Most Wanted Feature |
by Aardappel
on 01/05/2002 03:14, 4192 messages, last message: 04/30/2008 20:02, 2708902 views, last view: 12/09/2021 06:38, 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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#561: Re: My Cube Christmas wish list |
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by Aardappel|home|holland
on 12/27/2002 00:53, refers to #560
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thanks :)
Yeah that sounds like a cool idea... what exactly are you trying to do?
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#562: more script goodies |
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by Mike Doktor
on 12/27/2002 22:59
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OK, but you asked for it.... :o)
Basically, the goal is to do very powerful things in the editor with as few keystrokes (& coding on your part) as possible, while still maintaining the minimalist concept of cube. This is only SOME of the things I (& the cube community) could do if 5 features were made availiable to the script language:
#1 Ability to get attributes of a single cube at $xsel, $ysel.
#2 Ability to sense the SHIFT,CTRL,ALT keys position.
#3 Ability to get the current users position (or cursor position, X,Y & height)
#4 Ability to bind to mouse movement. (Actually, whenever the editing cursor moves to a new spot)
#5 Provide Absolute mode in at least functions edittex,editheight,vdelta.
// A FEW IDEAS ///////////////////////
TEXTURE PALETTE - use map floor as a texture palette for "speed texturing". Run script "PALETTE" to place several textures on the map floor. Place cursor over one of them & run script "PICKUP" to get texture. move cursor to edit spot & run "PLACE" to replace with this new texture. You could quickly do many textures this way. EXAMPLE:
alias PALETTE [
alias xstart $xsel
alias ystart $ysel
loop 100[
select $xstart(+ $ystart 1) 1 1;
edittex 0 $i
]
]
alias PICKUP [
select $cursorx $cursory 1 1
alias mytexture $floortexture
]
alias PLACE [
select $cursorx $cursory 1 1
edittex 0 $mytexture //would
//need absolute mode
]
////////////////////////////////////
QUICK PATHMAKER - Hold down the LEFT SHIFT key & fly across map. A path of a pre-specified texture & width follows in your wake. An even fancier script could "round" the corners as well. EXAMPLE:
keymap -7 MOUSEMOVE "" // where -7 is defined as new cursor position.
bind MOUSEMOVE "myfunc"
alias myfunc [
if($LEFTSHIFT)[
select $cursorx $cursory 4 4;
edittext 0 $mytexture
]
]
////////////////////////////////////
2D EDIT MODE - use quickpath above & do all editing on a flat map with textures only, then run "threeD" to popup the walls. Could also run EQUALIZE to reverse process.
alias threeD [
// indivually select each cube in selection area
[
if(= $floortexture 1) edittex 0 5
if(= $floortexture 2) edittex 0 10
if(= $floortexture 3) edittex 0 50
]
]
////////////////////////////////////
CARVE OUT A CANYON - aka "speed carving". Fly across the map & hold down the LEFT SHIFT KEY. A canyon follows in your wake. Fancier scripts could slope the walls.
bind MOUSEMOVE "myfunc"
alias myfunc [
if($LEFTSHIFT)[
select $cursorx $cursory 4 4;
editheight 0 $cursorheight // requires absolute mode
]
]
////////////////////////////////////
CARVE A PATH THROUGH A PERLIN LANDSCAPE - After running perlin on a region, fly through it & hold down RIGHT SHIFT key.
bind MOUSEMOVE "myfunc"
alias myfunc[
if($rightshift) [
select $cursorx $cursory 4 4
// get minimum vdelta value in
// this selection, call it $minv
vdelta $minv //requires absolute mode
]
]
////////////////////////////////////
MULTIPLE KEY FUNCTIONS - use a key in combination with shift keys to increase functions. EXAMPLE:
bind up "myfunc"
alias myfunc [
if($leftshift) ...... //slope up
if($rightshift) ...... //move up
]
////////////////////////////////////
MULTIPLE MOUSE FUNCTIONS - same idea as above but for mouse. EXAMPLE:
bind MOUSEMOVE "myfunc"
alias myfunc[
if($leftshift) .... //change floor texture at $cursorx,$cursory
if($rightshift) .... //raise floor texture 10 at $cursorx,$cursory
]
// FINAL THOUGHTS ////////////////
Don't know how I did explaining 3d concepts in text mode. But I do know that if you could give me a beta of this, I could give you enough cool scripts to make you not want to go back...... :O)
Thanks for considering it,
Mike Doktor
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#563: riding on whales |
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by Goetzenzar
on 12/28/2002 04:02
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hmm, some comments:
"Place cursor over one of them & run script "PICKUP" to get texture. move cursor to edit spot & run "PLACE" to replace with this new texture. You could quickly do many textures this way."
