Most Wanted Feature |
by Aardappel
on 01/05/2002 03:14, 4192 messages, last message: 04/30/2008 20:02, 2708890 views, last view: 12/09/2021 06:37, 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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#1561: .. |
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by mikshaw
on 12/02/2004 04:57
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I realize that Aard has his own vision for what his game should be, but he did create this thread (3 years ago, but still he made it)...so he's obviously open to change. I think it's pretty thickheaded to just assume that cube is now what it's always going to be, particularly considering sauerbraten seems to be far from a public release.
So anyway, here are my votes for some stuff that has already been mentioned, and maybe one or two things which haven't.
Option to use additional skins for monsters.
For example, if you added packages/models/monster/ogro/skin2.jpg
you could do "newent monster 0" for a regular ogro,
and "newent monster 0 2" for an ogro with skin2.jpg.
An ability to add new monsters without modifying the source would be nice too.
Reverse triggers, for setting cubes solid.
Option to use different models for entities, such as triggers and teleports,
and ability to registersound for pickups and teleports. This would allow for
the creation of maps with a more unified theme.
Independent floor and ceiling heightfields.
Shift+click or Ctrl+click to select multiple noncontiguous cubes/vertices.
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#1562: Re: .. |
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by CK|Davros
on 12/02/2004 18:48, refers to #1561
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Sounds good mikshaw.
Setting the teleporter model might get confusing, maybe it would be better if we could make mapmodels non-solid and have invisible teleporters?
I don't know how smart this is, but variable names as opposed to just numbers, e.g. entproperty texture N
entproperty height -1
hmm.. minus heights.. is it possible/fesible aard? It would help mapmodel placement.
Pitch/roll rotation would be great, but too much to ask i reckon.
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#1563: Triggers, events, and new menu types |
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by TOGoS
on 12/05/2004 06:46
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> Reverse triggers, for setting cubes solid.
What cube needs is a separation between triggers and events. 'Walking within 12 meters of object 45', 'object 10 sees player', 'player collides with this thing' would be triggers, while 'slide this door model up at 2 m/s', 'teleport player', 'clear these squares', or 'execute this script' would be events. That allows much more flexibility than 'carrots open squares' :P
As for an entirely unrelated feature request, a texture browser: instead of having to cycle through textures, you could hit 'select texture', and get a menu with pictures. You could select a texture by typing its filename. Now, the cool thing that I'm thinking is that you could select from *any* texture in specified texture directories. If you select a texture that isn't loaded (as specified in default.cfg), it would be loaded and put in the first available texture slot.
Also, a 'let me select a file' style menu would be nice. The creator wouldn't have to manually enter all files into the cfg file, but the menu would be automatically generated from the files in a directory.
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#1564: Re: Triggers, events, and new menu types |
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by TOGoS
on 12/05/2004 06:49, refers to #1563
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> If you select a texture that isn't
> loaded (as specified in default.cfg),
> it would be loaded and put in the first
> available texture slot.
Oh yeah, I forgot. This would also require that cube would save your texture settings upon exit. Perhaps it could write packages/foo/mapname/textures.cfg or something. And upon map load, look for packages/foo/mapname/*.cfg in addition to what it looks for now.
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#1565: .. |
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by hampus
on 12/06/2004 15:37
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Transparent pngs
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#1566: .. |
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by Eat me
on 12/07/2004 05:04
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awerf
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#1567: .. |
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by Eat me
on 12/07/2004 05:04
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awerf is such a cool word
it will destroy you all!
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#1568: .. |
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by e:n:i:g:m:a
on 12/10/2004 20:15
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Yes, reverse triggers!!! That's a really good idea, actually.
A couple of other things... are entities in cube maps enumerated? it would be nice if there were triggers that could modify entity properties, if they were enumerated, it would be a simple matter of adding a second set of options and a new trigger type (or two, one invisible, one carrot).
