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Most Wanted Feature

by Aardappel on 01/05/2002 03:14, 4192 messages, last message: 04/30/2008 20:02, 2708899 views, last view: 12/09/2021 06:38, 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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#570: Re: more script goodies

by Aardappel|home|holland on 12/30/2002 01:16, refers to #562

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

by pushplay on 12/30/2002 03:55, refers to #570

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

by Mike Doktor on 12/30/2002 20:55

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

by Aardappel|home|holland on 12/30/2002 22:34, refers to #572

ok, consider them in then :)

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#574: Re: more script goodies

by pushplay on 12/31/2002 00:04, refers to #573

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

by Al_Capone on 12/31/2002 08:54, refers to #574

as well as defining height

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#576: Re: more script goodies

by Piglet on 12/31/2002 10:13, refers to #574

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...

by SysteM_H on 12/31/2002 11:11

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...

by SysteM_H on 12/31/2002 11:19, refers to #577

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...

by spentron@PP on 12/31/2002 17:55

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...

by SysteM_H on 12/31/2002 20:57, refers to #579

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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#581: Re: a few features...

by Piglet on 01/01/2003 11:18, refers to #580

not as of yet, as far as i know

we really do need some sort of trigger hurt, or at least SOMETHING to kill the player.

Oh and 'timed triggers' youd probably be better achieved with an added wait function rather than built into a trigger

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#582: Re: a few features...

by SysteM_H on 01/02/2003 06:17, refers to #581

yeah, that's what I meant ;) thanks
I've been trying to find loopholes to make a trigger kill the player without editing the source lately... no avail. oh well.

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#583: Re: a few features...

by Al_Capone on 01/02/2003 08:39, refers to #582

Why not rewrite the source ? It would only benifit all of us.

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#584: Re: a few features...

by Piglet on 01/02/2003 10:31, refers to #583

1. I personally cant (more to do with compiling then anything)

2. It wouldnt be an 'official' feature of cube and thus two seperate versions of cube would have to be split of, just for one feature

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#585: cube in a window?

by MrCoal on 01/03/2003 17:36

Hi,
Currently Cube is full screen, but is it possible to get it to run in a window? Is there a command line switch or would this involve a major tweak. That way I can play with a mini window and my boss wont know ;)
MrC

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#586: Re: cube in a window?

by underworldfan on 01/03/2003 23:58, refers to #585

lol..i can see the headlines now:

CUBE causes worker to lose his job, and his company collapses!

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#587: Re: cube in a window?

by SysteM_H on 01/04/2003 02:26, refers to #586

the cube cometh... fear the cube.

but seriously. it would be a nice option.

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#588: i just remembered

by underworldfan on 01/05/2003 01:30

something i have been meaning to post for ages but kept forgetting..

when the console prompt is invoked by pressing ~, the game really should pause, just like Quake 1.

Its a little annoying to get killed while trying to type in a command...

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#589: Re: i just remembered

by SysteM_H on 01/05/2003 03:35, refers to #588

you see, that would cause problems during multiplayer games... unless of course it only happened during SP. I'm wondering what kind of commands you need to type in in the midst of action during SP...

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