2008 14:49

Is there a way to make cubes transparent and if so how could this be done to only certain cubes.

Do i need to take code from the glass code and put it into something like the .cfg file and put it as to be like the envworld feature and have certain textures see through then one way windows would work too.

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#15: Re: ..

by L. Tempris on 08/02/2008 14:53, refers to #8

what if there's nothing but HoMs and skybox beyond the cube
-posted by~Hirato Kirata

reply:

Then again you could choose what cubes you want and don't want to have such features. *_*

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#16: Stationary guns:

by L. Tempris on 08/02/2008 14:57

On the topic of that, all thats needed are some animations and something to put the character in that seat or grab the gun.

You could have that timed to have an overheat feature were the gun heats red hot and has to cool before firing can begin again.

Also, check out the glass feature with Sauerbraten. because I have noticed that the grenade launcher can shoot through the glass. NOT Cool!

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#17: Re: turrets

by CC_machine#928346198 on 08/02/2008 16:36, refers to #11

i'd also really appreciate an automated turret that shoots at the player and/or monsters, should be easy to code.

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#18: Re: turrets

by SheeEttin on 08/02/2008 16:38, refers to #17

Yeah. Just take a Rhino, jack up its rate of fire, and stick it on the turret model, and there you go.

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#19: Re: turrets

by tentus_ on 08/02/2008 18:39, refers to #18

Don't get me wrong, I would love to have turrets in Sauerbraten. But let's stop one second and think about what the natural result of turrets will be.

"You've got turrets, it can't be that much more to have vehicles! Gimme gimme gimme!"

... I suspect that the moment turrets exist, the number of requests for vehicles will spike enormously. This is a good example the "better to have no fruit than just a bite of one" situation, one that we've run into with glass and water materials... it'd almost be better not to have glass at all, because people naturally want the ability to sculpt it.

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#20: Re: turrets

by scanf on 08/02/2008 19:35, refers to #19

I'm actually working on a vehicle mod. It's a ways off and I'm currently only working on SP mod. I'd need some help from the devs for MP games. I should have a something to show in the next few weeks.

As for the turrets it would be easy to take the vehicle code and create a turret class. Each ent has a model for the vehicle and a movable weapon. i.e. if the vehicle was a tank the turret would rotate freely from the vehicle.

I don't want to focus on turrets right now as I've got a lot of work to do for the vehicles. Having said that I may hack up the class and create a second turret class that would be cleaner and easier to get into the next SB version.

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#21: Well...

by L. Tempris on 08/03/2008 02:44

Of course people want it but if they can do it themselves then why not let them try?
Anyways, I am gonna work on the glass project.

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#22: New, But Willing

by General Betzon on 08/03/2008 07:18

Like the subject says, I\\\'m new. Painfully new. And I have no idea how to code or where to go to learn. Thusly I have no idea how difficult it is to add anything, but I\\\'d like to mention a few things that sound cool.

1 - Vehicles, as they are oft requested, are very wanted and would be amazing.

2 - Turrets as well
3 - If a gravity option is added to the release of the game, it would be nice to have 3 possible values. (i.e /gravity Z X Y where each value is the gravity along that axis. That way you can have gravity pull in any direction with negatives as well. )

4 - A light that shifts colors.
5 - Additional textures would always be welcomed.
6 - More mapmodels, especially medieval ones and high-tech ones would be nice.
7 - Obviously sculptable materials - Not just glass.
8 - More materials
9 - Breakable glass? I realize that\\\'s likely to be pretty much impossible, but I really do enjoy shattering glass in games.
10 - More weapons.
11 - Multiplayer AI

With all of that said, I\\\'m sure a lot of this is not only possible, but has been done in MODs or something else - So why not compile all the additions people have made into a version with lots more options and content?

Sorry if this is really annoying to you coders and other people who are capable of changing things... If there\'s anywhere I can go to lean how to code, please say so.

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#23: ..

by {Qs}Homicidal on 08/03/2008 08:18

you are already in a Vehicle now SHUT UP AND Drive

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#24: ..

by Acord on 08/03/2008 20:37

lol - There were turrets long ago and far away in Blood Frontier - I copied the rhino and set the speed to zero. The funny part was that you could knock them around with explosions.

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#25: Vehicles?

by c0rdawg on 08/03/2008 22:34

I am still very confused why vehicles are requested so often. I really don't see what they would add to sauerbraten. If you look at the current maps there are none in which vehicles would make sense because they are relatively small and do not have ramps anywhere. Aside from that the usual response, "you are already in a Vehicle now shut up and drive" actually makes a whole lot of sense. In order for vehicles to make sense we would have to slow down the main character because he moves extremely fast. Then that would just change the whole game play of sauerbraten to a much slower FPS which I'm pretty sure the main developers have been avoiding. If we didn't slow the main character down, we couldn't really make a vehicle faster than him because you wouldn't be able to control it at all. So perhaps we should think a little bit more before requesting vehicles about what they would actually improve in the game and not just saying they would be cool...

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#26: Re: Vehicles?

by tman_elite on 08/03/2008 23:12, refers to #25

While I agree with this and do not think that vehicles should be added to sauerbraten, there is the possibility of vehicles such as tanks that slow you down and give you advanced firepower. And levels can always be created to incorporate new gameplay features.

However, I think that vehicles simply don't work well for this kind of fast-paced game. Turrets could be a good idea, provided that they are used well and not overpowered or underpowered. They could be helpful for making certain game types more tactical, like turrets placed for defensive purposes in CTF or capture.

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#27: Re: Vehicles?

by scanf on 08/03/2008 23:27, refers to #26

I'd agree that the current game play is too fast for vehicles. However a game mode could be created specifically slowing down the game play so vehicles would be useful.

Anyway there are tons of possibilities for vehicles. They could be made into another project, be added to an existing one like BF. Or you could totally make a different racing game from them.


Like I said I could create a turret ent. from my vehicles project. If anyone wants to contribute models for this then let me know. Otherwise there is no point in me doing it.

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#28: Re: Vehicles?

by Captain_Ahab on 08/03/2008 23:30, refers to #26

while vehicles might not be useful in sauerbraten, they would be good in eisenstern.

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#29: Re: Vehicles?

by Captain_Ahab on 08/03/2008 23:30, refers to #26

while vehicles might not be useful in sauerbraten, they would be good in eisenstern.

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#30: .....

by L. Tempris on 08/04/2008 00:15

still working on the glass project. I have an idea be back soon!

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#31: Turret

by fhdjksconorfhdjks on 08/04/2008 01:45

I just implemented an auto turret in Sauerbraten, I did what acord said in (another?) thread.

I have a problem though, the turret goes away when firing.

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#32: Re: Turret

by scanf on 08/04/2008 03:33, refers to #31

does the model have an animation for the state ANIM_SHOOT ... just a thought.

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