Most Wanted Feature |
by Aardappel
on 01/05/2002 03:14, 4192 messages, last message: 04/30/2008 20:02, 2708878 views, last view: 12/09/2021 06:36, 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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#1901: Human controlled kick/vote system |
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by Maldoror
on 11/05/2005 11:44
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Hi,
I am new to this forum and found just a few older discussions about this topic - sorry if this has been discussed a hundred times!
I think, and maybe some others too, that a vote system for kicking spaming and stupid talking people (or not playing people) would be a really good game feature. If it is implemented like voting for a new map it would not be too stressful during gaming. And with a IP ban for e.g. 1 hour from the server, the player was banned, he can't return so quick.
Sure, he might change the IP and come quick back. But would it worth all the work for them just to annoy other players? I don't think so...
Maybe this feature wish will be implemented in the feature...
AND what's nice, too: To see the actual player names before connecting a server, so I can easy see where friends are...maybe in a window next an underlined server (in the server choose menu - sorry for my english)
All the best, Maldoror.
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#1902: New weapons |
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by seb_10081980
on 11/14/2005 22:30
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Hello all !
My most wanted feature would new weapons .
As a fan of Unreal Tournament games, I would love to find guns of this kinds :
- a not-so-big gun that you can have twice, each in one hand with a high bullets rate;
- an equivalent to the flack canon, something very strong at close combat but less practical from far;
Anyway, thanks for the game, its great !
Have fun.
seb_10081980
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#1903: Re: New weapons |
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by Sparr
on 11/16/2005 22:44, refers to #1902
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the sauerbraten pistol would be a good candiate for akimbo style. as to the flak cannon... thats what the shotgun is for :)
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#1904: .. |
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by Sauce.of.all.evils
on 11/17/2005 17:49
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Ya the source and the rest of it got lost along the way. Steini was such a great coder I wish he would be active in this community again.
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#1905: xp note |
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by anonymousplz
on 11/18/2005 22:03
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@goomba:
The game works fine with Windows XP. Maybe you need a better computer or better video card?
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#1906: Anti-Cheat |
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by anonymousplzz
on 11/18/2005 22:05
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How about some kind of anti-cheat features in the server?
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#1907: .. |
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by Sauce.of.all.evils
on 11/28/2005 23:57
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Well there is only one kind of cheating I am aware of in Cube, and thats map faking. So luckily there isnt mcuh to anti cheat but it would be cool if they could stop map faking from happening. But in the end I dont know how good map faking works for the cheating user.
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#1908: Just a suggestion... Don't take it too serious |
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by Fal
on 12/07/2005 20:32
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How bout creating a fully compatible teamplay system, so there could be clans to play clanwars against each other... not just a brainless deathmatch with random players.
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#1909: Re: Just a suggestion... Don't take it too serious |
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by Sparr
on 12/09/2005 16:35, refers to #1908
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i actually noticed that just the other day. no mods listed though, need to get cube legends, pcube, etc on there
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#1910: various things |
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by scypemonk
on 12/13/2005 18:33
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I think that espacially heelpigs, and rhinos should be harder to kill. And if you could do it, try to make the hudguns, move slowly up and down, and maybe side to side when walking, right now, it stands still.
And maybe also acuracy, macguns shouldnt be that accurate.
Just ideas.
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#1911: X86_64 Coming? |
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by justol'bob
on 12/15/2005 16:00
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I just upgraded my Linux computer and was saddened to find that my favorite game can't be played on it. Are there any plans to include the X86_64 for either the current Cube or Sauerbraten?
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#1912: 64 Bit!! |
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by orikson
on 12/23/2005 20:47
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I want to play Cube on my Athlon 64!
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#1913: re |
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by ende
on 12/31/2005 19:27
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\"- a not-so-big gun that you can have twice, each in one hand with a high bullets rate;\"
Why? Everybody is just going to want the 2nd gun, making the single gun pretty much worthless.
\"- an equivalent to the flack canon, something very strong at close combat but less practical from far;
How about a shotgun?
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#1914: sauer commands |
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by CC_mahine4
on 01/03/2006 19:25
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a few ideas for sauerbraten commands:
/physics cube
/physics sauer
it\'d be great if mappers could specify whether cube or sauer physics should be implemented in the map.cfg file.. particularly ported cube maps where sauer physics are annoying (trickjump maps etc)
/lightmodel cube
/lightmodel sauer
same as above, but with lighting. sure, spherical lights are cool, but not when you want to be able to port cube maps quickly and easily.