i think i suggested this to aard already, generally you can do this with copy and paste (since it copies the texture), but of course it would be nice to limit the stuff "what" it copies (that you can decide that it only copies the ceiling, or only the floor texture. but uhm, copy & paste does fine for me
i think all of the stuff is already possible when you write your own .cfg / scripts
yawn
(the most ideas already exist in external progs -for instance the sim city landscape editors), but that conflicts with the "100% in-game editing thing)
(of course its not 100% i want texture painting and modelling in cube! :p
(and perhaps sound-making, perhaps mixed up, i mean that the way u make a map, the code does make music out of it :) or make a literature-based maps,
that lets say, when i write in the cube command line "then the player comes to a long hallway, around the corner is a room with 2 monsters and gloomier light" (that could be a bit more tricky then the typical "take knife" -adventure computer language sort of thing, but perhaps some coders are bored (improve the world!) :p
damnit ...must ...map ...again
4am, and i still cant sleep, the world is so exciting/boring!
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#564: .. |
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by underworldfan
on 12/28/2002 07:04
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"4am, and i still cant sleep, the world is so exciting/boring!"
lol.
"must....map......again...."
got any cube SP or Quake SP maps on the go? ;)
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#565: Re: more script goodies |
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by Piglet
on 12/28/2002 19:07, refers to #562
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good ideas, i'd cetinaly vouch for more scripting bits to be included, as long as used carefully the more power the better :)
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#566: Re: more script goodies |
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by pushplay
on 12/29/2002 04:09, refers to #565
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You can already sense shift, control, and alt. It's in my cfg, do a ctrl-f for "shift".
The only problem with that set up is that certain things conflict with if statements: such as the mouse buttons and forward, backward, etc...
The only problem this has given me is when I wanted ctrl-A for select all. I stuck that in F7 and haven't really been happy about it.
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#567: Re: #566 |
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by spentron@home
on 12/29/2002 19:21
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"You can already sense shift, control, and alt. It's in my cfg, do a ctrl-f for "shift"."
I just used lshift. That's as an independent button.
BTW, what are the codes for the numpad?
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#568: untriggering |
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by Piglet
on 12/29/2002 20:47
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i would really like to be able to untrigger triggers so they could revert back to their original state
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#569: Re: #566 |
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by pushplay
on 12/29/2002 21:00, refers to #567
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You can use them independantly or together. I have them together because they both set the same variable to 1 when pressed.
You can always find keycodes in the keymap.cfg in data.
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#570: Re: more script goodies |
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by Aardappel|home|holland
on 12/30/2002 01:16, refers to #562
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1/3/5 are easy to add, I'll think about it.
2 is already possible, just bind something to ctrl etc that sets an alias depending on wether its active (use "onrelease")
4 is not a very sensible extension, and I think your projected use of it is more of a gimmick than actually useful.
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#571: Re: more script goodies |
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by pushplay
on 12/30/2002 03:55, refers to #570
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I just realized you can use 1 to create 5 with a script.
Combining 1 with the ability of triggers to use editing commands without being in editing mode could lead to some very powerful scripted events. *hint hint*
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#572: more script goodies |
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by Mike Doktor
on 12/30/2002 20:55
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Only 1 out of 5 are gimmicks? Thats a pretty good score. I'll take it.
Actually Aard, I'm just honored that you would take the time to read such a long winded reponse. Anything beyond this is just a bonus.
But I hope you will consider #1 #3 the most, because like pushplay already brilliantly concluded, if you got 1, you got 5, (by the way pushplay, like your "tree" in your garden map), and
#2 & #4 are kinda redundant with existing features.
