Most Wanted Feature |
by Aardappel
on 01/05/2002 03:14, 4192 messages, last message: 04/30/2008 20:02, 2708900 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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#641: switch to/from windowed mode |
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by hungerburg
on 02/17/2003 15:52
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alt:enter to switch to/from windowed mode in the game, releasing the mouse, was nice.
if e.g. waiting on a server for friends to join - one can troubleshoot in irc.
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#642: Re: .. |
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by Quiark
on 02/17/2003 20:50, refers to #622
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That would be great, but Cube is working quite differently and one would have to come with some EXTRA clever idea to do it....
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#643: Re: .. |
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by hungerburg
on 02/18/2003 16:14, refers to #642
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in the interview w/ linux gaming zone Aardappel actually said he's working on sth. like this, if I remember correctly.
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#644: Portals |
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by Kagato
on 02/27/2003 16:18
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I had a thought as to how room-over-room might be achieved in Cube. Now, I don't know much about 3D engine design, and less about Cube's, so take this with a grain of salt :)
From what I understand, portals can be a very efficient way of rendering separate parts of a scene together. If Cube allowed a selected region to be turned into a floor or ceiling portal, it could be linked (trigger-style) to another portal in a different area of the map (obviously of the opposite type).
For example, you select a 5x5 section of floor in area A, marking it "portal 1". Next, select a same-size region of ceiling in area B, also marked "portal 1". The two areas would then be linked; looking down in area A would cause everything visible below the ceiling section in area B to be rendered within the tagged section. This effectively places area B below area A, allowing for room-over-room effects.
You could even make a bridge this way, by linking adjacent floor portals (either side of the bridge) to adjacent ceiling portals (either side of the archway)...
Of course, really wierd levels could be built with nonsensical arrangements of portals; but that's half the fun :)
Like I said, I don't know if this is practical or not, but the idea intrigues me. If I'm not making much sense, I could mock up some pictures...
Kagato
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#645: Re: Portals |
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by Piglet
on 02/27/2003 23:19, refers to #644
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i think i understand what you mean, but i cant help feeling it would be easier to make cube natively support room on room, instead of bodging it with portals
just my 2p
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#646: single player |
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by guest20035
on 02/28/2003 03:21
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how about a better single player? like from scratch.
singleplayer really stinks right now.
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#647: Re: single player |
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by Aardappel
on 02/28/2003 11:16, refers to #646
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maybe you want to explain what sucks. because maybe you simply like a different kind of game (cube is not meant to be medal of honor)
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#648: Re: single player |
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by Piglet
on 02/28/2003 20:40, refers to #646
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well said aard. If you dislike the style of cube single player then cube singleplayer is probably not for you.
And better should be on the list of stupidly overused and meaningless words like 'good' and 'bad' and 'silly' etc.
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#649: Re: single player |
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by spentron@thatsmeyoustupiderrorcheckingsoftware
on 02/28/2003 21:39
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My question was maps have been tried. There is some variation of gameplay style. Of course they all feature monsters, not humans. I won't say which is best, but I will say that if Mr. Quest wants to make sure there is no chance of changing his opinion, he absolutely should be sure not to play my episode Monster Machine or even download it from http://www.intergate.com/~spentron/cube/mm/
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#650: they should do that |
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by frank__i
on 03/06/2003 01:40
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yuo know what he should ? Well , you already know that theres bot support , rite , becose of the sp . So he should but that you can play Deathmatch with bots , like if you were playing against players in the multiplayer . Think about it . Bye
Frank__i@hotmail.com
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#651: Re: they should do that |
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by Bascule
on 03/06/2003 08:49, refers to #650
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I would think about it, if I could understand what you were trying to say...
SP against monsters is nowhere near the same as bot support, not even in the same ballpark.
Think about that ;)
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#652: .. |
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by frank__i
on 03/07/2003 17:25
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Hello everybody !
Im starting a new mod (total convertion) and needs your help ! If you want more info or you think you got what it takes to join , email me at Frank__i@hotmail.com
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#653: .. |
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by frank__i
on 03/10/2003 03:01
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You got what it takes ?
Go to http://www.angelfire.com/fl5/flameshot/and check for your self
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#654: .. |
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by Darthvim
on 03/12/2003 22:06
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http://www.angelfire.com/fl5/flameshot/
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#655: Friendly Foes or Enemy Edit |
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by Slipstream
on 03/14/2003 10:17
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I would like to be able to have friendly "bots" to assist the player. Such as CTF in Unreal. Would it be simple to make the program read a text file that tells it to make X number of foes and Y number of friends? I realize the documentation mentions the skill variables envolved in the 5 creatures but you can't actually edit their skills without changing and compiling the source code.
- While you are taking requests, I'd also like a trip to Europe before the idiot in the Whitehouse gets me killed.
Thank you.
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#656: Re: Friendly Foes or Enemy Edit |
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by pushplay
on 03/15/2003 07:38, refers to #655
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Reading and parsing a text file is easy, everything else you said is hard.
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#657: .. |
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by frank__i
on 03/15/2003 15:57
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Well , every body , im making a cube total convertion and there is going to have 100 % and theres going to be ALOT more . Artic theme and other ,bots ....
To join , go to http://www.angelfire.com/fl5/flameshot/
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#658: .. |
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by frank__i
on 03/15/2003 15:58
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i forgot to say , o far where 8 in the team
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#659: Re: .. |
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by Piglet
on 03/15/2003 16:52, refers to #658
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ummm, frank you've been told not to post this everywhere, so why are you?
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#660: .. |
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by frank__i
on 03/15/2003 17:38
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i avent said that !?!?!
ive been told be who ?!?!!?
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