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Cube & Cube 2 FORUM


Most Wanted Feature

by Aardappel on 01/05/2002 03:14, 4192 messages, last message: 04/30/2008 20:02, 2708720 views, last view: 12/09/2021 02:38, 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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#1301: Re: vwep is a terrible kludge.

by D.plomat on 06/07/2004 20:39, refers to #1300

In fact, lot of md2 models include weapons that are only a copy of the default ones, which makes a lot of redundant weapon models, so a good thing would be to have them optional, like using special weapons models if the model comes with those, but falling-back to default ones if the model doesn't provide them

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#1302: Re: vwep is a terrible kludge.

by Pxtl on 06/07/2004 21:04, refers to #1301

Unfortunately its not that simple. My understanding may be flawed, but I believe md2 is an even worse kludge than that. You see, md2 doesn't actually attach the weapon model to the player model - the weaponmodel physically moves around geometrically to all the positions it occupies in animation - so even though the original mesh is the same in all those models, the animation is completely different.

If I'm not being clear - imagine a man running down the street carrying a rifle, swinging it left and right. Now imagine the man is not there, and the rifle is flying down the street, swinging left and right as if the man was carrying it. That's the animation that is in the weapon md2s. And of course, this animation must be tailored per model.

In Quake 3, the weapons were positioned relative to a special "weapon poly" on the player model. However, in Quake 2, they were positioned relative to the player origin, and then animated from there to make them align with the player animation. This is why Q2 vwep player models are extremely space intensive - they need to store all that animation data for each weapon.

So, unless you give each playermodel the exact same run animation such that the weapon positioning is the same at every frame, you can't just reuse the weaponmodel.

I may be thinking of something else, but I'm fairly certain this is how it actually works with md2.

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#1303: Different Player models and more

by Malmsdoom on 06/08/2004 02:14

I would like to have different player models with a light shiny surface, so you can see them better, except they stand in the dark (Unreal Tournament).
Also the teamcolors are not very good to identify...

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#1304: Re: vwep is a terrible kludge.

by e:n:i:g:m:a on 06/08/2004 22:53, refers to #1302

Well, then let's just move up to md3's : they are better anyways, right??

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#1305: ..

by staffy07 on 06/09/2004 09:01

md3 model support would be awesome but there wouldn't be any point unless all the current monster models were scrapped which is unlikely.

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#1306: Re: ..

by e:n:i:g:m:a on 06/09/2004 16:43, refers to #1305

Don't they have equivilants in MD3 format? or do they even have "inhuman" creatures in the md3's?

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#1307: Well...

by Pxtl on 06/09/2004 17:00

MD3 allows for non-humanoids - its not skeletal like HalfLife's player models (which are far more limited but nicer to work with). The only requirement is that the model have 3 sections - a lower body (one that animates with locomotion) an upper body (one that animates with firing and rotates relative to the lower body) and a head (that does nothing but look around). The weapon poly is attached to the upper body, and the head can be left off, but the game used the head for the scoreboard so it was kind of necessary, so many modellers that didn't want to have a separate head but still needed a head for the scoreboard instead made a small head and hid it inside the torso.

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#1308: ..

by Talos on 06/11/2004 07:59

Hmmm.. so many ideas... yet most of them are probly pretty stupid considering I really dont know that much about game engines or how they work.... or how cube treats alot of different things.. so I apologize in advance if any of theses ideas are completly horable...

I havent read the thread.. but im wondering if theres some way to make a camera around the character that could be moved with scripts etc... also giving you 3rd person perspective.. or you could move it to have a zoom feature on weapons.. cutscenes.. etc-
Also im wondering if making walls destructable with weapons (such as the rocket launcher) would be possable? It doesnt seem like it would be too difficult considering you alreayd have a very flexable map system- it would be very cool... I mean being able to make a tunnel through walls and such and secrets hiding behind walls etc made red faction lots of fun to me... Im not that great on programming yet.. but perhaps in the future i will be able to help out with cube's developement... i love it so far, espically the smoothness of gameplay, i love how it feels! I've played lots of retail games that played alot worse... =P
Also... im umm.. wondering what you use to make your models? I've been learning how to use 3ds max... is the program you use similiar to that? I love your models and there movement... Very few games goto the detail of having them move so much and well.. love the mouth movement on the enimies.. thats just.. awsome :)
Ack.. sorry for the long post.. i have tons of ideas.. but i dont think i should waste the space lol

