home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


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

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.

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages

#4082: Re: You found a trapdoor! [was: Force victory ...]

by steve_e on 03/01/2008 17:43, refers to #4081

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.

reply to this message

#4083: .X model formats

by LT.Tatters on 03/03/2008 18:29

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?

reply to this message

#4084: Re: .X model formats

by tentus_ on 03/04/2008 05:12, refers to #4083

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)

reply to this message

#4085: Re: .X model formats

by tentus_ on 03/04/2008 05:13, refers to #4084

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

reply to this message

#4086: .X models

by LT.Tatters on 03/05/2008 18:10

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!

reply to this message

#4087: many changes that sauerbraten needs

by Glitchmaster on 03/08/2008 01:37

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.

reply to this message

#4088: Re: many changes that sauerbraten needs

by demosthenes on 03/08/2008 01:42, refers to #4087

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.

reply to this message

#4089: Re: many changes that sauerbraten needs

by smartalco on 03/08/2008 03:04, refers to #4087

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)

reply to this message

#4090: Re: many changes that sauerbraten needs

by tentus_ on 03/08/2008 04:30, refers to #4087

http://sauerbraten.org/docs/editref.html#_elevator_

You mean elevators like these? Oh wait, already there. Demosthenes is right, look around a bit first.

reply to this message

#4091: ..

by ATIRULE on 03/09/2008 08:59

work on cube one stopped a long time ago
feel free to mod it your self @:}

reply to this message

#4092: Re: ..

by jbuk2k7s cookie has gone on 03/09/2008 14:57, refers to #4091

/bind mouse2 [universaldelta +1]

reply to this message

#4093: Rain - I'm sure this has been asked before

by w$$a$elect on 03/09/2008 21:58

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?

:)

reply to this message

#4094: ..

by ATIRULE on 03/09/2008 22:17

http://www.quadropolis.us/node/872
rain rain go away come agin another day


XD

reply to this message

#4095: Voting

by Fnord on 03/10/2008 23:26

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.

reply to this message

#4096: Re: Voting

by tman_elite on 03/11/2008 02:44, refers to #4095

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.

reply to this message

#4097: Re: Voting

by tman_elite on 03/11/2008 02:45, refers to #4096

There should then be a limit on the number of map-change requests you can send (maybe like one every 2 minutes)

reply to this message

#4098: ..

by IllvilJa on 03/11/2008 09:44

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.

reply to this message

#4099: ..

by ?P()ÒÅ on 03/11/2008 17:43

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.

reply to this message

#4100: Re: .. mac xcode include

by a`baby`rabbit on 03/12/2008 09:02, refers to #4099

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.


reply to this message

#4101: Message censored by administrator

by blahdkjsdhjkds on 03/12/2008 16:04

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages


Thread closed!

This thread has been closed, which is why you can't post any more messages in it.


content by Aardappel & eihrul © 2001-2024
website by SleepwalkR © 2001-2024
53847571 visitors requested 71620623 pages
page created in 0.115 seconds using 10 queries
hosted by Boost Digital