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Most Wanted Feature

by Aardappel on 01/05/2002 03:14, 4192 messages, last message: 04/30/2008 20:02, 2708883 views, last view: 12/09/2021 06:37, closed on 04/30/2008 20:09

Hello all... this thread is for discussing features you would like to see in cube, and in particular those that you find most urgent. If lots of people have the same urgent requests, I may give it priority to be implemented.

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#121: actually acking for a feature

by pushplay on 03/27/2002 06:53

It would be nice to be able to copy larger areas. Sometimes I want to nudge large section of a map over some spaces, but I end up forced having to copy and paste several sections.

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#122: Re: actually acking for a feature

by Goetzenzar on 03/27/2002 19:44, refers to #121

and perhaps being able to copy entities (lights) with the architecture

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#123: Re: actually acking for a feature

by Shockie on 03/28/2002 13:14, refers to #122

yeh i think that copying lights is a great idea, all entities

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#124: C++

by Al_Capone on 03/29/2002 12:06

Shockie, you wouldn't happen to know C++ would you ?

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#125: Wish List

by Topher on 03/29/2002 20:17

I think the feature I am awaiting the most is the switches. Perhaps a switch that generates a command. For instance an image on the wall linked to a switch that is linked to the command /map "mapname". So in Single Player missions you would have something that takes you to the next map regradless of all the mosters being killed or not.

Also, does CUBE currently only support JPG files for textures? I tried adding a GIF file to it but the game didn't seem to like that. I was hoping I could play around with trying to get animated gifs to work on surfaces. Could do some really neat things with that. Also, it would be interesting to see how a gif with a transparent color in it would effect the game, if it would work or give off that "no clipping" effect.

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#126: Re: Wish List

by Al_Capone on 03/30/2002 05:32, refers to #125

Animated gifs ? I think that would slow the performance down, from what I see, it's mostly a flat texture, with shadow mapping and 3D models.

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#127: animation

by pushplay on 03/31/2002 00:51

Animating textures can't be that expensive, Doom had that simply by having a brush change textures in a loop. And that was a long time ago.

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#128: Re: animation

by Al_Capone on 03/31/2002 07:08, refers to #127

I didn't say it cost alot, I played the GL version of doom and it wasn't that good, there is not much improvement in the detail as far as I know and it is slightly slow. There is also no bump maps.

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#129: Re: animation

by Al_Capone on 03/31/2002 07:11, refers to #128

It's also not animated gifs, its mostly sequence, perhaps animated gifs would be better because it won't have to recall so many type of textures. But why not create a animated jpg or png ? I'm sure gif is higher quality, but it also alot less ram.

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#130: Editing

by dabugas on 03/31/2002 16:42, refers to #125

I've seen many goods ideas floating around this thread, but I haven't seen anyone suggest fixing of the _one_ thing that really drives me up the wall: selecting things. I find that selecting anything in editing mode is _pain_ (even after having made several 128x128 levels). The hardest thing to select are solid walls.

Just my two cents.

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#131: blerb

by Goetzenzar on 03/31/2002 20:12

i already told aard the "pain" of selecting solid walls (they should get half transparent if u slide mouse under them)
but atm i dont care about it.

btw:
"(even after having made several 128x128 levels)"
i wanna see those :)

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#132: Re: animation

by pushplay on 03/31/2002 20:35, refers to #129

I meant cost in a clock cycles sense of course.

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#133: selecting stuff

by Aardappel on 04/01/2002 23:03

its not easy to make selecting stuff easier. As to selecting in the solid, some tips:

* try out selecting walls by dragging over the middle of them, its not that hard.

* don't make unused parts of your map solid until you are done adding areas, so you can simply fly around walls and stuff to select them

* learn how to select into "the void" by starting a selection inside the map and then flying outside.

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#134: i want any maps that ne one has made

by Shockie on 04/02/2002 15:17

i would like to get all the maps which every one has evermade, good or not. cubeworld needs new d/l's

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#135: Re: i want any maps that ne one has made

by Goetzenzar on 04/02/2002 22:51, refers to #134

why dont you make maps yourself ? :)

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#136: Re: i want any maps that ne one has made

by Al_Capone on 04/04/2002 11:23, refers to #135

I would think it would be an honer to have someone ask for your map.

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#137: RE: 135, Goetzenzar

by Shockie on 04/05/2002 08:24

i dont have time...

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#138: New model and texture scene

by Al_Capone on 04/06/2002 10:08

I finish with a new model, it can be loaded into a editor program, but it's in a ASC format, I would export it to MD2 but it crash when ever I try, so you welcome to have it, did anyone ever got the update scene for the Night sky ? It now got stars and moon texturing

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#139: doom ports

by orkface on 04/08/2002 02:59

try legacy or zdoom there the main ports in my humble opinion. legacy looks nice and has 3d floors zdoom has bots and stuff

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#140: Re: doom ports

by Al_Capone on 04/08/2002 03:20, refers to #139

Yea, I try them both, but jdoom is way much better, but what does that have to do with cube or md2 ?

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