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Most Wanted Feature

by Aardappel on 01/05/2002 03:14, 4190 messages, last message: 04/30/2008 20:02, 3592242 views, last view: 05/19/2024 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.

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#2261: SUGGESTION!

by Jimbububu on 07/28/2006 08:14

Well, this feature would be a really good addition. Instead of an In-Game server browser, Sauerbraten has a choice of actually starting a single player game or open up a server list without starting the game.

Basically make an online port for it so that we're able to host our own servers...

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#2262: ..

by Max of S2D [Fr] on 07/28/2006 09:16

RTFFM too...

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#2263: Re: SUGGESTION!

by DarkBarrage99 on 07/29/2006 06:17, refers to #2261

"Basically make an online port for it so that we're able to host our own servers..."

or something like that. I know you can just use the dos console to host a server via internet or LAN, but its annoying having to have to f*ck around with dos every time like its 1993.

other suggestions:
-ability to change player's model
-ability to change controls without going into and changing/deleting files.
-binding keys to specific weapons.
-campaign coop(unless its already there)
-new player sounds
-ability to change player's appearance, like different color, like in Quake 1 or Warsow
-game modes, traditional or otherwiase

thats all i can think of

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#2264: ..

by Passa on 07/30/2006 12:43

Hmm random thought:

Ability to specify the port the server uses (so that one IP address can host multiple servers)

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#2265: 2D Particles

by Megaman on 07/30/2006 23:59

I know you we already have particles that emit from gunshits and explosions but im thinking that we could also have particle generators that make clusters of those sprites, so we can place them in maps from the editor. Those sprites could form smoke stacks, fires, dust, sparks, etc

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#2266: Re: 2D Particles

by theButcher on 07/31/2006 04:22, refers to #2265

Gunshits? He he he...
But, in response to your question, I think that would be possible. It would be a good addition to the engine, too.

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#2267: Re: 2D Particles

by Passa on 07/31/2006 08:08, refers to #2265

"emit from gunshits"

That reminded me, any chance of the current models being modified to have little explosions at the end when you shoot?.. does anyone get what I mean? The guns just feel a little weak if they dont have that little.. BANG on the end ya know ;)

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#2268: Re: 2D Particles

by djRobbieF on 07/31/2006 15:07, refers to #2266

>>Gunshits? He he he

Heheh, yeah that made me smile. Freud would be so proud.

... I can see it now. "Sargeant, load up the fecal matter launcher - it's time to fight back... gunshits at ready!"

Wouldn't want to be that guy's enemy...

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#2269: Re: 2D Particles

by Pxtl on 07/31/2006 17:49, refers to #2268

The term was "Projectile Defecator" and I believe it was a gag weapon in Fading Suns.

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#2270: Re: 2D Particles

by djRobbieF on 07/31/2006 18:42, refers to #2269

You've GOT to be kidding me...

That's great...

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#2271: Re: 2D Particles

by theButcher on 08/01/2006 01:25, refers to #2267

How 'bout also putting the hudguns on all the character models (players\monsters) so it doesn't look like you're always shooting out of your hearts? Plus have that BANG at the end :-)

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#2272: Changing stuff on the fly

by theButcher on 08/01/2006 01:40

I think that cubes should be able to be created/destroyed on the fly. For stuff like moving platforms, lifts, etc. Also textures should be able to be changed/manipulated on the fly. I was thinking that you can do things like blinking lights with this (Look at the top of the q3dm12 map of Quake 3.) You should be able to see what I mean. Maybe this should be done with a cfg file.

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#2273: vweap

by MeatROme on 08/01/2006 02:03, refers to #2271

That is usually called "vweap" - meaning display of the weapon as a full model alongside the player model.

We'd need some full models of the weapons for that.
If you're a modeler - go ahead, the code for it is extremely simpel ... simply add an extra line where renderclient is called, and just replace the monster/ogro with monster/ogro/current_weapon ...

But with that request you usually also get multiple player models ... and that would require the guns to be made for each model seperately (animations will differ due to height and geometry differences)

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#2274: Vwep.

by Pxtl on 08/02/2006 16:48

The problem is that there are two ways to do vwep. The Quake2 way and the Quake3 way. The Quake2 method is to actually fully animate each position of the weapon on the model - that is, each vwep is just another player model overlaid onto the player. This is inefficient and means that the model must be redone per-character, but it also means that each player model can have a unique-looking set of weapons. The modern way is to just pick a poly as the "weapon poly" and weld the weaponmodel to that poly. That's more work to implement, but means that the weaponmodels are less work to maintain.

It would be nice if we could at least get support for multimodel MD2s and just give Slith and Rattamahatta their weapons. Most other models use Q2 weaponmodels, so they're out.

I still can't get the game to compile to add that feature.

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#2275: ..

by makkE on 08/02/2006 17:40

They´re not out. If a model has a vweap I can transfer the animation with q2modeller to a new or diffrent model.

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#2276: Re: ..

by Pxtl on 08/02/2006 19:05, refers to #2275

Oh, neato. You meantioned something about that earlier but I didn't quite understand.

The only exception to that rule would likely be Slith, since Slith's weapons are staffs and not rifles.

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#2277: Re: Vwep.

by Aardappel_ on 08/03/2006 05:51, refers to #2274

I don't think it would make sense to have it just for 2 models. I wouldn't mind adding Q2 vweps, but we need AT LEAST one for the ogro, seeing as it is used in multiplayer. If there is a vwep that looks suitably generic from a distance that could work (Q1 only had one weapon, no matter if you shoot the shotgun or the RL.. and while real vwep is nicer, this was certainly not problematic).

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#2278: Re: Vwep.

by Pxtl on 08/03/2006 19:38, refers to #2277

Well, apparently the Bauul is supposed to have a staff weapon. I only mention Rattamahatta and Slith because those are models that I had and remembered they had fun, stylish custom vweps. But yes, vweps would have to be made for our venerable Ogro. Rhino has always been weaponless - and the rest I don't know.

And I agree - while full out vweps (weapon switching) isn't a core feature - many of the models that shoot at you are obviously missing something when they fire a spray of shotgun shells from their crotch.

I'd just go for multiple simultaneous MD2s per player/monster model and then see how it looks.

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#2279: things i would like to see

by NerfLad on 08/03/2006 21:18

1. A standalone map editor would be cool, but dont get rid of the good old edit mode :)

2. ANTICAMP!! make it to where you are telefragged by ammo when standing on the ammo spawn spot, or something to that effect.

Please at least integrate this one because I am tired of campers ruining FFA.

3. Crouch Feature if possible :)
thank you, thats all

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#2280: Re: things i would like to see

by theButcher on 08/03/2006 21:57, refers to #2279

Anticamp would be a server option, not forced to be on for everybody. Crouch might need a different player model.

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