Would also like to thank everyone else who took the time to reply, your suggestions have been very
helpful...
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#573: Re: more script goodies |
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by Aardappel|home|holland
on 12/30/2002 22:34, refers to #572
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ok, consider them in then :)
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#574: Re: more script goodies |
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by pushplay
on 12/31/2002 00:04, refers to #573
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Thanks for the tree comment.
One more thing I would like to tack on to there request is the ability to delete arbirary entities that are part of a cube.
Deleting the closest entity is great for editing, but not so much for scripting.
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#575: Re: more script goodies |
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by Al_Capone
on 12/31/2002 08:54, refers to #574
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as well as defining height
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#576: Re: more script goodies |
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by Piglet
on 12/31/2002 10:13, refers to #574
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Agreed!!!!
Its so annoying being limited to just deleting the closest entity.
Oh and im very glad to here that 1 and 3 will be included :)
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#577: a few features... |
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by SysteM_H
on 12/31/2002 11:11
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hmm, I thought of a few features that I just have to bug you with. anyway, here they are...
1. the ability to change the amount of distance fog for the level in the level's .cfg file
this should be pretty easy... just make it so that one may type "fog N" (where N would be and integer determining amount of fog... 0 for none, 50 for a lot, or whatever you want) in the cfg to get rid of the distance fog (no fog for space levels, lots of fog for creepy levels)
2. the ability to change fog color in the .cfg file
what can I say, I want red fog >:) it would be something like this:
fogcolor R G B
where r g and b are of course red-green-blue integers (something between 0 and 255? I think that's how it goes) that determine the color of the fog in that particular level.
3. projectiles won't blow up or send out sparks when hitting a surface textured with the skybox
I'm guessing that this one would be a pain/impossible... but I think it looks kinda weird when you fire your shotgun up into the sky and a bunch of sparks come raining down from some "invisible barrier"... and it's worse (and sometimes damaging) with the rocket launcher.
one more. this isn't something that hasn't been suggested already, but we need a hurt tag to apply to fall hazards/spikes/whatever. on one of my current maps, the fall damage relies on the "maphazard honor system"... you fall, get stuck in a pit, and nearby there's a box of rockets and a sign that says "please commit suicide here"
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#578: Re: a few features... |
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by SysteM_H
on 12/31/2002 11:19, refers to #577
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sorry, one more thing... I promise this is the last
4. timed triggers
kinda like the "untrigger" thing above, but this would make it so that after a certain amount of time after hitting a trigger, the change in the level would revert and the trigger would re-appear. this would be useful in multiplayer maps where you put a powerful item in a closed chamber and have to open it with a trigger, run and get the item, an then the door would close after a little while, and the process restarts. I know this one is a little impractical... can anyone else think up any more uses for this?
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#579: Re: a few features... |
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by spentron@PP
on 12/31/2002 17:55
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You can change fog in the level .cfg, I'm doing it. Actually, I'm doing something trickier, which is keeping the user's fog setting most of the time, switching fog (always increasing in this case), and then switching back to the user setting (provided the user setting wasn't the modified setting, in which case it defaults to 160).
I'm also controlling the watersubdiv, since it affects wqd in the current Cube version even when the player is not in a room with the water, and the levels allow or even prefer a high setting.
Just to throw out a suggestion, you can actually script mode, so you could have a multi-map sequence where one of the maps is DMSP between SP maps.
A way of simulating a hurt brush is have a long narrow chamber with monsters, where the player can escape through a teleport, but not without getting shot a couple times first. Preferably, the monsters are numerous enough to not be practical to kill, and also can't escape the mechanism (you can't use this with kill all to finish type maps though).
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#580: Re: a few features... |
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by SysteM_H
on 12/31/2002 20:57, refers to #579
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well, that was another one of my ideas; fall into a pit and get teleported to a room full of hellpigs. but hey, it doesn't look all that good when you fall into the endless abyss and suddenly you're being torn apart by pigs. I think a hurt brush would just be so much easier...
wait, maybe with invisible triggers... is there some way to script a trigger to cause the player to die (like typing "/kill" into the console on quake) when he touches it?
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