Most Wanted Feature |
by Aardappel
on 01/05/2002 03:14, 4192 messages, last message: 04/30/2008 20:02, 2708893 views, last view: 12/09/2021 06:37, 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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#5: Environmental Damage |
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by Sun Dog
on 01/06/2002 06:35
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I'd love to see the ability to use explosive weapons to punch holes in walls and floors, a la Red Faction. Given that the Cube engine can easily modify world geometry on the fly, it should be (relatively) simple to do. You could create escape routes with detpacks, punch through a wall with a rocket launcher to reach an enemy on the other side, etc.
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#6: mirroring |
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by mantra
on 01/06/2002 16:04
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a great editing feature would be a mirror command, so that the process of making detailed symmetric maps would take considerably less time to build.
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#7: rick |
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by Aardappel
on 01/06/2002 23:14
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I will do the SP in stages, first up will be a DMSP style SP (monsters spawn, you kill them, map ends), then I will work towards more traditional SP, which SHOULD involve keys and/or switches, and some form of triggered changing floor/ceiling levels (doors etc).
All depending on getting a good set of monsters (models & sounds) of course. I can get by with q2 player models for the moment.
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#8: paul/sleepy: hit damage |
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by Aardappel
on 01/06/2002 23:20
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there already is visible hit damage, atleast I see a lot of red particles in my face when I get hit. Maybe this isn't clear enough... I'll see if I can add screen flashing.
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#9: sun dog |
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by Aardappel
on 01/06/2002 23:37
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such a feature is not without problems. Cube doesn't allow heighfields (which would be needed for a crater) in all possible combinations with surrounding geometry, thus results could be messy (or very hard). Also, this could make a fast running map VERY slow (in fps).
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#10: mantra |
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by Aardappel
on 01/06/2002 23:37
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yes, such a feature is on my list
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#11: heh |
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by Ralphis
on 01/07/2002 04:47
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How about adding 3dfx support? It sucks to watch 9 fps drop by the minute all the way to zero.
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#12: SP features |
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by Marten
on 01/07/2002 12:28
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Nice work on Cube !.
In the SP you're planning some features I think would be nice:
A tag for walls so you can climb them like a ladder.
Tag a unit so it drops a choosen item then (s)he/it dies.
Be able to set teams, you can activate friendly units and they follow you then activate again and they stay there they are, don't have to speak just follow around.
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#13: Adjustable Grid |
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by Peej
on 01/07/2002 14:16
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Aard, you got around to thinking about that adjustable grid idea I had back in the early betas? You know, so you can move the vertices of a cube to adjust its shape thus allowing more complex rooms. I remember you saying it wasn't technically impossible given the way Cube works.
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#14: ralphis |
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by Aardappel
on 01/07/2002 20:06
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I remember explaining to you before why "3dfx support" is something that died out 5 years ago, but it obviously didn't stick. What you mean by "3dfx support" means using Glide, which no new game is written two anymore. There are only 2 game api's, both of which are supported by your 3dfx card: opengl & d3d. Cube uses the former.
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#15: Marten |
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by Aardappel
on 01/07/2002 20:12
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Thanks for the ideas, but I am going to focus on the basics first. What is important to me most is the actual monster design and how you fight with them, the rest is all extras. I certainly won't have any "friendlies" or "helpers", they tend to suck badly (I prefer human helpers, i.e. coop :)
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#16: Peej |
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by Aardappel
on 01/07/2002 20:23
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it would be a cool engine idea, and would be quite trivial to add to cube from a rendering perspective. But it makes things into a nightmare for other parts of the engine that depend on the geometry of cubes, i.e. occlusion code, lighting, physics etc etc. So its more of a question of complexity. It could work if you only allowed small offsets and let physics etc just treat it like square, but that be nasty and wouldn't allow all the fun.
it's one of the more interesting ways of making cube even more flexible though, so I 'll give it some thought :)
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#17: I have a cool request |
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by DaZ
on 01/08/2002 01:16
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Fix the damn bug where I cant shoot! :)
Aard knows what I mean, if its any help the same problem happens on my brothers voodoo banshee and voodoo 4. So its definitely a voodoo thing... Please fix it, using only the fist in DM kinda sucks... hehe
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#18: DaZ |
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by Aardappel
on 01/08/2002 02:00
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If I knew what the problem was, I could make a workaround... but for that I'd need such a voodoo to work with.
