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Cube & Cube 2 FORUM


Most Wanted Feature

by Aardappel on 01/05/2002 03:14, 4190 messages, last message: 04/30/2008 20:02, 3592504 views, last view: 05/19/2024 09:02, 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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#2642: Name display when server full or in private mode

by noerrorsfound[newcookie] on 12/09/2006 21:59

Thanks for fixing the TK bug Eihrul.

You know how when the server is full or in private mode and you see a message with the hostname of the person that tried to connect? I think it would be great if that also shows what the person's nickname is.

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#2643: Setting someone a spectator takes you out of edit mode

by noerrorsfound[newcookie] on 12/10/2006 05:11

Go into edit mode, and type /spectator 1 NUMBER and it'll put take you out of edit mode. NUMBER being their slot number.

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#2644: ..

by Grifter on 12/11/2006 09:52

i would like penetrating rifle shots. one way it could work is remove as much damage as taken to kill someone from the bullet, and let the remaining damage travel. i have it on good authority from a former marine explosives and ammunitions expert that rifles would easily penetrate, especially in instagib.

-grifter

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#2645: Hm

by cohadar on 12/11/2006 18:16

Fuck the authorities.
All hail discordia.

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#2646: Re: #2649

by Morosoph on 12/11/2006 19:35, refers to #2644

Damage that travels is fun. Does it happen often enough to be worthwhile coding, though? Do you get penalised for using an excessively powerful weapon (since damage dealt will now only be that necessary to kill your opponent)?

Realism is a minor plus, but that's not the Sauer way.

My vote is for, but it's untimately up to the coders, specifically Wouter.

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#2647: ..

by SID on 12/13/2006 04:20

I\\\'ve become a great fan of cube since i got it the first time. But after playing it for months, i\\\'ve become bored. I\\\"m now on sauerbraten. I would like to have humanoid bots to play with in missions and not-so-fast-paced deathmatches. So may i hope to see it soon?

Also textures are not so good. what about some industrial looking maps.

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#2648: Re: ..

by Pxtl on 12/13/2006 15:47, refers to #2647

Hopefully, now that Cube 2 is getting pretty feature-complete and effort is beginning on Eisenstern, the refactoring of the codebase to support two different games will get Sauer into a more mod-friendly state so that modders can break out of the purist-DM mould....

But for now, enjoy the simplicity. While I won't deny that I enjoy other games more than Sauer/Cube 2, I can't say I've played a straight-up DM that's as fun.

(just checking: sauer is the engine, Cube 2 is the game? Or other way around? Or undecided? I'm so confused).

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#2649: Sauerfuture

by osbios_PlzChangeToPWLogin on 12/13/2006 17:27

I hope for Multiplayer Humans vs Monsters like in Svencoop (http://www.svencoop.com/)

But this need:
-no so bad AI
-some more scripting stuff

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#2650: Re: ..

by Aardappel_ on 12/14/2006 03:19, refers to #2648

the game code is already split up... if you go look, the rpg code is entirely different than the fps code and both interface to the engine in the same way.

It is "mod-friendly" in the same way most of the quake's are mod friendly. But if you are expecting easy scripting mods for non-programmers, there's no plans for that.

Oh, and "Cube 2" is meant to be the engine, Sauerbraten the FPS game and Eisenstern the RPG game. But I admit this is far from consistent in current usage.

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#2651: weapon scripting

by rancor on 12/14/2006 13:18

I'd like to to see two weapon selection related commands included:
currweap: returns the number of the currently selected weapon.
weapif n: returns 1 if the weapon n is available, otherwise 0.
These would allow for arbitrarily complex weapon selection schemes, without mandating any particular one.

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#2652: Re: weapon scripting

by shadow,516 on 12/14/2006 13:43, refers to #2651

Ooh, I like that idea

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#2653: Re: ..

by Pxtl on 12/14/2006 14:59, refers to #2650

Ooh, it is? I haven't looked at it in a dog's age, and thought that the "seperate engine" thing was going to be a "way later" thing.