You can set mapmodels nonsolid, just not dynamically. In the config for your map, copy the mapmodel list from data/default_map_settings.cfg and then change the height of said mapmodel to 0
Invisible teleports would be real nice
A better model for teleports than the spinning diamond...
An option to have teleports that don't rotate (dcp's teleport model doesn't look as nice with rotation)
Adding CTF into the main cube code
(once cube_bots is finished...) Adding Cube_bots into the main cube code
And yes aard, I know that you will add what stuff you want, and such it's just that CTF and intelligent bots are almost a necessity, it adds so much to a game.
A way to add/modify monsters without hacking the sourcecode would be nice.
And the multiple skins for monsters (as mentioned above) would be good too...
And the texture browser idea too!
Hope this isn't too long!
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#1569: ReEvaluated Wants |
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by tentus
on 12/12/2004 01:55
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(These are sort of grouped into three themes, but I didn't bother actually numbering them.)
Earlier this week, I thought I had figured out a way to insert closing doors, but I was mistaken.
The idea was to have a large door-shaped mapmodel sitting in a doorway just the right size. Make one or two of the cubes in the doorway triggerable. This ought to force the mapmodel out of the stage, right?
Wrong. No matter what I do (and I've tried everything), solids just go through it. Could you perhaps fix this, Aard?
I agree with dcp's idea of sound entities, that'd be a great asset in mood setting. Could you also make negative-music entities, places where the music gets quieter and sfx louder? That'd help with suspense...
Shadow enities, or simply negative lighting, would be nice, but totally unnescessary. Just another mood-enhancer
I mention again with my idea of moving mapmodel entities. I keep on thinking of things I'd love to do, and could do very eaisily, but run into the coding problem.
Earlier on someone mentioned how no one was making monster models. I'm working on a few, particulary an ogro alternate, and the Death Illustrated models are pretty cool. Incorportation of the random skin cfg code would help too.
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#1570: Re: ReEvaluated Wants |
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by J-C-D-P-C
on 12/12/2004 02:09, refers to #1569
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musicvol and soundvol commands can be used to fake the negative music entity.
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#1571: Re: ReEvaluated Wants |
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by tentus
on 12/12/2004 15:15, refers to #1570
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But trying to do something like that over an area would be a real pain in the arse... can you imagine trying to set up enough triggers so that a particular stairway or corner does that? The only way for it to work would be to confine the passage, which I hate doing.
Of course, if you set up sound ents then you could just set up monster sounds that would override the music. It'd be loud, but I guess it'd work...
This isn't exactly a request for Cube, but rather this site- could you set up a page of links to programs used to contribute to Cube? Put it right below files over there, labeled "tools" or something like that. The only reason I ask is because it took me so long to dig up programslike terragen and q2modeller.
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#1572: Re: ReEvaluated Wants |
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by Gnome
on 12/12/2004 19:33
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This is probably off topic, but I found that terregen dosn't work on my machine. It complains that windows doesn't support it. Also, I think the concept of shadows is exelent.
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#1573: Re: ReEvaluated Wants |
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by makkE
on 12/13/2004 03:52, refers to #1571
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well to make content, there´s milkshape 3d (modeller, amateurs 1st choice afaik)
or blender (more powerfull but harder to learn; totally free)
For textures any 2d app supporting layers (like Gimp or Photoshop)
For music/sound .. I don´t know ;)
Terragen is still the cheapest choice for creating sky (trial is sufficient)
Lithunwrap (or the 30€ sequel Ultimate Unwrap3d) for more indepht skinning..
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#1574: IDEA! |
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by e:n:i:g:m:a
on 12/13/2004 05:50
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Idea!
Bar/beam style triggers would be nice... What I mean is if the user passes over a particular row or block of cubes, a trigger is activated... Would be extremely nice for invisible triggers that open doors and stuff, that way you don't have to put it into a 4x4 hole in the wall.
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#1575: mouse acceleration |
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by tejo
on 12/13/2004 12:52
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Gooooood work guys! I've tried cube many time ago , and the new features rules.
