Most Wanted Feature |
by Aardappel
on 01/05/2002 03:14, 4192 messages, last message: 04/30/2008 20:02, 2708807 views, last view: 12/09/2021 04:24, 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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#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 ...)
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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#630: ALPHA TEXTURES |
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by DeMoN_Angel
on 01/30/2003 20:21, refers to #629
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I woulds really like 2 see a alpha colour for textures. ie that pink that every one uses. Would look kewl for grates and beams !!! Xlnt Engine !!!!
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#631: Re: .. |
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by SysteM_H
on 01/31/2003 01:05, refers to #624
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heh. I was sure you have... maybe it was someone else. oh well.
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#632: bounding box |
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by pushplay
on 01/31/2003 02:03
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Cube only ignores the Z-axis for mapmodel colission detection because Aard decided to be lazy about it. Fixing that would be easy, creating a more generalized colission detection system for models would be a little harder, but by all means doable.
You could create bridges this way, but it wouldn't feel right in Cube.
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#633: box |
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by spentron@home
on 02/01/2003 17:09
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"You could create bridges this way, but it wouldn't feel right in Cube."
I'd be willing to try it. ;-0
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#634: Re: bounding box |
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by SysteM_H
on 02/01/2003 21:30, refers to #632
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it would feel just fine to me... I just wish I could get my compiler working so I could try it myslelf.
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#635: Number of players |
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by lzap
on 02/10/2003 13:58
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Hello all!
I shlould be great to see how many users are connected while browsing the server list...
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#636: Death |
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by nono
on 02/15/2003 15:01
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When somebody frags me I want to know the wearpon he used...
Like in CS.
lzap
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#637: CTF? |
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by M=A=X
on 02/15/2003 19:30
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a CTF mode like in Quake 3, i think that will be great.
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#638: Re: Death and CTF |
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by pushplay
on 02/15/2003 21:10, refers to #636
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The auidio cues should be plenty to tell you how you got fragged. Also, the phrase "like in cs" won't earn you anything in this forum. :)
Someone was working on ctf, he had made decent progress last I saw.
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#639: Re: Death and CTF |
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by SysteM_H
on 02/16/2003 00:58, refers to #638
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CTF would be cool indeed. I can't wait till that gets finished... and to our CS lover here, if you do so much as to turn on your speakers, you can tell quite easily what weapon your opponent used. that and the explosions/smoke trails/whatever left over when you die.
I'm gonna quote [WOLF|DiSrUpT0R] from planetquake here...
"When you kill 6 people in Unreal Tournament it is 'MonsterKill', in Quake 3 it's 'Excellent', and in Counter-Strike it's 'Kicked By Console'"
heheh... it's funny 'cause it's true.
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#640: Player model and skin selection system |
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by M=A=X
on 02/17/2003 08:18
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Player model and skin selection system
Bullet marks in the walls, floors etc...
And coconfiguration options inside the
game(name, resolution etc..)
Keep working on this great game
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