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Most Wanted Feature

by Aardappel on 01/05/2002 03:14, 4190 messages, last message: 04/30/2008 20:02, 3591445 views, last view: 05/18/2024 12:47, 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.

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#4122: Re: modding and the master server

by MeatROme on 03/18/2008 16:58, refers to #4121

simpler still
wget://master.server.url/cgi/retrieve.do?item=list > combined list
wget://another.master.url/cgi/retrieve.do?item=list >> combined list
cat combined_list | sort | uniq

... well actually ... the last line isn't necessary - a server should only ever be registered on one of the masters at any one time .. but you never know on the internet, eh ;-)

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#4123: ..

by ATIRULE on 03/18/2008 20:51

right no server should need to be register on both masters i was thinking allow the mod server to copy down the official list and send it to the clients as one uber list

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#4124: ..

by ezombie on 03/18/2008 23:01

One question...

How would players know which server is running which mod?

If I can't play on a server, I don't want it on my list. Or are we talking 'just' server-side mods?

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#4125: Vehicles

by darth-hid3ous on 03/19/2008 02:17

What would be extremly cool,would be drivable vehicles nothing big, just a small mini fighterjet,a little one man car/dune buggy/go kart hybrid,and a two man car/dunebuggy/go kart.

The vehicles I think should be destructable,be in first person mode when
driving them/flying them,and be fun to drive/fly.

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#4126: Re: Vehicles

by darth-hid3ous on 03/19/2008 02:28, refers to #4125

Also it would add nicely to the race mode some of the other people were talking about

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#4127: Re: Vehicles

by Oh No Ghost! on 03/19/2008 03:33, refers to #4125

If we're going to have vehicles, I can't see the need for small/fast ones, considering how, as the saying goes, the player "is already in one." We're already fast enough!

Tanks, on the other hand, with low speed and high durability/firepower, would be an interesting addition. It's still all idle speculation, but eh.

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#4128: ..

by ATIRULE on 03/19/2008 04:08

I made a diagram to "hopefully explain my idea better "

http://img237.imageshack.us/my.php?image=mastermadnessjg0.jpg




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#4129: ..

by ATIRULE on 03/19/2008 04:09

lol forgot to say I am asking for a server and client side mod

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#4130: Re: Vehicles

by ?P()ÒÅ on 03/19/2008 04:17, refers to #4127

I think that it would be much better to focus on improving the current platform/elevator handling system. Sadly, this is one area in which many ancient games are far superior to sauerbraten. Moving platforms can be used to simulate so much and they really add to both single and multiplayer.

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#4131: Re: Vehicles

by Oh No Ghost! on 03/19/2008 04:45, refers to #4130

What's wrong with it? I don't disagree with you that it can be improved, but I'm not exactly sure how. It seems to work pretty well as is.

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#4132: Re: Vehicles

by tentus_ on 03/19/2008 04:51, refers to #4131

I think he's referring to the fact that they're singleplayer only.

I wonder if it'd be sufficient for the server to just send out a "sync your platforms to XYZd, XYZd, XYZd, XYZd" message every few minutes, or whenever someone enters a game. It could get to be a pretty sizable chunk of data if the map has a large number of platforms, but it shouldn't be too bad on a normal map layout. Oh, XYZd represents the X, Y, and Z coordinates of each platform at that particular moment in time, with d representing which direction it's heading.

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#4133: Re: Vehicles

by JadeMatrix on 03/19/2008 05:19, refers to #4132

True, mp maps don't usually have as many elevators as sp maps do.

"...or whenever someone enters a game."
Sauer automatically syncs the server and client's clocks whenever possible, right?

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#4134: Re: Vehicles

by Pxtl on 03/19/2008 21:26, refers to #4133

If so, then moving platforms that have no player-input would be trivial, as long as their position was expressed entirely as a function of the current time. That'd be nice for fixed-interval trains, doors, crushers, elevators, etc. It also would serve to make them distinct from just dropping off a cliff or hitting a jump platform (which do the same job but with less hassle).

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#4135: Multiplaye COOP!

by LT.Tatters on 03/19/2008 22:19

Multiplayer coop!
Love bashing the monsters heads in, and I already got 6 thumbs up by asking people online, so, how about it?
People join a MP game and get to eliminate monsters, with the comfort of their fellow companions(Players).

Who here think its a great idea?

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#4136: re: Multiplayer COOP

by ProxyRULE on 03/23/2008 01:46

yess good idea would open the door for Other things

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#4137: Coop online

by LT.Tatters on 03/23/2008 12:00

yes it would wont it, you can go and build a MP/SP coop map, and then test it out with help of fellow players, this would be amazing wouldent it, and I dout It wont be too hard to code with C++.

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#4138: Re: hi

by SheeEttin on 03/27/2008 02:05, refers to #4138

I've always been puzzled about why people would want to connect to a server to play against the computer when you can do the same offline...

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#4138: Re: hi

by tentus_ on 03/27/2008 03:26, refers to #4138

Good points, though hopefully the bots won't be jumping off the map too much.

SheeEttin:
One thing I frequently wish I could do is play against bots offline, in one of the gamemodes that is currently only online. It seems that if we could accomplish that, then making those bots function online would be relatively easy. I'd go so far as to say that making bots function online would be simpler than making elevators work online, or barrels and boxes. The client would just have to send much more data, which would be rough for a dialupper but pretty easy for anyone above that.

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#4138: ..

by IllvilJa on 03/27/2008 07:47

Bots can be abused for stuff like sentry guns, both sentry guns setup by players (like in Team Fortress 2 for instance) as well as sentry guns that are placed on the map by the map designer.

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#4139: Re: ..

by Pxtl on 03/27/2008 16:36, refers to #4138

That seems less the role of bots and more the role of just getting multiplayer support for monsters. An immobile-turret monster would be nice.

Really, we already have various falling-death map-hazards, so monster map hazards (as long as the mappers use them carefully) seem just as fun. I always wonder why it's so rarely seen in FPS games. Probably because of Doom's poor implementation - in Doom, getting killed by a monster was score-neutral, so they were actually a good way to tap-out if you were low on health and ammo. If getting killed by a monster in a DM game cost you a point like any other self-kill, then they'd be a hazard just like falling off of the map.

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