Most Wanted Feature |
by Aardappel
on 01/05/2002 03:14, 4190 messages, last message: 04/30/2008 20:02, 3591288 views, last view: 05/18/2024 09:38, 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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Board Index
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#4062: In game texture editor |
by soulforge
on 02/25/2008 06:37
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I don't know if this has been brought up or not, but to me it would seem that an in game texture editor, that alows you to edit more than one layer of image, and apply it to selection, would help reduce problems map builders have when trying to use original artwork. I like to build a lot of mapmodels as opposed to building, texturing, then importing into sauerbraten, at least for static models.
Another good idea would be to eventualy have an in game 3D model editor/texture/animater, not that is would be easy to do, but it would deffinately speed up mapbuilding/level-editing a hundred fold. It could prove quite costly to implement though.
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#4063: oh yeh |
by soulforge
on 02/25/2008 07:18
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Cube kicks a**. I am a big fan of eisenstern, i can see so many possabilities, that's where I have real suggestions.
Cube, Sauerbraten, Eisenstern, that's one heck of a hobby. You've done a dam* fine job Aardappel. Congrats!
About the vehicles, i think we should be able to import animated vehicle models that are scripted to grab the camera and controls when you press enter within their radius, and just script it to make your character exit the vehicle when you press enter again.(It seems to me as if we should already be able to do this in sauerbraten using MD2 and MD3 files, then maybe script the physics, or add a model-physics editor to sauerbraten itself, for gravity, and friction and such.)
I think of airplanes, helicopters, flying, saucers, dirtbikes, and hover boards, when I think of vehicles. Think of a death match, where everyone drives around a roman arena in chariots, using chain guns, rambo style. of course primitive weapons would be cool, like swords and spears, things I would make myself if I knew how(for the spear, the object itself would be a bullet, or rather the object would produce an identical bullet and then distroy itself.)
and is it possible to use the same models for differently scripted NPCs?
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#4064: Deformable Terrain |
by jockmo42
on 02/25/2008 07:31
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I know this has been stated before, but I\'d LOVE this feature. Have a setting to flag cubes as destructible in the editor, and to have all the cubes in the map destructible by default.
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#4065: Re: Deformable Terrain |
by yetanotherdemosthenescomputer
on 02/25/2008 07:47, refers to #4064
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But what does it add to *gameplay*?
That's the real reason it won't be added: It adds nothing and costs much more than nothing.
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#4066: Re: Team/base playerstarts |
by Drakker__
on 02/25/2008 18:04, refers to #4057
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Very good point... I'm sold.
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#4067: .. |
by Pxtl
on 02/25/2008 21:01
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Well, destructible terrain _does_ add something to multiplayer gameplay. It means you can have cover that is destroyable, or that you can have platforms that can be destroyed - consider a flag (or Quad) that can only be accessed by a group of destroyable bridges, or atop a staircase of destroyable crates.
Obviously, destroyables would have to be mapmodels, not sauercubes. Still, I'd like to see respawning-destroyables (and explodables - Doom barrels were fun) for multiplayer maps - but I always loved gimmicky maps. I'm sure my opinion is in the minority.
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#4068: Re: .. |
by SheeEttin
on 02/25/2008 21:06, refers to #4067
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I'm completely in favor of destroyable mapmodels, though not so much for explodables.
You can certainly use destroyable mapmodels to add to gameplay (the destroyable cover), or also to reach or deny access to objectives (currently only bases).
The only use for exploding barrels would be to place them around where people tend to camp (e.g. sniper nests, bases). In this capacity, they could be useful, but just scattered around DM maps, not so much.
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#4069: Re: a clock would be nice |
by steve_e
on 02/27/2008 05:43, refers to #4061
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Yes, I have done this using three map models for hour, minute and second hands and then adjusting the animation frame rate for each. Very basic mind you and is not in sync with the system clock of course, but it does add a 'real world' sort of time factor to the virtual environment.
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#4070: Force victory via normal trigger script. |
by demosthenes
on 02/27/2008 22:29
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I would love to have a command that could be placed inside a normal trigger script that would cause a victory as if you'd hit a trigger 29.
The reason? In the SP map I'm working on, the player needs to be able to get to the triggers that cause the win before those triggers should activate the win so that they can be told what they need to do next.
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#4071: .. |
by Oh No Ghost!
on 02/28/2008 01:41, refers to #4070
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Shootable triggers would be el fantastico.
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#4072: Re: .. triggers |
by ATIRULE
on 02/28/2008 04:06, refers to #4071
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um it would be nice but preatty useless
who plays Sp anyway :p
If all the triggers worked in multilayer Now that would PWN as you could script events opening the door for all kind of stuff new game modes such as objecting based mode all done with cube script but as it stands its preatty much point less unless you play Sp a lot
as far as I know non of the triggers work online
.hack//trolled
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#4073: Re: .. |
by tentus_
on 02/28/2008 04:45, refers to #4071
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I agree that shootable triggers would be nice to have: SP maps wherein you blow up a bridge or something spring immediately to mind. I'm currently working on making a Zilla map that abuses the barrel entity to the extreme. Having damage-sensitive triggers would make the map a whole lot more intuitive for players (currently it has a few situations along the lines of "blow up building and then rut around in the debris for a bit").
A similar request for attaching triggers to monsters comes to mind. It'd always be nice if killing a specific monster could trigger an event, allowing SP mappers to set up bosses and sub-bosses more effectively.
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#4074: Re: .. triggers |
by demosthenes
on 02/28/2008 04:54, refers to #4072
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Some people do play SP. Just because you don't doesn't mean that the people who do are lame or should be discounted in any way (actually the fact that you don't probably says something positive about those who do...).
I personally enjoy a good SP map quite a bit.
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#4075: Re: Force victory via normal trigger script. |
by SheeEttin
on 02/28/2008 15:35, refers to #4070
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So, you need one trigger that can decide whether or not to cause a win?
Hmm...
You could put a "door" under the trigger such that the player would fall into a "win" trigger (you'd put it just below the trigger range of standing on the floor).
You could put a "door" under some monsters at the bottom of the map so that it dumps them out and wins.
There are a bunch of possibilities. Be creative!
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#4076: Re: Force victory via normal trigger script. |
by Hirato Kirata
on 02/28/2008 22:38, refers to #4075
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there is a bunch of possibilities, including an /endsp command demosthenes got eihrul to implement yesterday :P
~Hirato
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#4077: Re: Force victory via normal trigger script. |
by steve_e
on 02/29/2008 01:08, refers to #4076
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Or just add this to your conditional 'end level trigger':
trigger 29 1
Where trigger 29 is a type 29 trigger that is hidden away somewhere that the player can't reach.
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#4078: Re: Force victory via normal trigger script. |
by MeatROme
on 03/01/2008 00:25, refers to #4075
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yeah, there's even finally a pre-built "trapdoor" on quadropolis ... should prolly plug the URL here but can't be bothered ATM ... gotta reply on the "/endsp" command! :)
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#4079: Re: Force victory via normal trigger script. |
by MeatROme
on 03/01/2008 00:25, refers to #4076
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:)
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#4080: Re: Force victory via normal trigger script. |
by steve_e
on 03/01/2008 04:32, refers to #4078
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As in this node??
http://www.quadropolis.us/node/1079
;)
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#4081: You found a trapdoor! [was: Force victory ...] |
by MeatROme
on 03/01/2008 15:04, refers to #4080
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The very same ... still not got onto a new SP-Adventure myself though, I'm sure I'll have some fun for myself while mapping and hopefully for the player l8r too with it!!!
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