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#1309: hmm...

by Pxtl on 06/11/2004 15:56

Well, while those features are doable, they;re pretty orthogonal to the goals of all the devs. And mutable terrain, while a good feature, wouldn't work the way you'd want - you could just lower terrain, not actually break walls. Remember, Cube is landscape engine, not a voxel engine, so you can't blow up volumes, just raise/lower ceiling and floor.

Still, I've seen some games do neat stuff with mutable terrain engines - like Scorch 3d or Tread Marks.

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#1310: wwep

by Lapzkaus on 06/11/2004 18:17

Wouldn't it be possible to use a weapon poly like q3 in cube too? Since Ogro is the standard player model anyway, there's got to be a couple of verts on that model that you could use to position a weapon model.

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#1311: Re: wwep

by dcp on 06/11/2004 22:44, refers to #1310

if you check out the original models on polycount, then you'll discover that most of them HAD their own weapon but they were removed when implemented in cube...

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#1312: Re: hmm...

by Talos on 06/12/2004 00:21, refers to #1309

Ahh alright.. thanks, all i wanted to know is if they were doable.. and really i dont need destructable terrain... i want to try and make a multiplayer morrowind type game using this engine... or maybe Gothic...
As for the destructable terrain.. i was thinking of Red Faction.. one of my favorite FPS... hehe ^^;
Hmm.. one thing that i havent been able to figure out in cube.. is if its possable to make like a two story structure... i've seen bridges where you can walk under them and above them in some levels.. but i cant figure out how to do that yet... hmm do i need visual basic to change stuff, or can I use C++? Im more used to C++ than basic... but i can learn if i need too :)

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#1313: Bridges

by Pxtl on 06/12/2004 00:59

Bridges aren't terrain, they're map model objects like trees and stuff. Terrain is landscape only.

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#1314: list of stuff i want for cube but can never have. : )

by staffy07 on 06/12/2004 07:43

improved sound effects. an instagib specific weapon. an english cube community website (like cubed.de). capture the flag. some "dodging" ai and/or prediction aiming for monsters. something like a "set shadow itensity for closest light entity" feature.
dolby 5.1 channel surround sound support. support for my sis graphics card.

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#1315: Re: hmm...

by makkE on 06/12/2004 10:01, refers to #1312

take a look at sauerbraten then, it is roughly planned to become a gothic/morrowind kind of rpg.

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#1316: Re: hmm...

by Talos on 06/12/2004 13:49, refers to #1315

Hmmm... sauerbraten is quite intresting... it looks very promising.. but i dont think it works quite right on my computer... i got alot of glitches when i tried it... and freezes alot of the times i try to load it... lol
But I really like the editing in it... its quite intresting... and seems like if it didnt get all glitchy on my computer, would be very fun to play with :)
I will continue to check back on it... I cant wait for new releases :D

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#1317: Re: hmm...

by D.plomat on 06/13/2004 02:45, refers to #1316

Sauer is still in development stage

You don't need Visual Basic, as Cube/Sauer is C++ code, VB isn't required, and furthermore useless for that... C++ is way to go :)

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#1318: Re: hmm...

by Talos on 06/13/2004 04:38, refers to #1317

Ahhh sweet! Im much more used to C++... altho I really dont know much of it at all.. im really more used to C#.. but thats a completly different story.. hehehee ^^;
I'd like to help with Sauer.. but currently my skills in programing are really lacking... but if theres anything else that i can do lemme know... i'll be trying to improve my programing skills too.. lol

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#1319: another most wanted

by makkE on 06/14/2004 11:02

keymap 108 L ""



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#1320: Command line option to load a map

by _Fanatic on 06/14/2004 14:39

How about a command line option to load a map?

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