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Most Wanted Feature

by Aardappel on 01/05/2002 03:14, 4192 messages, last message: 04/30/2008 20:02, 2708791 views, last view: 12/09/2021 04:22, 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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#1841: Re: ..

by Pxtl on 07/13/2005 21:51, refers to #1840

On some older intel boards, I find that all OGL billboards get a nice wireframe cube drawn around them - including ever letter of text and every particle in a rocket trail in Cube. They also tend to bog down performance for some reason.

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#1842: Re: 1st-3rd person camera continuity in Guild Wars too

by pushplay on 07/18/2005 03:14, refers to #1842

I don't think the camera angle resets, what you're experiencing is the fact that the camera can't go through the ground (which is really just a heightfield). Treating the camera as a physical object isn't an ideal solution, but neither is making things invisible (which GW does for models). As far as I know there is no happy medium.

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#1843: Buttons

by CrazyTB on 07/18/2005 14:46

Would be very useful for some maps and will open a lot of possibilities to have "buttons", in addition to "triggers".

A button is one entity that can be pressed and will be automatically unpressed after some time (this time could be changed in map editor*). The button will execute two aliases like "button_0_press" and "button_0_unpress".

We should have also one more action: set_trigger X Y
X is the number of trigger.
Y is 0 or 1 (to activate or deactivate a trigger, which can open or close walls)

This way, we can create doors!!! We can also put messages or sounds or whatever that will be executed everytime someone walks over a little door or corridor. (example: change fog color)

If this will be implemented in Sauerbraten, I really would like to see it backported to Cube, because this is an extremely useful function.

* Any entity has 4 integer numbers. For buttons, the first could be the button model, the second could be the button identifier, and the third could be the time for the button keep pressed.

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#1844: Re: ..

by pushplay on 07/25/2005 00:49, refers to #1844

Marketing nonsense like mispelling Windows? ;)

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#1845: Re: ..

by Aardappel_ on 07/25/2005 23:20, refers to #1845

announcement to the world: I know own the word "cube" (type the word in google for an authoritive answer). You must cease using this word or you will be sued. Any cubic objects you own now belong to me, and you must sign an ownership transfer form immediately.

really, the list of english words used for product names is absolutely endless... in fact, you'll have a hard time finding words which have not been used. I guess as long as the company is not Evil (tm), that is all ok.

But I like the "windoze" spelling (much like "micro$oft", "MSFT", "GNU/linux" etc), as it helps me seperate out the irrational religious fanatics from the rest.

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#1846: Re: ..

by enigma_0Z on 07/25/2005 23:30, refers to #1845

Uhh... as of a few minutes ago, it seems that the people who made the movie "Cube" (A quite awesome movie, btw), now own the word cube...


haha! That was great.


O hyeh, and yeao f0rg0t ab0u7 teh "M$" t00! w00t! ;)

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#1847: ..

by >driAn<. on 07/26/2005 21:21

sigh

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#1848: Re: ..

by kurtis84 on 07/27/2005 00:38, refers to #1848

Morgaine2: you have so many great ideas, you should make your own damn engine, and see how it would be if you allowed every smart ass programmer that happened along to contribute "patches"...sure you would get some nice work, but you would get a LOT of shit too...would you rather be working on your engine at that point, or weeding out the shit that people say is good code?

think about it.

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#1849: Re: ..

by Aardappel_ on 07/27/2005 05:49, refers to #1849

sauerbraten is a community project. I discuss my ideas, and I reply to ideas of others as much as possible. I have replied to your ideas as well, but you just ignore them, because you think you are the sole source of wisdom. That is your choice.

I have other programmers work on the project, if they first prove that their craft is at a level required for this project. That is normal, every project does this.

Your ideas, unlike what you believe, are exactly contrary to the sauerbraten philosophy, and would introduce more bloat. From your posts, I can tell that you are not a programmer, or even if you are, at least not a very seasoned one. You are seriously deluded about your own design skills. Your ideas are so unpractical that I have stopped responding to every single one, I simply don't have time to educate you. You say you want to discuss the best designs on their merit, well maybe you could start by not simply discarding things I say. I know you don't believe me, but I know a thing or two about engines.

But maybe most importantly, I listen to those who contribute, and do actual work. You have done nothing but contribute ideas (broken ones). Let me explain you something: ideas are worth NOTHING, good implementations of good ideas are worth EVERYTHING. You talk about "the community" as if you are in it, what makes you think that with no contributions your ideas are more valueable than those of people who have put endless hours into making this project happen?

