Most Wanted Feature |
by Aardappel
on 01/05/2002 03:14, 4192 messages, last message: 04/30/2008 20:02, 2708790 views, last view: 12/09/2021 04:21, 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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#1881: Re: The best thing cube could have |
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by CrazyTB
on 09/06/2005 16:05, refers to #1879
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AFAIK, there is no way to execute a script whenever someone is killed. In addition, scripts cannot know how many kills the player had.
This must be coded inside Cube/Sauer, before could be scriptable.
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#1882: Re: The best thing cube could have |
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by xgenamd
on 09/09/2005 22:54, refers to #1881
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CrazyTB, does this mean that you couldn't have a voice that says "Killing Spree?"
If not, it SHOULD be added into the code somehow.
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#1883: The problem with event handlers.... |
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by Pxtl
on 09/09/2005 23:35
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Would event handlers be server side or client side? If server side, do you wait until the event has been handled and then propogate the effects to the players... if client side, which client handles which events?
Heavy scripting does make for some heady netcode.
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#1884: Re: The best thing cube could have |
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by CrazyTB
on 09/10/2005 01:08, refers to #1882
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It means: currently, it is not possible to do that using Cube scripts.
To make that possible, Cube source code must be changed.
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#1885: Re: The problem with event handlers.... |
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by CrazyTB
on 09/10/2005 01:13, refers to #1883
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I think this (killing spree & cia) can be implemented easily client-side, with one very little change in cube protocol.
My idea is: whenever someone connects, the client will receive the current score. The protocol change will be that server will also send who fragged last and how many times. From this moment, client can handle this without any greater network load.
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#1886: Re: The problem with event handlers.... |
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by xgenamd
on 09/11/2005 21:07, refers to #1885
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CrazyTB, do you think you could do this? This is a feature i'd really love.
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#1887: .. |
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by >_< Sauceofallevils >_<
on 09/12/2005 18:22
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so no one replys to my post eh, i feel so unliked:(
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#1888: Boss enemy and coop |
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by keeen
on 09/16/2005 20:27
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I think that you should add a very(by very i mean a very,very :D)powerfull enemy.Something like Cyberdemon from Doom.Some kind of monster that is not killable easy.And you should add a multiplayer mode Cooperative so we can play SP maps in teams.
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#1889: SP Coop |
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by Isamoor
on 09/19/2005 20:27
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So I have tried to read through all the documentation and tested a lot of things on a local server.
Is there currently no way to play the single player maps in Coop mode? This is my favorite gameplay type (a la Serious Sam) and would really like to see it implemented (in cube or saub, whichever). I assume the hold up is getting monsters to deal with multiple players?
Right now I\'m getting the cube bot set up to do some team deathmatch against bots. Still not the same though :)
Great program though fellas. Great job.
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#1890: Re: SP Coop |
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by -Rick-
on 09/19/2005 20:56, refers to #1889
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No coop in Cube/Sauer so far...the bots can play singleplayer though(Coop with bots).
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#1891: .. |
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by keeen
on 09/20/2005 19:59
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Yeah, i know
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#1892: .. |
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by CK|Davros
on 09/24/2005 14:38
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Here is what i would like to see, in no particular order. I'm sure most of it has been said before but i still want it.
Points marked with a * you might argue arn't in the spirit of cube or whatever (frivolous maybe?), but as long as it's at the mappers discretion to add these things, I see no real issue. Except Aard's time/sanity/physical health.
1)Ability to change teleporters mesh (including invisible).
2)water height is set like floor height, allowing mappers to make it heigher/lower in certain places. Any visible walls of water would be rendered like the surface (Or maybe animated, panning down?). Select an area and type /waterlevel x to set all the water in that area to height x. Water height mapping is probably ott, but i'm no C++ game design expert, if it's not too much work for Aard and dosn't slow things down, then why not.
3)*Ability to assign any mesh to any entity (definetley pushing my luck here)
4)*High fire rate pickup ('Berserk').
5)*Small value health/armour pickups +5/+10 or whatever. Just adds to whatever armour type you have (because diferent armours absorb damage diferentley right?)
5)*Ability to be a goblin or ogro (help in team games? You could argue it would be unfair.. but really.. is it that big a deal? Still, you could balance it out with health, speed, max amount of ammo,things like that.)
6)*Players can use fireball/slimeball guns. Maybe require a 'mana' pickup or something.
7)*Scary looking melee weapon. Maybe one that swings so it has a bigger strike area.. make things a little easier on the ammoless.
8)A dicionary, because I can't spell very well. But ammoless is still a word.
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#1893: Re: .. |
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by tentus
on 09/25/2005 06:15, refers to #1892
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your #1/3 is well worth looking into. a lot of people don't like the new teleport or items- it would make sense to allow mappers to add a value designating whether they are the default (0), the old version (1), not meshed at all (2), or perhaps some new special model (3). this could apply to the teleport, items, or even monsters (perhaps special skins?).
i've thought about your #6, and it doesn't quite jibe with the current weapon policy (5 works fine for cube, 6 works fine for sauer). however, you could possibly use the ice/fire/slime ball weapons as a basis for turrets (something i'm still putting a bit of effort into.) that'd get rid of a need for ammo (mana?) and not mess up the current weapon system, as well as adding variety to the game.
and i still want DCP's sound entity idea :)
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#1894: .. |
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by >_< Sauceofallevils >_<
on 09/26/2005 18:00
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was, i already have a jetpack coded, with smoke so dont bother just get the file from me:)
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#1895: your jetpack? |
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by >driAn<.
on 09/26/2005 18:06, refers to #1894
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Nope, you didn't code any jetpack. Steini is the real author. Correct me if I'm wrong.
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#1896: .. |
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by >_< Sauceofallevils >_<
on 09/26/2005 21:13
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drian, oh i didnt mean i coded it, sorry for the confusion i just ment i have it on me
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#1897: .. |
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by >_< Sauceofallevils >_<
on 10/07/2005 02:38
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i dont have the source for it all i have left is the .exe, ill give ya it if ya want
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#1898: Windows XP |
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by Goomba
on 10/25/2005 05:22
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I'd like to see this game run on windows xp <3
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#1899: Re: Windows XP |
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by Rick-NBSD
on 10/25/2005 21:54, refers to #1898
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You could start with running cube.bat.
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#1900: yo! |
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by yo!
on 10/27/2005 14:50
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yo!
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