/waterlevel
i know that we\'re supposed to use /editmat water, but it\'d be good if there was a command that would make water below a certain level (ala cube), again because it\'s annoying to have to go add water everywhere in ported cube maps.
/sendmap
/getmap
when you get round to implementing sendmap and getmap.. can u also send the map.cfg that goes with it? ive had this problem with maps with custom texs and models before in cube, dont want it to happen in sauer..
well, just ideas for the devs to think about..
P.S. you guys getting a sauer masterserver up soon?
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#1915: .. |
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by AnonymousD
on 01/06/2006 19:46
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I myself would prefer a lower-caliber fallback weapon, like a pistol, and a melee weapon pickup, like a knife.
Game-wise, I\\\\\\\'d like some more variety in enemies (flying type, sniper type, tactical type, commander type), as well as better \\\\\\\"player damaged\\\\\\\" noises (not this silly-sounding \\\\\\\"OONGH\\\\\\\" noise).
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#1916: .. |
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by tentus
on 01/09/2006 18:33
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I'm aware of the redundancy of this idea, what with Sauer being around and all, but i do want to air this idea. It's been bouncing around in the back of my skull for some time now, and i want to hear what you guys think.
In Cube, the single most limiting factor, to a mapper, is the single level design. No matter how clever you are, you'll never really have room over room, even with mapmodels, because monsters can see through mapmodels. The reason we can't have room over room is simple- a cube map is really a 2D grid that maps out the floor and ceiling, and then shows the placement and values of all the entities. There are also a few other values in there, such as mapmsg and waterlevel, but not much. It's ingeniously simple, to the point of crazyness.
What if about three commands were added and the rendering code was (heavily) tweaked so that instead of just having one terrain grid, we had a variable number? The first terrain grid "layer" is what we have now... but any addition layers would be rendered inverse of what we have now. The floor of this second layer would point down, the ceiling up, and the walls would connect them. A filled section would be empty, a portal we can pass through. You would still have to have three texture values, but not the four that cube has. Heightfields would work exactly the same- only one at a time, but because it's on a seperate layer, you'ld be able to make a complete tube by using an arch on the other layer.
You'ld have to have a few basci new commands...
"makelayer N H" where N is it's name number, and H is it's starting height (a convenience to the mapper).
"selectlayer N" again, N is the name, and 0 would be the original layer. This would keep you from accidentally editting the wrong layer.
"dellayer N" in case you make a layer you don't want after all.
New layers would not need to have the following data normally stored in a map, as it's either already covered or not relevant:
-upper wall texture
-waterlevel
-mapmsg
-entities of any kind
-maybe something i've forgotten...
any responses on this idea? it's rather redundant, now that we have sauerbraten, but it was fun to work through.
some other ideas of mine:
a toggle for what itemset you see (classicitems 0/1)
a toggle for what hudguns you see (gunset 0/#)
a cylindrical light for sauer (similar to CC_machine's idea, but not quite the same)
a ground only light for cube (efficiency / flexibility idea)
a gravity value for the mapper (something i've put into CL)
a slight variation to the HUD dependant on what team you're on currently.
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#1917: Re: .. |
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by Sparr
on 01/13/2006 00:46, refers to #1916
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just switch to sauer already :-p
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#1918: .. |
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by snesreviews
on 01/13/2006 17:47
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How about a search facility on this forum so I can tell what's already been asked without reading 2000 msgs? ;).
I quite like the goldeneye approach (huge fan of the N64 game) - loads of guns, you can pick up everybody's guns when you kill them, you can be a little devil and shit armour so that when people pick it up, it only half works, grenades (a must for any game as far as I'm concerned - especially the suicidal ones) and level layouts with sniping in mind/everybody confined to bunkers. I know it's not really what quake-type FPS games are for but it'd def be fun :).
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#1919: co op |
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by HyperNewbie
on 01/15/2006 10:28
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Multiplayer co op with challenging co op missions, :)
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#1920: Re: .. |
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by tentus
on 01/15/2006 19:26, refers to #1917
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but cube so much easier to work with :)
eh, once the Sauer engine is stable enough not to make glaring bugs on my system (no music?), I'll start using it. Until then, my imagination dwells with Cube.
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