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Most Wanted Feature

by Aardappel on 01/05/2002 03:14, 4190 messages, last message: 04/30/2008 20:02, 3592015 views, last view: 05/18/2024 23:06, 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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#4148: ..

by IllvilJa on 03/31/2008 12:06

Regarding coop edit... perhaps the master of a server can grant a "max size of edited cubes" ability to fellow coop-editors? Perhaps also grant a "max number of edit operations/secord" as well?

That way, the master can at least slowdown any vandals as they try to "erase the map" as well as put a throttle on the editing/changing/damaging speed for less experienced (or rather, absolute beginner) Coop-editors who do not WANT to wreak havoc but who accidently still MAY.

Just (yet another) thought.

("7 times 6 = ", oh, come on... that was a pesky one. Ok, give me a few seconds to get my brain straight... So, let's calculate... heck, I'm running out of fingers! Sigh, got to start over again, I HATE then that happens...)

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#4149: Bots?

by LT.Tatters on 04/01/2008 18:06

So I geuss this is a yes and a little objections towards bots?
I think I just made a good suggestion.

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#4150: A few new features

by + on 04/08/2008 09:36

More teamplay modes would be nice such as regular ctf. Perhaps a more user friendly console. more physics. maybe like jumping off of walls and sliding on the ground. Kinda like in Urban Terror or Worsaw but somehow make it unique to Sauer.

What do you think?

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#4151: Re: A few new features

by MeatROme on 04/08/2008 11:01, refers to #4150

CTF has been added in CVS already - available from the next release on :-)

What's unfriendly about the console? Apart from there also being a sleek new feature in CVS to further empower CubeScripters and interaction with the console ... it's a console ... what do you expect from it?

Re:Physics .. there's been tons of requests like this - always with a note saying ".. like in game XYZ" - the default answer is : this is Sauerbraten, not XYZ.
:-P
But, honestly, there's no chance at all of anything (!) being implemented unless the developers get a reason why such and such feature would improve gameplay - and making it be more like game XYZ isn't one of the reasons they'd accept .. at least not in my experience.

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#4152: Re: A few new features

by Hirato Kirata on 04/08/2008 12:39, refers to #4151

what's this "sleek new CVS feature" you speak of? I'm aware of some history stuff being 'cleaned up' but that's the extent of it.

anyways, there has been some physics rewrites a while back, but mostly regarding slopes and character interaction with them. Eihrul did actually ask somewhere a few months back in the woop-clan irc channel if the current physics (fake and fast), or quake (real and sort of slow) physics are preferred, no idea what happened on that front though.

~Hirato Kirata

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#4153: New Chars Plz!

by Eureka7 on 04/08/2008 15:29

can some1 help me figure out how to make new chars for the game that are playable!!! i wanna make chars from one of my fav tv shows

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#4154: 1 more thing

by Eureka7 on 04/08/2008 15:30

my email is surfer50672002@yahoo.com email me how to do this! plz and ty

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#4155: Re: sleek prompts

by MeatROme on 04/08/2008 21:55, refers to #4152

you can now prefill the prompt and pipe the output to a given command ...
inputcommand INIT ACTION PROMPT
should give us a lot of scripting fun :)

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#4155: Re: New Chars Plz!

by MeatROme on 04/08/2008 21:59, refers to #4153

Any MD2/MD3/MD5 will do ... probably you need to ensure the animations begin/end at the correct frames too, I'm no modeler but I got that much ;-)

Just take the ogro or ironsnout as a template.

You might wanna checkout http://cube.wikispaces.com/ and the modeling topics covered there.
HTH

Oh.
P.S.: you'll be the only one seeing these models though ... everybody else will still see you and the others running around as the default model!

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#4156: Re: sleek prompts

by Hirato Kirata on 04/09/2008 01:22, refers to #4155

I'm aware that sayteam uses it, in a /inputcommand "" [sayteam $commandbuff] "[team]" kind of way :D

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#4157: Improved demo functionality

by Khane on 04/09/2008 04:21

I\'m not going to pretend to know what sort of trouble this is, but I would *really* love to have a proper first person view in demos, with a hud and hudgun showing the person\'s actual view. I tend to go over my play, but sometimes it\'s hard to see myself with the shoddy \"/followdist 10\" we have now sitting right behind my character\'s head.

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#4158: Suggestions

by Zoozie on 04/13/2008 00:38

how about some vehicles??? some ppl would probably be vehicle noobs so u would need a seperate gamemode...

maybe some new weapons... laser, flamethrower... idk..

a reverse funtion that enables ppl to make real inverse pyramids...

an autosave that goes whenever big lag happens or you disconnect or a new player enters....

a block against the serv crashing code...

a permanent block that doesnt let certain people play coopedit at all.... (send a report and that IP is monitered by something...(repeat offenses = more permenant ban) kinda like jail i guess...

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#4159: Re: Suggestions

by Zoozie on 04/13/2008 00:40, refers to #4158

oh! i forgot a smaller gridsize and/or a detail funtion that turns your square into a 3x3 grid so make more detailed things....

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#4160: ..

by apflstrudl on 04/13/2008 01:30

how about some vehicles??? some ppl would probably be vehicle noobs so u would need a seperate gamemode...

-> sauermod

maybe some new weapons... laser, flamethrower... idk..

-> why?

a reverse funtion that enables ppl to make real inverse pyramids...

