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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

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!

by guest on 01/26/2003 23:12, refers to #590

hello,

cube is great but, hope dors will come soon.

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#611: open it!

by guest on 01/26/2003 23:12, refers to #590

hello,

cube is great but, hope dors will come soon.

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#612: Re: open it!

by SysteM_H on 01/27/2003 05:32, refers to #611

what do you mean dors?

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#613: Re: open it!

by SysteM_H on 01/27/2003 05:32, refers to #611

what do you mean dors?

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#614: ..

by Thalion on 01/27/2003 06:57

doors?

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#615: Re: ..

by guest on 01/27/2003 22:06, refers to #614

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: ..

by Thalion on 01/27/2003 22:20

...nor does it looks very good. Hopefully smooth opening will be implemented soon.

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#617: ..

by guest on 01/27/2003 22:33

can you (please) explain to me how create doors or where i can find tutorials for newbiz ?

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#618: Re: ..

by pushplay on 01/27/2003 23:40, refers to #617

I can make a quick tut on doors if you like.

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#619: Doors

by spentron@thatsmeyoustupiderrorcheckingsoftware on 01/27/2003 23:43

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

by guest. on 01/29/2003 09:45, refers to #619

ok thanks you, all off you.

i try it...

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#621: ..

by Darthvim on 01/29/2003 14:59

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: ..

by Darthvim on 01/29/2003 15:00

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: ..

by SysteM_H on 01/30/2003 02:55, refers to #622

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: ..

by pushplay on 01/30/2003 05:53, refers to #623

I can't recall ever describing how Cube does collision detection. :P

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#625: Re: mapmodels

by Bascule on 01/30/2003 10:31, refers to #623

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: ..

by Thalion on 01/30/2003 17:24

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: ..

by Piglet on 01/30/2003 18:04, refers to #626

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

by spentron@thatsmeyoustupiderrorcheckingsoftware on 01/30/2003 18:08

You can jump over monsters, triggers, powerups, teleports, you just can't jump over the mapmodel entity.

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#629: ..

by Darthvim on 01/30/2003 19:31

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"
2)
if you go left or right you move along the x- axis (depends on were you stand and how you stand ...)
3)
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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