home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


Most Wanted Feature

by Aardappel on 01/05/2002 03:14, 4192 messages, last message: 04/30/2008 20:02, 2708721 views, last view: 12/09/2021 02:39, 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.

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages

#1661: Hello, let me just add a few words

by Axel on 03/16/2005 15:41

Hi,

I'll keep it short: :)

Opponent names on the HUD: If you say so, they might be shown right now. But to be noticed and associated with a fast moving object, they should follow it.
I have seen a few games, placing it just below the opponents model. Nothing obstrusive about it and of course configurable :)

Since the center of the player is allready known to the Cube client, it'd ought to be possible to place his/hers name below it :)

Different models: Keep it simple again. No need for weapon models right now, no need for autodownload right now.

If done pretty basic, Cube could use just continue to use mdls, but for playability and identification allow different ones. ("I'm my model or my team, and I can be it in Cube. Hence I like it.")

If one client has some models, not present on others clients, it will be replaced by the trusty ogro on those.

Ideas, suggestions?

I just hope this post will be recognized in the old one :)

Take care,
Axel
Munich

reply to this message

#1662: MD2 sizes...

by Pxtl on 03/17/2005 03:07

Many MD2s are very large, especially with multiple vweps. MD2s that have multiple vweps, such as the original Q2 Slith, are several megs.

For the smallest, easiest to download models look no further than Half-Life. Models contain no anims, so its just the mesh and skin to DL.

reply to this message

#1663: Hi

by Axel on 03/17/2005 11:42

Hello,

I would just forget about Model download for this time. Small bandwith users will have probs with a several mb download anyway.

So let's focus on the support of different player models at all.

Once that's done, ppl will manually start downloading new models anyway :)

Best Regards,
Axel

reply to this message

#1664: Re: Hi

by tentus on 03/17/2005 14:47, refers to #1663

he has a point. allow the player to select one of the seven usable models that come with cube, and then in the future post a cube-ified pack of additional models.

i'm pretty sure all these ideas have been well hashed over in the past though.

reply to this message

#1665: Skins...

by Pxtl on 03/17/2005 16:02

Well, Cube uses lossy jpeg skins for texturemaps, so while download-on-demand for models is less pleasant, doing that with skins would be quite feasible. On the other hand, downloaded skins would quickly pile up - and how do you handle it? Fetch the skin when a new player joins the server? That would be annoying. Wait until the start of the next map? Maybe.

reply to this message

#1666: Static baby!

by Axel on 03/17/2005 16:36

Hi,

I'd forget abaut the download feature for now. Just choosable models for multiplayer.

:)

reply to this message

#1667: ..

by staffy2005 on 03/18/2005 06:51

The problem is that all models are not of the same size. Is a ogro easier to hit than a rhino? yep

reply to this message

#1668: Re: ..

by D.plomat on 03/18/2005 09:25, refers to #1667

The size isn't a problem, as the engine resizes the model.

(The rhino model is small because the rhino monster is intended to be small, if you swap the rhino and bauul models, you'll get a giant rhino with RL and a tiny bauul with chaingun, so if you swap any model with the ogro, it'll be human(err...ogro) sized)

The problem is more that it'd require using los instead of GLreadpixel for target coordinates, to avoid ppl using "non-solid" models have bullets/projectiles pass thru them without damage.

reply to this message

#1669: non-solid models

by Axel on 03/18/2005 10:29

"The problem is more that it'd require using los instead of GLreadpixel for target coordinates, to avoid ppl using "non-solid" models have bullets/projectiles pass thru them without damage."

Hmmmm, ist this done client side? If so you're right. If it's done server side, it shouldn't be.

:)

Best Regards,
Axel

reply to this message

#1670: ..

by Rick-Ubuntu on 03/18/2005 11:52

Axel: Firstly you can't do the readpixel stuff on a ded server(you need a gl screen) and why would it matter if its server or client side?
For my bots I made a 'TraceLine' function, which is simulair to los() but more accurate, its better to use that.

reply to this message

#1671: Hmm, that'd require some thoughts about models

by Axel on 03/18/2005 15:11

I'd like the coonection in between player, player model and player name to be on the server, if possible at all.

Because otherwise some players would choose models which whould be extremely hard to hit. Cheating.

So either that'd be to done on the (hopefully) original server oder the server would have to validate the client's models for integrity and originality.

That'd would limit the choice of players to choose from available models and complicate stuff slightly, imho.