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#1850: Re: ..

by Pxtl on 07/27/2005 21:49, refers to #1847

iirc, md2 model anims are supposed to be hard coded anyways. I don't think there's a formal spec for custom animations in md2 the way there is in md3.

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#1851: Re: ..

by Pxtl on 07/27/2005 22:30, refers to #1851

afaik, no engine actually uses those as anything but comments. Q2 just used the keyframes, and every other md2 implementation has followed that lead.

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#1852: Re: ..

by Aardappel_ on 07/27/2005 22:56, refers to #1850

if you have so much more experience than me, how come all your posts seem to indicate that you are not really a programmer? I don't care if you have been in IT for 40 years, if you haven't learned anything in that time, it is worthless. I have only been programming for 22 years, but it was pretty intensive.

You make assumptions. Lua is #1 on my list of possibilities as sauer scripting languages, and always has been. You can find this in the many posts about the future path of sauer which you chose to ignore. The only issues are: 1) it has to wait, since there are some other things we have to do to sauer before we can integrate it in the most sensible way (mainly the engine/gameplay seperation) 2) I didn't integrate that guys Lua patch, because the way it was integrated was completely useless. Lua is to replace the entire gamecode, not merely be an interface to the current console commands. That kind of integration goes much deeper.

I don't know why I am writing all this. I am trying to explain something to someone who doesn't understand the engine structure, or any engine structure for that matter. Or any structure? Or any? Or? ?


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#1853: Re: ..

by sinsky on 07/28/2005 16:09, refers to #1853

I have no idea how Sauer works and like going between the slaps (ouch!) - like you. Let me share what little I know about how engine programming happens around here, first pointing out a few keywords - Time, Structure and Bloat. In Cube there's Aard and Cube, and a line between them representing Time. It comes out of Aard and goes into Cube. In Sauer there's Aard, Developers and Sauer. There's a line between Aard and Developers, a line between Aard and Sauer and of course a line between Developers and Sauer. The best way to introduce Bloat to Sauer would be to have Developers make do without a line to Aard. The guy who integrated Lua has a project of his own. If his project aims at generating random maps that would be great. But if it doesn't that's fine too, and I like this last part.. Burnout is bad but people tend to do something good to be remembered with before it happens. I think.

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#1854: Re: ..

by sinsky on 07/28/2005 21:36, refers to #1854

The personality cult stuff is your interpretation of what I said, actually when I wrote it I was thinking about one guy who gave me some nice artifacts in Ultima Online because he was leaving the server I play on and said he wanted to be remembered good (sorry for the sucky translation from my language). Not exactly thinking about it, it was just the reason to write what I wrote because it happened soon. I apologize for being so simple :)

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#1855: Re: ..

by Aardappel_ on 07/29/2005 01:49, refers to #1853

sorry dude, everything you are asking from me I have already explained before. I hate repeating myself. You are way overdrawn on your "free education" quota.

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#1856: Re: ..

by sinsky on 07/29/2005 13:38, refers to #1856

There's also another kind of MMO burnout - when too few people remain on a server, some guys that play cool and are used to supporting an entire guild, and sometimes even people like me who are not in the guild, move to another server with more people on it, playing for a while on both servers, and finally moving to the better one (uodreams.it in our case). I'll probably go there too but I still have some friends here.. ops, that was way off-topic sorry.

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#1857: feature request + bug report

by rootnis on 07/30/2005 20:32

first, it would be nice ( and reasonable IMHO ) if "eidttoggle" and "editing" were merged into "editing" and functioned similarly to "thirdperson". And doing this one could fix a little bug related to this. I can change value of "editing" manually. This leads to: when i am not editing and type "editing 1" it changes, but mode is not changed. I have some keys paralelly bound to different delta_game_X and delta_edit_X ( G for gamma in game and for gridsize when editing ). Script looks at "editing" and sees I am editing (but i am actually not), it tries delta_edit_X, and as there is some other variable (or other) which reasonably blocks it saying "operation only allowed in edit mode".

second, i would want to be able do things like: $$somealias, because value of somealias is name of other alias or variable which has value that i want to know. maybe there is other way to do it?

third, maybe just wait for Lua to be introduced and leave these things as unimportant

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#1858: Grid On Walls

by Xain on 08/11/2005 01:46

I think you should apply the grid to all the walls as well, not just the celling and the floor.

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#1859: ..

by makkE on 08/11/2005 02:33

What you ask for is Sauerbraten.
Cube is based on a 2d-grid. Thatīs why thereīs no grid on the walls.

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#1860: chaiable sleep

by rootnis on 08/15/2005 18:35

at last it is in cube, but would it be very hard to put this feature in sauer.

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