Most Wanted Feature |
by Aardappel
on 01/05/2002 03:14, 4190 messages, last message: 04/30/2008 20:02, 3563459 views, last view: 05/04/2024 12:14, 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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#4082: Re: You found a trapdoor! [was: Force victory ...] |
by steve_e
on 03/01/2008 17:43, refers to #4081
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It is all about the narrative with SP - anything that can help maintain the suspension...
Trapdoors no doubt help - always wanted one myself - so easy to create so hopefully it will be included in the next release.
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#4083: .X model formats |
by LT.Tatters
on 03/03/2008 18:29
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How about implementing X models, some people such as me use to use FPSC and used Custom media, what of which was in X formats so how about the abbility to have a GUI that allows you to load a model and a texture and import it into the game?
It will come in handy too!
Because some people use max and there is a pugin for X but I have not seen one for Md2 md3?
so this is maybe somthing to think about?
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#4084: Re: .X model formats |
by tentus_
on 03/04/2008 05:12, refers to #4083
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Max can always export to 3ds, which my modeler of choice, Q2Modeler (I know, very oldschool and decrepit, but hey, it works wonderfully) can import and edit nicely. If you use version 911 it even has some nifty skinning options that aren't really necessary but make some people happy.
Of course, there is support for md5 now, so perhaps you should take a look at this page: http://www.modwiki.net/wiki/MD5_(file_format)
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#4085: Re: .X model formats |
by tentus_
on 03/04/2008 05:13, refers to #4084
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huh, it lopped off the end of the link. Oh well.
Also, if you can get your model into blender then there are several topics on the wiki which can help you out, http://cube.wikispaces.com/MD3+Export+From+Blender+Tutorial
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#4086: .X models |
by LT.Tatters
on 03/05/2008 18:10
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Never mind, Decided to use blender for awhile and found out that you can inport .X and then Export Md2, so now All I need to know is how to get them into Cube2, I know that it requires some thought, but I think i can do it, but thanks for the stuff Tentus, they should come in handy!
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#4087: many changes that sauerbraten needs |
by Glitchmaster
on 03/08/2008 01:37
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This game is awsome for an engine demo, but for it to be a good game it is missing many things:
More ammunition. Period. 6 seconds of chain gun ammo isn't enough. The rocket and grenade launchers are ok, but the shotgun needs at least 50 shells.
More versatile engine. I know, it allows for realtime editing which many games need, but it doesn't have much else. There are the things it needs:
- Elevators (come on, Doom could do it!)
- Triggers that can be spread over a wide area (like you can make a wall for it)
- A better trigger system. Maybe a trigger script that can do certain actions like open this door, or use this elevator.
- Prefabs and primitive objects (like spheres, cylinders, and 3-sided pyramids)
- The ability to create custom weapons and monsters. That is, the ability to create those things without trying to go through the entire engine to learn how it works. (Okay, it doesn't NEED this, but it would be useful)
- More weapons and monsters. (that is, if you can't do the above)
- Doors that aren't map objects. (Seriously, it needs this badly.)
- And with the above You need keycards that only open certain doors. That is, six keycards.
All of these things are in most first person shooters today, but sauerbraten lacks completely.
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#4088: Re: many changes that sauerbraten needs |
by demosthenes
on 03/08/2008 01:42, refers to #4087
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You haven't explored the game at all.
Let's see. In singleplayer, most of those are already possible. Look around, see what can be done with the engine. Especially before making lists of demands as if you know everything about FPS games, which you obviously don't, seeing as you haven't realized that if every game was the same, they'd all be the same.
Sheesh.
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#4089: Re: many changes that sauerbraten needs |
by smartalco
on 03/08/2008 03:04, refers to #4087
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time to counter all your suggestions!
elevators - it has jump-pads, close enough (and more fun to play with :D)
wide triggers - make multiple triggers for the same thing, not too hard
better triggers - you obviously know nothing of the scripting engine, you can already make triggers to open doors, do whatever
prefabs - you can make your own models to import into the game
custom weapons/monsters - model one, import it, have fun (look on quadropolis, there are already custom guns)
more weaopons/mosters - see above
doors not objects - don't know about this
keycards - there are triggers that open doors
also, if you actually live long enough to fire 50 shotgun shells, you are hiding (or playing singleplayer, stop that, multiplayer is way more fun)
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#4090: Re: many changes that sauerbraten needs |
by tentus_
on 03/08/2008 04:30, refers to #4087
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http://sauerbraten.org/docs/editref.html#_elevator_
You mean elevators like these? Oh wait, already there. Demosthenes is right, look around a bit first.
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#4091: .. |
by ATIRULE
on 03/09/2008 08:59
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work on cube one stopped a long time ago
feel free to mod it your self @:}
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#4092: Re: .. |
by jbuk2k7s cookie has gone
on 03/09/2008 14:57, refers to #4091
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/bind mouse2 [universaldelta +1]
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#4093: Rain - I'm sure this has been asked before |
by w$$a$elect
on 03/09/2008 21:58
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Hi,
I searched around but could never find an answer to why there's no rain effect in cube 2.
For someone who understands the engine better than I do it looks pretty straight forward. All the goodies contained in renderparticles.cpp surly could be used for a rain effect?
:)
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#4094: .. |
by ATIRULE
on 03/09/2008 22:17
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http://www.quadropolis.us/node/872
rain rain go away come agin another day
XD
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#4095: Voting |
by Fnord
on 03/10/2008 23:26
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I have never seen anything changed by voting in sauerbraten. Voting is too hard, especially for new players.
To solve that problem, voting could work on a yes/no basis. Someone proposes changing the map to metl4, everyone votes yes/no. Furthermore, yes and no should have default bindings. There could also be some penalty for not voting (in that case with a third option - abstain). With voted kicks, that could also prevent cheating/spamming/etc.
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#4096: Re: Voting |
by tman_elite
on 03/11/2008 02:44, refers to #4095
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I don't think people should be punished for not voting, I just think that there should have to be more "yes" than "no" in a certain amount of time (say 15 sec), and if you don't vote it simply doesn't count.
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#4097: Re: Voting |
by tman_elite
on 03/11/2008 02:45, refers to #4096
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There should then be a limit on the number of map-change requests you can send (maybe like one every 2 minutes)
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#4098: .. |
by IllvilJa
on 03/11/2008 09:44
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Battlefield 2 uses a system where the votes require as certain number of "yes" (specified as the vote starts) in order for "yes" to win once the vote times out. So at least in that game non-voters count as "no". Then if that is good/bad is another thing. As you can imagine, most votes does NOT go through, at least not on public BF2 servers.
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#4099: .. |
by ?P()ÒÅ
on 03/11/2008 17:43
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If xcode is still used to create the mac version of sauerbraten, please include the xcode project file with the next release of sauerbraten. The current release only contains an empty folder called build. This would just save some time and, providing xcode is used, there is really no reason not to.
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#4100: Re: .. mac xcode include |
by a`baby`rabbit
on 03/12/2008 09:02, refers to #4099
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For the last release both the mac devs were away (real life, families, holidays, blah..) so the mac release was delayed slightly and I'm not even sure who actually bundled it up in the end... Anyway, usually everything is included.
In the meantime you should find that the linux & win bundles have a complete xcode dir in them, or try cvs.
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#4101: Message censored by administrator |
by blahdkjsdhjkds
on 03/12/2008 16:04
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