-> don't understand that one...

an autosave that goes whenever big lag happens or you disconnect or a new player enters....

-> make a script that saves every few minutes/secs or use mastermode 2 or just don't make huge and so well looking good projects in coop...

a block against the serv crashing code...

-> ?!?!?

a permanent block that doesnt let certain people play coopedit at all.... (send a report and that IP is monitered by something...(repeat offenses = more permenant ban) kinda like jail i guess...

-> first make the code for that then come here again and post that. and think about that someone (YOU) has to look after it every day. Also you need to change the server code and make some masterserver changes or sth like this to have a main server where all the ips of these sooo dumb people are stored

send a report

-> who and to where should i send it to?

just go and play in mm2 or don't play on PUBLIC servers if you don't like thiese problems

oh! i forgot a smaller gridsize

->sometimes it would be nice, i think it was implemented in cvs but it isn't anymore. i think it gives you more possibilities to make small things, but otherwise it's not good for the game, the file size is bigger and other things afaik

and/or a detail funtion that turns your square into a 3x3 grid so make more detailed things....

-> ?!?


I'm a bit tired, so that might be a reason why i don't understand all that what you wrote, but think a bout that what i wrote and perhaps you could explain the othe things...

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#4161: ..

by darth-hid3ous on 04/13/2008 02:04

hm...I know we have a capture gametype...but whenever I go to that "sky castle" map,I always think about how awsome it would be for capture the flag.
A capture the flag gametype would be great for alot of levels.
And with lots of team mates,and two teams.one team ogres,and the other human.

whadda you think?

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#4162: Re: ..

by tentus_ on 04/13/2008 02:53, refers to #4161

CTF is in CVS, right? I haven't check it out in a while, too busy, but I'm pretty sure that the mob mentality is getting fed next release.

You know, I've been rolling around the idea of having a FAQ inside the menus of the next release. Specifically, one that will address questions like "Vehicles hurr!" and "How I can is change names PLZ!" We could probably cut out a lot of redundancy that way.

Actually, a FAQ map could be kind of cool... a little valley with signs directing you towards sections that address questions. That'd be a fun and unique little experiment. Anyone interested in making one with me?

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#4163: Re: ..

by yoopers on 04/13/2008 04:14, refers to #4162

A FAQ map does sound cool, and it would be a nice replacement for the default map. I'm no mapper, but it would be fun to learn if you don't get more experienced volunteers.

Having said that, I and many others players that I know of bind answers and issue them at will when someone asks a question during a game. :]

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#4164: ..

by the W4 (old comp) on 04/13/2008 21:28

Decreasing the default cube size by one is not a bad idea. However, it might increase map sizes to dramatically and when I tried to do this, there were several other problems.

One size smaller cubes would allow much more detail to be added into some maps, as the current smallest cube is still rather large. Does anyone even use the largest cube size anyways?

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#4164: ..

by IllvilJa on 04/14/2008 11:30

In my apparently never to be implemented visionary mod of Sauerbraten (modern vehicle combat, you know) there will be airplanes and I intend to let those monsters move at realistic speed (yes, I'll let realism creep into the very, very few cracks where it actually might get a foothold in this framework, and vehicle speed is one of those...).

Given the speeds a jetfighter or attack plane travels at I can imagine that I'll use some structures that are made up by the larges cubes. If not for anything else, the largest cubes define how big the maps can get, if I got it right, and yes, a battlefield will need to be BIG if jetplanes are to fight on it, even if the (probably far more detailed) portion where the ground units fight it out is quite a lot smaller than the total map.

Ideally, I would like to see that the maps allowed BOTH very big and very small cubes. But I can imagine that this provides a host of coding challenges to take care of.

(Thinking of it, the netcode of Sauerbraten will probably make jet dogfighting at realistic speeds ca 10m over the ground among buildings feasible... could be a blast! Before anyone jumps the gun here, I'm not talking at the max speed airplanes have at high altitudes, IRL the denser air at lower altitudes will bring down the "max speed" somewhat. But it will still be mindnumbingly fast! For all people who are addicted to the insane tempo of Vanilla Sauerbraten ;-) ).

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#4165: VR Head Tracking

by willcrumpy on 04/17/2008 21:12

Only just found sauerbraten, really love the simple edit system, had a play today online. I love the retro arcade speed and style, but the bloom and water effects are really good!

The field of view change is a really cool feature, gives an awesome retro feel to play with a sense of speed.

I saw this vr head tracking video I saw would be a good feature for fps games. The 3d effect is awesome, just watch the video, two and a half minutes in, with the targets.

have a look :)
http://www.youtube.com/watch?v=Jd3-eiid-Uw

His 3D C program, source available on his website (but dotnet I think), alters the Field of View and viewpoint with the distance from head to screen input, and moving your head left and right controls tilt/turning of viewpoint in game.

People are talking about the possibilities for Time Crisis style games, making ducking dodging important, but I think the 3D effect is so stunning that fps games would benefit immensely and produce more immersive gameplay.

The wii remote can be used on a pc with a bluetooth adapter and a input emulator program called glovepie.
Also, fps's can be played on other wireless controllers such as SOAP, a wireless optical mouse that you use standing up.

What I'm asking is, how much work would it be to take input from the head tracking program and alter sauerbratens camera to produce the same effect? his code is online here:
http://www.cs.cmu.edu/~johnny/projects/wii/
by "wii remote head tracking"

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