Most Wanted Feature |
by Aardappel
on 01/05/2002 03:14, 4192 messages, last message: 04/30/2008 20:02, 2708901 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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#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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#581: Re: a few features... |
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by Piglet
on 01/01/2003 11:18, refers to #580
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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... |
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by SysteM_H
on 01/02/2003 06:17, refers to #581
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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... |
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by Al_Capone
on 01/02/2003 08:39, refers to #582
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Why not rewrite the source ? It would only benifit all of us.
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#584: Re: a few features... |
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by Piglet
on 01/02/2003 10:31, refers to #583
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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? |
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by MrCoal
on 01/03/2003 17:36
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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? |
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by underworldfan
on 01/03/2003 23:58, refers to #585
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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? |
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by SysteM_H
on 01/04/2003 02:26, refers to #586
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the cube cometh... fear the cube.
but seriously. it would be a nice option.
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#588: i just remembered |
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by underworldfan
on 01/05/2003 01:30
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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 |
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by SysteM_H
on 01/05/2003 03:35, refers to #588
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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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#590: Re: i just remembered |
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by Pure Imaginary!
on 01/05/2003 08:37, refers to #588
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Pausing would be a good thing for SP, since no one is going to be harmed by freezing the game. 90% of the time I'm inclined to use the console is because I forgot to type in
/sp mapIReallyWantedToPlay
, but if in the rare case I want to tweak a variable, it would be nice.
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#591: Re: i just remembered |
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by pushplay
on 01/05/2003 19:56, refers to #590
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What do you care if you die if you're just going to change the map anyways?
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#592: Re: i just remembered |
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by SysteM_H
on 01/05/2003 21:34, refers to #591
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that's what I was wondering. *shrug*
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#593: Re: i just remembered |
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by Pure Imaginary!
on 01/05/2003 22:52, refers to #591
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It's pretty damn annoying to have rhinos shooting at you when are you trying to type something. Really, it is.
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#594: Re: i just remembered |
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by Piglet
on 01/06/2003 23:12, refers to #591
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the console 'problem' isnt really that important, the only time i can think of the need for it would be when playing dmsp (because of the auto level resetting)
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#595: Re: i just remembered |
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by Skaus
on 01/08/2003 12:51, refers to #588
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I think that's a good idea. No biggie, but if it doesn't take too long to put in, why not?
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#596: have custom mapmodels already been suggested? |
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by SysteM_H
on 01/12/2003 10:49
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I think it would be cool if one could make his own mapmodels in the MD2 format and use them in cube. perhaps you could make it so one could place his mapmodel and texture in the packages folder, and place it in the level while editing by typing:
/newent mapmodel modelname
where modelname would be of course the name of the folder with the MD2 file and skin in it. you could also put it in, say, the models folder in the packages directory and type in:
/newent mapmodel models/modelname
you get the idea...
I think this would be a really useful feature... we could add all sorts of otherwise impossible structures to the environment.
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#597: Re: have custom mapmodels already been suggested? |
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by Piglet
on 01/15/2003 19:30, refers to #596
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it would be cool, but its worth remembering the way map models are collision checked (you couldnt use them to make over/under bridges for example)
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#598: Scriptable Monster AI |
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by geekd
on 01/16/2003 02:45
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I would love to see a flexible monster AI language.
It would be great if you could specify a script file for each monster (and a default file). then you could make them as smart or as dumb as you want.
They are pretty dumb now. :-)
3rd person camera view would be nice, too.
With those 2 things, you could make this game whatever you want - RPG, etc.
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#599: Re: have custom mapmodels already been suggested? |
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by SysteM_H
on 01/16/2003 03:14, refers to #597
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yeah, I wasn't planning to use them to cheat the one-floor limitation or add any major traversable geometry, but just to add some sharp-looking decoration.
and the monster AI idea sounds pretty cool... a bit in-depth, tho, but maybe not so much
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