Most Wanted Feature |
by Aardappel
on 01/05/2002 03:14, 4192 messages, last message: 04/30/2008 20:02, 2708898 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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#610: open it! |
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by guest
on 01/26/2003 23:12, refers to #590
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hello,
cube is great but, hope dors will come soon.
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#611: open it! |
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by guest
on 01/26/2003 23:12, refers to #590
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hello,
cube is great but, hope dors will come soon.
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#612: Re: open it! |
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by SysteM_H
on 01/27/2003 05:32, refers to #611
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what do you mean dors?
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#613: Re: open it! |
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by SysteM_H
on 01/27/2003 05:32, refers to #611
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what do you mean dors?
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#614: .. |
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by Thalion
on 01/27/2003 06:57
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doors?
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#615: Re: .. |
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by guest
on 01/27/2003 22:06, refers to #614
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yes doors, my english is poor...
n fact after a better reading, i saw that door exist whith triggers.
But it not seems easy to do...
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#616: .. |
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by Thalion
on 01/27/2003 22:20
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...nor does it looks very good. Hopefully smooth opening will be implemented soon.
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#617: .. |
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by guest
on 01/27/2003 22:33
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can you (please) explain to me how create doors or where i can find tutorials for newbiz ?
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#618: Re: .. |
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by pushplay
on 01/27/2003 23:40, refers to #617
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I can make a quick tut on doors if you like.
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#619: Doors |
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by spentron@thatsmeyoustupiderrorcheckingsoftware
on 01/27/2003 23:43
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It's not a realistic door opening, but you can go on and do things un-door-like, like making the whole room keep getting bigger or make an enclosure in the middle of the room dissappear, exposing the contents.
edittag 1 -- tag selected cube(s) for trigger 1
newent trigger 1 0 -- place a trigger 1 (visible)
also can use editing menu
trigger 1 0 -- test tag 1 (game mode)
tag display changed in edit mode and after savemap
cube/readme.html -- manual
NOTE: loadgame executes triggers taken by the player in numerical order, no effect on tags but can effect triggered music and other triggered scripts sensitive to order.
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#620: Re: Doors |
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by guest.
on 01/29/2003 09:45, refers to #619
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ok thanks you, all off you.
i try it...
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#621: .. |
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by Darthvim
on 01/29/2003 14:59
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it would be great if there will be a *.md2 model support in the menue. so that i can include models easily.
(for the bounding box there could be a name maybe "boundbox" so that cube know where the b.-box is. this bounding box will be modeled in milkshape or so ... that nobody would need to make a b.box by coordinates ... x,y,z ... )
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#622: .. |
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by Darthvim
on 01/29/2003 15:00
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forgot to say than some would be able to make a level which could have floor over floor thigs ... bridges etc.
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#623: Re: .. |
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by SysteM_H
on 01/30/2003 02:55, refers to #622
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heheh... I'll let pushplay have the honor of once again describing the physics of the mapmodel collision system.
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#624: Re: .. |
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by pushplay
on 01/30/2003 05:53, refers to #623
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I can't recall ever describing how Cube does collision detection. :P
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#625: Re: mapmodels |
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by Bascule
on 01/30/2003 10:31, refers to #623
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No, I don't recall Pushplay ever doing that either, but Aard did once say that even if you made, say, a bridge model and inserted it in the map, you could still not get room over room as the bounding box would get in the way.
I don't know much about models or b-boxes, so I may be talking out of my backside, but I think that is the situation.
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#626: .. |
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by Thalion
on 01/30/2003 17:24
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Well then I guess it just checks X and Y coordinates intersecting, ignoring Z completely - much like original Doom did, so player couldn't walk over/under monsters. But I don't think it's hard to change.
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#627: Re: .. |
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by Piglet
on 01/30/2003 18:04, refers to #626
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the question of hard to change is a little uncertain, it depends on how the collision detection/movement is handled, it could be easy or it could be HORRIBLE
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#628: ..mapmodels |
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by spentron@thatsmeyoustupiderrorcheckingsoftware
on 01/30/2003 18:08
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You can jump over monsters, triggers, powerups, teleports, you just can't jump over the mapmodel entity.
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#629: .. |
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by Darthvim
on 01/30/2003 19:31
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once another one asked (for bridges) and aard said that it is possible but he would have to make the bounding box his own, in the notepad i.e. (or MS word...) (that's what i remeber, or i think that i remember that, maybe i am wrong.)
i don't think cube ignorates the z- axis.
1)
if you jump you move or the "coordinate system is moved along the y- axis"
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if you go left or right you move along the x- axis (depends on were you stand and how you stand ...)
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if you walk forward or backwards you move along the z-axis (maybe x and z are switched...)
i talked about the playermodel. not about the maps, maybe cube ignores it for the maps.
but for the player it doesn't. you are able to jump over a player, yes. than you/we are able to make somethink like a bridge as a model.
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