Most Wanted Feature |
by Aardappel
on 01/05/2002 03:14, 4192 messages, last message: 04/30/2008 20:02, 2708897 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.
|
 |
|

Board Index

|
 |
#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...
reply to this message
|
 |
#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...
reply to this message
|
 |
#590: Re: i just remembered |
|
by Pure Imaginary!
on 01/05/2003 08:37, refers to #588
|
 |
|
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.
reply to this message
|
 |
#591: Re: i just remembered |
|
by pushplay
on 01/05/2003 19:56, refers to #590
|
 |
|
What do you care if you die if you're just going to change the map anyways?
reply to this message
|
 |
#592: Re: i just remembered |
|
by SysteM_H
on 01/05/2003 21:34, refers to #591
|
 |
|
that's what I was wondering. *shrug*
reply to this message
|
 |
#593: Re: i just remembered |
|
by Pure Imaginary!
on 01/05/2003 22:52, refers to #591
|
 |
|
It's pretty damn annoying to have rhinos shooting at you when are you trying to type something. Really, it is.
reply to this message
|
 |
#594: Re: i just remembered |
|
by Piglet
on 01/06/2003 23:12, refers to #591
|
 |
|
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)
reply to this message
|
 |
#595: Re: i just remembered |
|
by Skaus
on 01/08/2003 12:51, refers to #588
|
 |
|
I think that's a good idea. No biggie, but if it doesn't take too long to put in, why not?
reply to this message
|
 |
#596: have custom mapmodels already been suggested? |
|
by SysteM_H
on 01/12/2003 10:49
|
 |
|
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.
reply to this message
|
 |
#597: Re: have custom mapmodels already been suggested? |
|
by Piglet
on 01/15/2003 19:30, refers to #596
|
 |
|
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)
reply to this message
|
 |
#598: Scriptable Monster AI |
|
by geekd
on 01/16/2003 02:45
|
 |
|
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.
reply to this message
|
 |
#599: Re: have custom mapmodels already been suggested? |
|
by SysteM_H
on 01/16/2003 03:14, refers to #597
|
 |
|
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
reply to this message
|
 |
#600: Re: Scriptable Monster AI |
|
by Piglet
on 01/16/2003 19:07, refers to #598
|
 |
|
hmm, scriptable monsters would be cool, but ai programmable would be a bit weired (in one persons level ogro's could be hyper intelligent teamworkers and in somone elses they could be lowest of the low grunts).
In conclusion i like the idea of some enemy script controlls (like walking to points, becoming aware of player etc.) but i feel full ai scripting would be too powerful
oh and glad to here it system H
reply to this message
|
 |
#601: Re: #600 |
|
by spentron@PP
on 01/16/2003 19:29
|
 |
|
Play more Quake. In many recent levels, there are variant monsters, spices things up after all these years. In Corporal Punishment, all the monsters are grunts in appearance, all have bot-level AI, and can be associated with any weapon (the lightning-gun wielder towards the end being particularly nasty). I loved it. Quake provides for such scripting.
But this is overkill and too involved for most. On the other hand, as I've pointed out before, the current monster system is in a sense simpler even than the rest of the game. The AI can be surprising at times, particularly with monster groups, but doesn't make for "boss" monsters.
reply to this message
|
 |
#602: What good are models ? |
|
by Al_Capone
on 01/17/2003 07:42
|
 |
|
If you can't map them ? Can someone for the love of satan please make a mapping/skinning program for objects and monsters ? Perhaps code it into Cube ? I got so many wasted models up on a website.
reply to this message
|
 |
#603: Re: What good are models ? |
|
by SysteM_H
on 01/17/2003 08:31, refers to #602
|
 |
|
eh, do you mean a modeling program or a texturing program? well, I have just the thing... I found this great little program called milkshape made just for things like this. it can model, texture, animate, and even export directly to the MD2 format all in one package... as well as just about any other game format you can think of. best of all, it's really cheap (I think $20 US. it's built-in texture mapping tool isn't the best in the world, but it does the job... and if it's not sufficient, I saw a really nice mapping plugin for it somewhere that will do nearly anything. anyway... here's where you'll find it.
http://www.swissquake.ch/chumbalum-soft/
btw, I'd like to see these wasted models. I'm sure I could help you salvage them if you needed to.
reply to this message
|
 |
#604: Re: What good are models ? |
|
by Aardappel
on 01/17/2003 10:35, refers to #602
|
 |
|
cube uses standard quake2 md2s, so you can use any program that can skin/produce an md2... and you can read any tutorial on md2 how to do it. What is so difficult?
reply to this message
|
 |
#605: Re: What good are models ? |
|
by Al_Capone
on 01/19/2003 08:07, refers to #604
|
 |
|
I looked in the folder, but I can't find a thing that resemble the model mapping.
reply to this message
|
 |
#606: Re: What good are models ? |
|
by Al_Capone
on 01/19/2003 08:15, refers to #603
|
 |
|
The model is on Dear sweat VerbalC website http://cubestuff.cjb.net/ The models aren't really that smooth, I just render higher polycount for preview only.
reply to this message
|
 |
#607: .. |
|
by Darthvim
on 01/19/2003 19:34
|
 |
|
the texture mapping is in the tris.md2 file (the geometry data is there, too)
reply to this message
|
 |
 |
|

Board Index

|
 |