Most Wanted Feature |
by Aardappel
on 01/05/2002 03:14, 4192 messages, last message: 04/30/2008 20:02, 2708795 views, last view: 12/09/2021 04:22, 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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#2942: .. |
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by oooSauceofallevilsooo
on 02/20/2007 04:26
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I think selectable playermodels would be a bad thing. Selectable skins woulde be better, that way everyone would have the exact proportions, so no one would have any slight advantages or disadvantages. I think whats more important is to get more of the old good Cube maps in Sauerbraten. Like b2k, kmap2, biologie and countless others.
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#2943: .. |
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by devoid ftw
on 02/21/2007 02:19
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I dont like models so buh to ragdoll.
But instant death material sounds good, but you can still make a nice death trap with "clip" material and two teleporters... play around with it.
Im also dreaming of more materials, such as colored glass, so that mosaic's can be possible for those "gothic churces".
Lava/Acid would also be a nice alternative to red/greeen colored water.
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#2944: .. |
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by devoid ftw
on 02/21/2007 17:16
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A smoother/faster texture browser is also part of my dreams =)
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#2945: Re: texture browser |
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by MeatROme
on 02/21/2007 17:44, refers to #2944
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As guest57 posted : upcoming releases will have a texture-menu ...
If you want a faster (dunno what you mean with smoother anyway) texture browsing in your current release paste this into your autoexec.cfg :
<SNIP>
_MWmod = 1
editbind LALT [ _MWmod = 10; onrelease [ _MWmod = 1 ] ]
// redefine texture scrolling to benefit from MWmod
delta_edit_6 = [ edittex (* $arg1 $_MWmod)] // change textures
</SNIP>
HTH
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#2946: Re: .. |
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by Aardappel_
on 02/21/2007 21:15, refers to #2944
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if you want a faster texture browser, please send me a jpeg loader that can load hundreds of large jpegs in a split second.
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#2947: Re: .. |
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by SanHolo
on 02/21/2007 23:10, refers to #2946
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What was your email address again?
=D =D =D
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#2948: Re: .. |
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by Drakas
on 02/22/2007 08:44, refers to #2946
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I'm not sure if this has been done, but caching the texture thumbnails would be good - so the first time you use it would be pretty slow compared to next times?
Also, if I am correct, in GL/SDL you can actually use one image and "split" it up when in usage, I'm very brief and unsure :P
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#2949: Re: texture browser |
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by devoid ftw
on 02/22/2007 10:06, refers to #2945
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OMG I have been looking for such a thing for ages! thanks a bunch... I can now map 100 times faster hehe
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#2950: Re: texture browser |
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by devoid ftw
on 02/22/2007 10:13, refers to #2945
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Maybe it should be put on the wiki?
Its really good!
(ok sorry offtopic)
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#2951: Re: texture browser |
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by MeatROme
on 02/22/2007 12:39, refers to #2949
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Glad I could help you out;
just wondering why you haven't looked into QCSP yet ... http://www.quadropolis.us/node/435
I mentioned it on this forum a while back too, when there was some other editing-speed-up request. That's the basic idea of that Script-PAK ;)
Since the next edition has the mentioned texture-menu I guess this isn't really wiki stuff ...
for your editing start-up I propose the following approach:
generate a "/newmap", save as "go_go_gadgeto_editing", edit it's config for a "loadsky staffy/staffy" and place following lines beneath it :
<SNIP>
gadgeto = [
edittoggle
sleep 300 [newmap]
]
sleep 5 [gadgeto]
</SNIP>
then start your sauerbraten with "-lgo_go_gadgeto_editing" for your editing and /regularly/ for playing.
HTH
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#2952: .. |
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by Wolf Man
on 02/22/2007 22:42
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adding the option of autograss being shown in maps that have it set in their config?
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#2953: Re: .. |
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by Drakas
on 02/23/2007 09:29, refers to #2952
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lol, heard of downloading the latest cvs?:)))
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#2954: Re: .. |
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by Lex Luthor
on 02/23/2007 10:03, refers to #2953
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But does he know how to compile it?
There should be instructions somewhere,If there is then I missed it/Don't know about it and I ask you to up put a link please,This is also for other guy's who want to play around with the incomplete features.
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#2955: Re: .. |
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by Lex Luthor
on 02/23/2007 10:04, refers to #2954
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Or better yet,Beta testing and report bugs in the CVS.
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#2956: Re: .. |
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by Passa
on 02/23/2007 10:36, refers to #2954
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You don't always need to compile CVS, most of the time the binaries that come with a CVS update are relatively new.
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#2957: .. |
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by Wolf Man
on 02/23/2007 18:19
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but adding most of those things you need to change in CVS would be better if changable in a menu, rather than going through a complicated process, not everyone who plays this game knows what CVS is or how to use it
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#2958: Re: .. |
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by Drakas
on 02/23/2007 18:57, refers to #2957
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lol.
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#2959: Re: .. |
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by Burnys.
on 02/23/2007 19:04, refers to #2957
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LOL XD *Pointing finger @ wolfman"
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#2960: Re: .. |
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by hampus_
on 02/23/2007 22:06, refers to #2957
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Everything in cvs is wip. They will release it later.
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#2961: .. |
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by scyper
on 02/24/2007 13:33
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Saurbraten is undoubtly a good fps, but there is one thing i miss, some kind of lift or elevator.
I am not sure how you could make one, maybe with a mapmodel like the doors, but i really think it would be a great addition to sarubraten, because im not really a fan of ladders in fastpaced FPS games.
Is it actually possible, or can i forget about seing one i sauer?
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