You do realise its a bug in the drivers, not cube, do you?
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#19: ... |
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by spank
on 01/08/2002 21:27
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Cube works with my 16 meg Banshee using Xpentor drivers, although horribly slow. I have a 300MHz K6II with 192 megs of RAM.
What Cube definitely needs now, anyway, is more corners, at least corners at angles other than 45 degrees. And if that were to get done, a way to do long corner from one square to another without having to manually set all accordingly would be nice too.
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#20: ... |
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by spank
on 01/08/2002 21:28
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Cube works with my 16 meg Banshee using Xpentor drivers, although horribly slow. I have a 300MHz K6II with 192 megs of RAM.
What Cube definitely needs now, anyway, is more corners, at least corners at angles other than 45 degrees. And if that were to get done, a way to do long corner from one square to another without having to manually set all accordingly would be nice too.
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#21: SP - design |
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by shahar2k
on 01/08/2002 21:28
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this engine is very interesting however it's not exactly MADE for huge sprawling maps like doom was, so, my Idea for you is to design the game to work like the old SNES "Smash TV" where you have a level, and you get a constant influx of enemies, and you have to fight them throughout the level, now this flow of enemies has a set amount, and at a certain point (destroy enemy generators, reach a certain spot in the level) a level "boss" comes in and starts chasing you around I'd love to see the return of tactical bosses as opposed to the huge monster (by tactical boss, I mean a creature which requires THINKING to kill, and learning it's patterns and such as opposed to simply avoiding it's bullets and hitting it with your own)
anyways that's my Idea based on how your engine works, I think it could be lots of fun but you're the boss,
btw I think the floor and cieling Heightmap should be seprate and activated seprately so that you could have a cave area where both the floor and cieling are height mapped (would require two delta values, or just the one if you want to just mirror the heightmap)
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#22: spank |
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by Aardappel
on 01/09/2002 01:01
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yes, that's needed.. but its quite a pain to add so I am avoiding it as long as possible.
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#23: shahar2k |
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by Aardappel
on 01/09/2002 01:03
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What you mention is more or less like my DMSP mod for quake, and the simplest cube SP mode will be like that (minus the end monster and the explicit generators).
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#24: Weapons |
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by magic
on 01/09/2002 18:22
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Well, this isn't really a wanted feature but since there isn't a what to change forum, it'll have to go here :)
I have to say cube is quite awesome! Me and 3 friends we're going to do an old school lan party this past weekend and play doom2/war2 but I had just downloaded cube and showed them and so they all wanted to play and we ended up playing cube more than the other 2 games. Anyways you're doing an awesome job on the game/engine, keep it up!
Ok so while playing countless hours we only have to small wishes:
Rockets and Rifle need more DAMAGE!
I also have to say that Shotgun is the closest doom2 shotgun that has yet to come out :) And chaingun is fast and does a good amount of damage. Either one is valuable in a battle... But rockets and rifle always seem to fail. With the game being so fast and the shotgun being insta kills most of the time, the rifle really needs to be an insta kill!! 1 it's a lot harder to aim with, and therefor it should deal more damage and actually kill someone when you do make a hit, cause if you miss chances are you are dead. If needed be, make it more powerful but longer delay between shots. I dont really have any suggestion with the rockets... Possibly more damage or more splash damage. The speed is pretty decent, so I dont think that should change.
Ok I think that is all, thanks for your time reading this and I hope to see some changes soon :)
Magic
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