Most Wanted Feature |
by Aardappel
on 01/05/2002 03:14, 4192 messages, last message: 04/30/2008 20:02, 2708862 views, last view: 12/09/2021 06:34, closed on 04/30/2008 20:09 |
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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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#1320: Command line option to load a map |
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by _Fanatic
on 06/14/2004 14:39
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How about a command line option to load a map?
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#1321: Re: Command line option to load a map |
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by dcp
on 06/15/2004 01:13, refers to #1320
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/map blahblah
that's what you type in the command line
i think you can use it with a trigger too...
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#1322: Re: Command line option to load a map |
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by e:n:i:g:m:a
on 06/15/2004 04:21, refers to #1321
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He means from the bat file...
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#1323: LAN Only hosting/joining |
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by Rider
on 06/15/2004 23:47
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How about LAN only hosting and joining. Much easyer to use if you're trying to make a server for 2 persons on your LAN alone (much easyer to find too :P)
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#1324: .. |
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by hifi
on 06/18/2004 18:13
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Scandinavian chars would be nice?
Ä, Ö and Å to chat!
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#1325: .. |
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by >driAn<.
on 06/18/2004 19:28
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Yes that would be great.
Actually, german and swiss players (and some others of course) cant chat as well as the english guys :/
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#1326: Re: .. |
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by krach
on 06/19/2004 14:32, refers to #1325
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We need Force-Respawn for the ESL :)
A maximal delay of 3 seconds between death and spawn would be enough.
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#1327: Re: Command line option to load a map |
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by _Fanatic
on 06/19/2004 20:11, refers to #1322
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Yes, load a map from DOS command prompt.
e.g. cube -m foo
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#1328: Autoconf.sh, CVS, a good Makefile |
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by Aliem
on 06/21/2004 05:36
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With an active CVS we can provide better BugTracking, and to be more active in the Developing of new Features :)
With an Autoconf ... we can configure better this great game
GOOD WorK - GreaT WorK
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#1329: Re: .. |
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by D.plomat
on 06/21/2004 10:20, refers to #1325
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Being french, i can say it lacks some characters for french too, but that's still a lot understandable by using the characters without accents.
If not, then this would mean that we also have to add characters for spanish too, so at the end we would end with a full unicode system, i don't think that's Cube way. Or unless someone have a proposal for an 8-bit charset that suits both German, Scandinavian, Spanish and French... or all of Europe, but i doubt that those would all fit in 255 characters...
ISO-8859-15 probably fits the 4 languages, but i doubt it's valid for the full European languages, and as it's an ingame chat system it doesn't needs to be very sophisticated, as most ppl won't try to spell with great accuracy during their 2-3 seconds breaks between dodging some rockets ;)
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#1330: Destructable Terrain |
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by Chronosv2
on 06/21/2004 14:49
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On the topic of destructable/mutable terrain, Duke Nukem 3D did this with a system much like Cube's. Basicly all you'd have to do is create your explosion hole, then set some tags to indicate that the floor and ceiling should be at the same level until hit with x weapon. Then again, being no expert on the Cube engine, I couldn't tell you if this would actually work or not...but it is an idea--one I find to be quite intriguing.
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#1331: Re: Destructable Terrain |
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by spentron-postcrash2
on 06/21/2004 15:52, refers to #1330
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Very few games use general-purpose destructable terrain. The way Unreal does it is using the same "movers" as used for elevators, etc. One rock or wall area will be a mover that takes damage, when destroyed it triggers other movers for flying bits and other explosion effects, all which normally behave identically every time.
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#1332: Re: Destructable Terrain |
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by Chronosv2
on 06/21/2004 17:05, refers to #1331
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Yeah, makes sense. I also neglected the fact that DN3D is sprite-based. A true-3D game (Cube) would have to take more complex things into consideration.
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#1333: Yeah... |
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by Pxtl
on 06/21/2004 17:19
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I don't see why more games don't do simple destructible objects terrain in multiplayer. Remember the barrels in Doom? Breakable everything in Twisted Metal? That would be nice in any game. Only problem is that they never make any of it respawn, so if you play with a long limit then it ends up all gettind destroyed so its gone for 95% of the game.
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#1334: Re: Destructable Terrain |
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by Aardappel
on 06/21/2004 23:13, refers to #1330
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generic destructable geometry is relatively easy in cube since it has such regular geometry, the only problem in cube is that it has too many exceptions on what kind of cubes work next to what others (yes, my fault, sue me). In that sense sauerbraten would work really well, as that doesn't have any exceptions at all.
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#1335: MMMmmmm... |
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by Pxtl
on 06/22/2004 14:54
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Sauerbraten as fully destructible. Ooooh, that would be nice. Multiplayer FPS dig-dug or Liero would be sweet.
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#1336: .. |
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by pushplay
on 06/23/2004 02:34
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The problem with destructable terrain is most of the data in a level for most games is preprocessed (vis, lighting). The more destructable it is the more you need to do on the fly. As video cards get faster and start taking on some of the physics I would expect to see a lot more destructable terrain.
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#1337: Re: .. |
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by e:n:i:g:m:a
on 06/23/2004 06:33, refers to #1336
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However, everything except entities is doen on the fly in cube (and hopefully Sauer). So for most "Popular" engines, destructable walls and terrain are simply pre-placed, tagged spots that change from one model to another (such as solid to nonsolid in Cube where Cube saves the floor and ceiling heights and textures). You could do a simple destructable tag that says these things:
1. How much of the wall/floor is destructable
2. How strong is the wall (eg. how much does it take to be destroyed)
3. How will it be destroyed (simple dents, chunks, or "bricks" in the size of X cubes)
4. "Brick" size
Then, if you are doing land, you can use a heightfield to destroy it because height fields go down,
If it is a wall, you could use some floor/ceiling stuff to make it look like there are holes in the wall, bricks missing, etc. And use heightfields to show extra decay where it has already been destroyed
Anyhoo, using that system, the physics would be relatively simple (and perfect for Cube): each weapon has a "radius" in which the projectile will effect, and each projectile has a certain amount of power that it will exert on the wall to destroy it more or less.
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#1338: .. |
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by e:n:i:g:m:a
on 06/23/2004 06:35
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**everything except for PICKUP entities _I think_ Please correct me if I am wrong about this. These entites include weapons, health, armour, quad, etc.
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#1339: Graphics |
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by Cuber
on 06/24/2004 11:37
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I think cube is a great game, but I think that the graphics could use some work. Right now when I show cube to people they think it\'s one of those very old outdated FPS games. I think that the monsters should look a lot better (IMHO they are the biggset graphics problem), and maybe the weapons/blood/bullets too (In some games these look really cool, they are impressive. Some of the monsters shoot cool looking projectiles). The map graphics are good though. (E.G. water, boxes, plants, etc.)
Less important: It would be nice if there were a tutorial and a campaign with a story.
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