I've asked for jumpads .... and now we have jumpads , great =).
One things that I feel the need is mouse acceleration..... what do you think about it?
bye
tj
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#1576: .. |
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by makkE
on 12/13/2004 16:45
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Imho, mouse accelation just ruins aim.
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#1577: depends. |
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by Pxtl
on 12/13/2004 16:55
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For playing long term, I used to get eyestrain without mouseaccel - its too jumpy. I've gotten over that since then, but I can see why some people desire it. Plus, I find it just makes the game look nicer, and say what you like but gaming is a visual experience.
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#1578: Another idea |
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by e:n:i:g:m:a
on 12/14/2004 02:25
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It would be nice to be able to specify mapmodel bounding boxes by width, height, and length instead of radius and height. It's a real hinderance against mapmodels that are longer than they are wide (such as the pipe)
Anyone (perhaps Aard, because he programed Cube) know why it is defined by radius & height instead of LWH?
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#1579: Cube suggestions.. |
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by electris
on 12/19/2004 02:13
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Hello, ran across this game a while back, I liked it alot however, there are some following ideas I would like to suggest to this game:
1. The ability to turn off the music or dim the volume.
2. The ability to change mouse sensitivity in-game.
3. Have a new model type support which is better than quake2. Where when you strafe, the legs are walking a different direction where the upper part of the body is facing you, and even firing it's weapon at the same time, and have a weapon model on the players hands as well.
The reason I do not like Quake 2 model style because previously, I hear that someone said that it takes up a ton of space to just have a model hold the weapon, and also it's very ugly when you strafe and shoot at the same time. The other player will see you moving left and right with the basic shooting animation sequence.
4. Multifloors in each level. Do they exist? If not, add that to the idea as well.
5. How about some newer weapons as well? Like the hand gun, a dispenser pistol, a energy type sniper rifle(like the rail gun), the gernade launcher, a Davostater style weapon(See Duke Nukem 3d), a trip mine bomb, etc.
6. Have a model of a rocket model followed by the fire particles instead of a just the fire particle alone?
7. If a monster or player is hit by a rocket launcher, they should blow up into gibs.
8. Custom gibs for player models.. In common first person shooter games, no matter what tyoe of model you are, you were always blown up into red body like gibs with blood splatter all over the place. If you were a robot model, that would be a bit unrealistic. How about if a robot gets blown into gibs, then scrap metal, smoke and sparks should come out instead of blood. Same thing goes with aliens..
The last version of cube I played was "2004_05_22". If there is a newer version of this game with the feature already implemented that I already suggested, then correct me on some few things.
But pretty much, this game is gonna be my future addiction soon.
But I predict most of those features I displayed above, would happen in the long time future.
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#1580: Re: Cube suggestions.. |
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by tentus
on 12/19/2004 04:18, refers to #1579
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unforetuneately, most of them will not be happening at the current rate of things. Here, I'll show you-
1. Already in effect. Do some reading.
2. I've never needed to change my sensitivety in-game. I suppose you could do it, but for what purpose...
3. md2 is actually a very good format. The fact is that visuals are so artist-dependant that changing format would do nothing but give poor Aard a headache and all us modellers a lot of wasted effort.
4. Multiple floors is an idea that I've done some work in. the only way to accomplish it really and truely is to use dcp or mine's md2 "blocks", or fake cubes that can be suspended midair.
5. Most of those weapons have been suggested but shot down. The five weapons available do a very good job of covering every area you suggest but delayed action (such as grenades), and that would be an multiplayer coding disaster (and as some people would argue, ruin Cube's "fast paced"
nature).
6. Not sure that'd be anything but eye candy... including it would be totally dependant on Aard's opinion.
7. Gibs were done in the past... I much prefer the new way of animating deaths, it just works better visually. I suppose making in a splat/explode sequence would be reasonable.
8. First you need custom player models. :)
I don't mean to shout you down, but you really need to read more of the previous entries before posting.
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