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Most Wanted Feature

by Aardappel on 01/05/2002 03:14, 4190 messages, last message: 04/30/2008 20:02, 3592524 views, last view: 05/19/2024 09:36, 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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#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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#2662: Re: ..

by Passa on 12/18/2006 01:17, refers to #2661

Yes, most servers do have a dyndns, but most favourite server list stuff resolves the IP address and adds that to the favourite list instead.

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#2663: Re: ..

by theButcher on 12/18/2006 02:17, refers to #2648

That's good. I'm eager to make a mod for sauer and i agree that sauer is the most fun "strict dm" game.

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#2664: ..

by Heresiarch on 12/18/2006 05:15

If you want to make cam movements and Vehicles then go mess with the unreal engine.

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#2665: Re: ..

by Aardappel_ on 12/18/2006 07:45, refers to #2655

ok, I have moved up the idea of ambient sound spots in the todo list. It is really trivial to add, so should be in the next release.

If you find any appropriate (looping!) ambient sounds on that site, point me to them. Of course wind, water, machinery etc would be the most universal to have.

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#2666: Sounds....

by LavaBall3 on 12/18/2006 08:12

Yes I know 2 sites that have a lot of sound types

www.findsounds.com and www.flashkit.com

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#2667: Re: ..

by SanHolo on 12/18/2006 10:47, refers to #2660

I am aware of the dynamic IPs. Remembering favorite servers would add some extra work than simply remembering the IP; it wouldn't even suffice to remember the Name of the server. Maybe one had to introduce Server-IDs derived from the server's MAC address or the like to identify every server. (Of course this can be spoofed, but if someone wants his server to go into the favorites of some players, he won't do that).
I cannot tell HOW to implement that, I'm just saying that I think this would be great.

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#2668: Re: ..

by Drakas on 12/18/2006 14:49, refers to #2660

Yeah, and most servers get restarted each five hours, right?:))

I think it'd be a good idea for when the server is connecting to the masterserver, that the user would be able to specify a fqdn through the commandline, and the server's dns could be sent like register.do?action=add&fqdn=soemthinghere.com . somethinghere.com is resolved, and if it matches the IP of the client who is requesting, their domain is added to the list as "addserver somethinghere.com" ;)

9+4 = 5

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#2669: Re: ..

by conorkirkhaslostanothercookiethethecookiemonster! on 12/19/2006 02:07, refers to #2655

bout the ambient sound.


I could do some recording, and I can also make some textures.

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#2670: Some quick Suggestions

by Lakenz1! on 12/19/2006 05:26

First:I Think in the next v of sauer the should grab all the maps from quadropolis and shove it in the game so when you get the next v maybe your map will be there(and you wont have to worry about going coop edit for sendmap and getmap :)

Second:I agree with sounds and the heavy metel music justs ruins it.

Third: Different skins that you can choose
them.(I personally dont like the ogro)

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#2671: Re: Some quick Suggestions

by MeatROme on 12/19/2006 06:05, refers to #2670

Mmmh.
@First : The maps are selected by the development team - a lot of maps that cropped up on quadropolis did turn up in a later release. It's definitely not worth the additional space to include a load of my-first-map instances. :)

@Second : "musicvol 0" is your friend - unless you replace the official music with whatever you find appropriate yourself - either by replacing the files or even some small tweaking in default_map_settings.cfg (playasong alias). For myself I usually turn music off for MP but I find it enhances SP play quite nicely ... better than Smetana's "Die Moldau" ... but you can't meet everybodys taste in music anyway.

@Third : skins wouldn't change it from being the ogro - so your probably actually requesting a model-switch-feature ... in case you haven't noticed : there are currently two models being "offered" as player models (Sauerguy and a DooM-SpaceMarine-Lookalike) ... if there will ever be model switching is another question ... what would this change about the way you play? Nothing. So why do it? 8-)

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#2672: Old-skool features for Sauer?

by D-TurboKiller (LT) on 12/19/2006 11:47

Well, since Sauer is old-school based, here are some old-school features for it:
-Power-ups, like super jump, super speed, quad damage (oh wait, this one's added already, heh), unlimited ammo, fly mode...
-Elevators. This ain't that hard. Just select what you created and classify it as an elevator, then start adding entity-based waypoints. Also, an option to stop at waypoint x for y seconds and/or reverse is great! Probably would be selecting it and then type something like /newelevator x (where x is the elevator number) and then for the waypoints, we would type something like /newelepoint x y stop z reverse (x is the elevator number, y is the waypoint number, stop is to stop for z seconds and reverse is to reverse)
-Lava, acid, that kind of stuff. And also some kind of option to change its texture easily?
-Limited breath underwater. Maybe 20/30 seconds is enough, and 5 minutes with some kind of scuba gear?
-An entity that hurts and takes x points of health when we touch it. Or maybe selecting a zone so that when we touch it, it hurts? Great for spikes and other hazards!
-If you fall too high, you lose x health points. If you fall way too high, you die! A classic xD
And maybe you can put an option to turn fall damage on or off in the levels! The option is determined by the level, though, so that some areas are inaccessible until you are low enough to get there!
-Coop mode, famous in old-school games. Also a good thing for it is the option to change difficulty in it. And with this, we can finally open doors in multiplayer!

I hope you put these old-school features. Even if you think that some of these aren't old-school, believe me, I saw all of these in Quake, Half-life, and some others.

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#2673: ..

by apflstrudl on 12/19/2006 14:44

do you want to copy Quake or Half-Life? if yes why? then you can play these games...

In Some points i agree(elevators, Lava, sth that hurts)

Power-ups: I think there are enough in the game now.

Limited breath under water? why? it's realistic, yes, but does every game has to be realistic?


somthing that i would like to have in sauer is, that you can name regions on the map, to say i'm at ... now, need help or somthing like that. I think that's good for teamplay on big maps.

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#2674: ..

by Boggel on 12/19/2006 15:55

team chat

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#2675: Re: ..

by Drakas on 12/19/2006 18:28, refers to #2674

Yes, we need team chat. It is kinda bad when you have many people in capture :).
Also, the R button range should be expanded so weapons could be taken from your teammates without having to stand right next to them!

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