Take Care and have a nice weekend,
Axel :)

reply to this message

#1672: Re: Hmm, that'd require some thoughts about models

by tentus on 03/20/2005 20:01, refers to #1671

>Because otherwise some players would choose models which whould be extremely hard
>to hit. Cheating.

i don't think so. even models like ichabod (the skeleton you can find on hosted on D.plomat's site) are easy enough to hit, when they are ogro sized. i just tested it out in my mod, and had no problems, even when i substituted it in for the rhino and bauul. you'ld have to make a really custom model for there to be a real difference.

of course, my expiriment was rather limited to my own judgement of whether my shots would have "connected" or not, but there you have it.

reply to this message

#1673: No.

by Pxtl on 03/20/2005 20:52

I've seen some nasty md2's back in my quake 2 days that were unfair. Like bun-bun (a teeny-tiny model that didn't fill the bounding box) or Luptonium Logo (which wasn't at the centre of the bounding box).

reply to this message

#1674: Dev-Cpp DevPak!

by DennisJm on 03/20/2005 22:24

In the source, include a Dev-Cpp DevPak for us Dev-Cpp users! It would be much easier than it currently is to link everything correctly etc.

-Thanks

-Dennis

reply to this message

#1675: Re: No.

by tentus on 03/21/2005 02:24, refers to #1673

i'm pretty sure cube does bonding boxes diffently than quake, but i may be mistaken. my personal expirience is that the model itself has very little say in it's final size (load the hellpig and rhino models as a mapmodels sometime to see what i mean)

reply to this message

#1676: Re: No.

by Pxtl on 03/21/2005 03:00, refers to #1675

I don't think the models are normalised, just rescaled - that is, the models start approximately the same size (like Slith and Rhino) and then are rescaled. So if a model is really tiny (like Bun Bun) then it will remain really tiny. If bun-bun was a Rhino, he'd just be an even-smaller bun-bun. If bun-bun was a Bauul, you'd have a bun-bun that's almost the size of an ogro, but with a Bauul-sized collision box.

reply to this message

#1677: Found him...

by Pxtl on 03/21/2005 03:05

http://www.planetquake.com/polycount/reviews/quake2/bunbun/bunbun.shtml

Revel in what is generally used as the bar to compare to for "worst model ever".

reply to this message

#1678: Wow

by pushplay on 03/22/2005 03:24

Polygons 27

That's not even a finger's worth.

reply to this message

#1679: Re: No.

by tentus on 03/22/2005 04:29, refers to #1676

Have you looked at the hellpig, as it really is? It sits nicely inside the little red corner of the selection grid... think something along the size of a cockroach and you've got the size right. The rhino, on the other hand, is larger than the bauul, if rendered as a mapmodel. Unless i missed something completely, cube finds the scale of a model by looking for it's highest vertex, and working from there (notice that the mscale and bscale for the monsters makes perfect sense, it's not radically different for the hellpig, which is so radically smaller).

Bunbun is rigged so he has a vertex that is extra high, thwarting such a technique as Cube's, and because it has such a low-poly design, the profile ends up being very hard to shoot with. Anyone suggesting such a model, or something similary terrible, should be laughed at.


27 polygons... that's almost exactly 1/4 of what DCP's dead bug is. I'm not sure if that's hilarious or terribly sad...

reply to this message

#1680: Re: Found him...

by D.plomat on 03/22/2005 10:45, refers to #1677

lol, i suppose that would be pretty annoying playing against, it's so low-poly that one would hardly think it's an player, looks more like some pickup-item.

Somewhat reminds me when (on a private server at the school) i extracted and converted the health box into a ppm ;)

...at least this wouldn't be possible in Cube as a 2 meters healthbox would be both very suspicious and very easy to hit :)

so even if something like bunbun would work Cube is already more secure than Q2 when it comes to models-abuse.

IMO the best thing would be to let the player decide if he wants to allow custom models, else he sees other players as ogros... or maybe something both simpler and practical, if there's no models download, then a player sees each other using custom models if he already has them on his machine, players using other models appears as ogro... so as long as someone doesn't install silly models in his Cube dir he won't get annoyed by those. Then we already have a base of 'approved' models, those included in Cube main distribution.

reply to this message

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages


Thread closed!

This thread has been closed, which is why you can't post any more messages in it.


content by Aardappel & eihrul © 2001-2021
website by SleepwalkR © 2001-2021
42366573 visitors requested 58072182 pages
page created in 0.048 seconds using 9 queries
hosted by Boost Digital