Time to break out my old C++ skillz... I have a lot of tinkering I'd like to try (and no illusions that the cyclopean horror of bizzarro abstractions I tend to use will ever satisfy Aard).

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#2654: ..

by Soulsliver on 12/16/2006 05:22

Just a quick question here,
Is there a chance that we can get sound entities? I mean placing a sound object, setting WAV-MP3 file (looped or single) volume and radius?
It´s not about realism and headshots but it would add some kind of ambience to a map (waterfalls, water, wind on higher places ect)

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#2655: ..

by makkE on 12/16/2006 12:35

That´s one of my most wanteds as well, without sound, the world is a dull place.
It could add a lot.

Plus there´s a great site with loads of high quality ambient stuff with CC licenses:

http://freesound.iua.upf.edu/

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#2656: Re: sigh

by Drakas on 12/16/2006 15:25, refers to #2617

EXACTLY!

You'r the ownerer now :D
and Sauerbraten, IMO is a hardcore FPS :) You're doing a great job, Aardappel!

Who needs overcomplication? Really, I think that anyone could create a good modification for people with no skill - adding complications and things like that, and I feel that they should do that if they have skills for programming. Surely, the game is open source and the engine is well made (very much for Cube 2, not Cube 1)!

It seems that many people come here and want to transform Sauerbraten into an ordinary slow and overcomplicated FPS. IMO, UT2004 is really good, but it is too slow for me but has some nice gamemodes (which are complicated, but own)!
Though, never compare commercial (aimed at everyone) games to games that are simply somebody's (Aard & eihrul) (and others?) vision!

As far as I've looked, there are many shooters on game consoles and other computers - but they are just too boring. All you need is abiilty to w00p! :D

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#2657: ..

by SanHolo on 12/17/2006 10:40

I got some new thoughts:

Menu Multiplayer:
- on connection-failure, one should not drop out of the serverlist.
- very cool was if one could order it by ping, by people or by the name.
- and more cool was to have a "reconnect to last server", even after sauer crashed/restarted.
- and teh cool was a "favorite servers" tab.

Scoretab:
- as said quite enough, it should stay relative to the player
- for CTF, the list is sorted by frags, but "frags" tells you the time your team kept flags. There should be an extra row for that.

General:
- maybe a variable for the speed the menu fades in?
- In the GUI-version, crosshair scaling is not anti-aliased anymore.
- One nice bonus was if "/fullscreen 0" or COMMAND + TAB worked on the Mac, too. =)

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#2658: ..

by Drakas on 12/17/2006 19:24

I got some new thoughts:

Menu Multiplayer:
- on connection-failure, one should not drop out of the serverlist.
>> you can make a bind really, to show the serverlist menu!
- very cool was if one could order it by ping, by people or by the name.
- and more cool was to have a "reconnect to last server", even after sauer crashed/restarted.
>> Good!
- and teh cool was a "favorite servers" tab.
>> You can always create a custom GUI for that. But really, yeah, people should be able to do something like /addserver <list_id> <ip> ;) so you coul dhave multiple lists!:)

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#2659: Re: ..

by MeatROme on 12/17/2006 20:07, refers to #2658

Well you can have multiple lists already.
The list in servers.cfg is the one used to auto-save - so it will loose your static "private" (read : not registered on master server) servers.
Just enter them into my_servers.cfg and bind [exec my_servers.cfg] to a key or menu of your choice ...
... the my_servers.cfg should contain
addserver host.to.add
or
addserver 123.123.123.123
lines - just like servers.cfg.

But I'd second the listing option.
The comparison functions are trivial but it'd be more complex to arrange for selection & marking of columns appropriately ...
... my last edition of the serverbrowser-client (for water-edition) included these capabilities - but only on a text-basis.

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#2660: Re: ..

by Passa on 12/17/2006 22:16, refers to #2658

Favourite servers is stupid, most of the servers have dynamic IP addresses.

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#2661: Re: ..

by MeatROme on 12/18/2006 00:33, refers to #2660

In such a case it would indeed be useless.
But some have dynamic DNS ... so you can enter the FQDN instead of an IP ...

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