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SP Idea\'s

by Enigma666 on 11/03/2008 15:35, 16 messages, last message: 11/28/2008 10:00, 1958 views, last view: 04/11/2024 01:51

Sauerbraten FPS Game engine is perhaps the only FPS Game I know with SP Support, The other game\'s like Nexuiz and other crap I have played are all Quake 3 Arena wannabee engines for me and they fail to it too especially World of Padman.

Anyway the point of this topic is to revive the SP Mode of SauerBraten, How to make it more advanced so SP Maps for Sauerbraten will be more interesting especially episodes (I am working on a SP Episode right now but I can\'t do much with the current SP)

So please I need you guy\'s to suggest idea\'s for Sauerbraten SP Mode.

I shall start

Allies and Cinematic scenes

Add more idea\'s to this topic please as I want Sauerbraten SP to grow so I can make a well done SP Episode

P.S: I am no programmer, I wish I was tough so I could make a great SP Mod for Sauerbraten.

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#1: ..

by MisanthropX- on 11/03/2008 18:10

oh oh i know a lot..

and the devs know the ideas maybe too but i think they need ppl who are good with c++ or dunno..

anyway.. sum good basic things could be:

how a monster reacts

passive - dont shoot dont walk
defensive - stands at its place and shoot without walk.
(most ppl already tried this: monsters on a wall shooting down... even with ai clip.. they are runnin against the ai clip wall and dont really shoot)
aggresive - they follow you till you dead or they are dead
semi-aggresive - they will follow you just a bit then return to the spot they were
patroul - you can set a trigger mapmodel or waypoint for them they will walk to this waypoint.. wait X (in cfg settable seconds) and then go back to their spawn
> if you set more waypoints they will walk the way points you setted for him
> look in the direction of waypoint when waiting X seconds for next waypoint

sightradius - you can set when they will see you (
1 - they will notice when you walk
2 - they will notice when you shoot into sightradius / or the monsters self
etc
3 - if they can hear you.. (actions like jump / shoot / weaponchange / etc)

thats all..

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#2: ..

by Kaomè on 11/04/2008 19:25

There is a lot of way to improove the AI. But as Misan said, it needs a programmer.

I won't flood this topic with my ideas, but I wanna add something: monster should be able to came back to idle state in some condition (can't see and are too far from the player?).
Because when about 100+ AI are "awake", moving, colliding, the game became really slow. I can't rush a map like ogrotown because of this.

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#3: Message censored by administrator

by 10 euros on 11/06/2008 09:02

#4: Re: ..

by demosthenes on 11/06/2008 09:52, refers to #3

So open up the source, remove it, and recompile. A statement like that is so absurdly idiotic that it does not even amuse. You seem to think that based on your opinion (which is apparently the only one that matters), the developers should spend time extracting and deleting a portion of a free game engine. Have you never heard of the concept of not using something you consider useless? No one is forcing you to keep the content or the game modes on your machine.

Ugh, late night rant.

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#5: ..

by geartrooper2 on 11/09/2008 17:27

A mod of a horror sp game would rock. Also mech's haven't been touched in sauerbraten yet. But I'd make that mp.

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#6: ..

by jzman2 on 11/10/2008 03:16

Sauer is one of the best open 3D game engines i have came across. This project really needs more programmers, it has really great potiential. I would love to devote some time to the sauer project when i get the time. I have some ideas of more features and an idea for better AI support, which i am currently scetching it out and there should be a thread about this later on, but i am REALLY busy right now, but i hope that one day i could help.

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#7: ..

by Pointer on 11/10/2008 09:29

Better support for triggers, platforms, doors etc.

Ability to control the state of all mapmodels via script.

Falling damage (maybe map specific, or SP only).

Sound entities that can be triggered by script.

Path node entities for platforms, AI patrol etc. (each node targets the next one in the path or sth. like that)

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#8: ..

by Quin on 11/10/2008 11:28

1, 4, and 5 are already done in Blood Frontier, while 2 and 3 are possible or planned for Beta.

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#9: ..

by ilmari22 on 11/11/2008 14:59

im not good in level creating but you should make a respawn to guns and monsters

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#10: Re: ..

by kurtis84 on 11/12/2008 00:47, refers to #8

Blood Frontier should be the main concern for anyone wanting to work with single player anything. The devs for Sauerbraten have no intention of adding anything, but Blood Frontier DOES.

I suggest everyone stop wasting the typing efforts, save Eihrul the pain of reading about something he doesn't care about, and just get Blood Frontier.

Sauerbraten is a MP game, and I really doubt thats ever going to change.

my 2 cents...erm the way the USD is new, maybe my few dollars

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#11: Re: ..

by Kaomè on 11/12/2008 19:00, refers to #10

Kurtis84, you forgot Eisentern: it's not MP. Anyone looking for fantasy should look at eisentern revival.

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#12: Re: ..

by kurtis84 on 11/13/2008 01:06, refers to #11

I didn't forget...I wasted a couple years on k_rpg1. After all this time, I don't expect the rpg to ever be finished, and if it is, it probably won't be part of the Sauerbraten package....but thats just speculation on my part, as my "glass is always half empty".

At any rate, Blood Frontier is waiting for SP maps to be made, while Eisenstern is waiting for programming, resources, contributors, etc. Making a sp episode and/or map is more feasible for a part-time contributor, too.

I don't mean to piss on anyones parade here...if Eisenstern does get completed, thats great! I'm just making sure that everyone who wants to re-invent the wheel, knows it's already been done....in Blood Frontier single player mode :)

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#13: ..

by Acord on 11/13/2008 07:22

Well, no zombies yet, but the bot ai works - and in numbers. Doors are now working online, and I'm hoping to get zombies and an sp map done for the A3 release. SP maps have to be really big though, so it takes a bit.

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#14: Re: ..

by kurtis84 on 11/23/2008 17:24, refers to #13

From what I've seen, Blood Frontier is leaps and bounds ahead of Cube2 as far as SP goes. Ok, so BF isn't completed either, but at least it's the intention of the devs to make BF have sp.

Lets leave Cube2 with the parts that shine already...MP, and move all this SP talk to BF. One look at the Cube2 package should tell you whats being treated as important. Cube2 sp hasn't changed much since Cube1, and theres a reason for that...sp is not the focus.

The SP and RPG portions of Cube2 are an eye-sore. The AI sucks, and the only way it's going to change is another fork...but why do that when we have Blood Frontier well on the way?

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#15: Re: ..

by JadeMatrix on 11/27/2008 06:30, refers to #14

Hmm... Where is the SP menu in BF, anyway? I've checked several times and haven't found it.

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#16: ..

by Acord on 11/28/2008 10:00

Not in there yet - the bots are the beginning. AI that works online would be good for monsters as well as bots :D

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