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Quad!

by pushplay on 07/16/2003 13:15, 98 messages, last message: 05/20/2004 21:12, 13208 views, last view: 05/18/2024 21:16

Quad is officially released.

http://www.cursesandepithets.com/cube/quad/

Post all comments and hatemail here.

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#59: Re: damn, had a really long comment written, I'll try to re

by spentron-postcrash2 on 09/26/2003 06:24, refers to #58

I don't get why you'd want skill amplification. Once a game is decided, it should end, if you care about who wins in the first place. Many-player FFA is good in that lesser players can still score minor victories in individual frags, and this also allows a chance to learn. Aard #56 sounds like a situation where anyone not already skilled may as well give up forever.

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#60: Re: damn, had a really long comment written, I'll try to re

by Aardappel_ on 10/03/2003 03:44, refers to #59

No, it should encourage them to improve. Skill is not a static thing.

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#61: A General Note To Anyone Playing With The Cube Source

by pushplay on 11/06/2003 22:34

I tracked down a bug I has dealing with, and it turned out that it stemmed from the server being sent too many messages before it could deal with them. It was something on the order of a thousand. So anyone playing with the code could save themself some time by keeping that in mind.

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#62: Hmmm

by pushplay on 12/29/2003 04:36

I'm going to try and use some merging software to update quad to include the new version of Cube, but I don't have a lot of hope that it's going to work. There are a lot of differences, and I don't think it's worth my time to do it all manually.

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#63: Nah

by pushplay on 12/29/2003 05:53

Even that's too much work.

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#64: CVS

by djpergrine on 01/10/2004 01:29

try using CVS ur something... that has a really good mergeing system and that way you could figure out what version you have

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#65: Re: CVS

by pushplay on 01/10/2004 01:37, refers to #64

I like cvs, but that won't help me here.

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#66: Re: Nah

by D.plomat on 01/10/2004 13:24, refers to #63

You tried to patch cube_2003_12_23_src with a diff patch of cube_2002_10_20_src to quad_2003_07_17?
If so, i wonder what's the % of diffs that applies correctly vs rejected diffs?
I've to find some time to test it with what i've done, as there are no modifications in gamemodes and lot less modifications in general maybe i'll have more luck with diff/patch but i somewhat doubt on that.

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#67: Re: Nah

by pushplay on 01/10/2004 20:54, refers to #66

That sounds like too much work.

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#68: Updated

by pushplay on 01/11/2004 03:20

http://www.cursesandepithets.com/?section=quad

"Includes jumppads, bridges, a new sp game mode, the start of my random level generator sludge, a few new editing commands, and other small changes. As always, feel free to e-mail me with any comments or suggestions. Full source is available of course of course."

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#69: Re: Nah

by D.plomat on 01/12/2004 12:46, refers to #67

Aah, so it was less work porting changes from cube_2003_12_23 to Quad instead of porting changes of Quad into cube_2003_12_23. Looks like i'll try to look at this approach. Will give diff/patch a try but i doubt they'll manage to merge more than 30% of changes...

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#70: Incentive to kill the leader

by Drakker_ on 01/12/2004 19:17

I might be a little late, but the leader should drop his ammoes when he dies. Simple as that, then it would give a BIG incentive to kill the leader cuz he usualy has a lot of ammoes. Just a thought. Maybe the leader could emit a bit of light too, or something, so he's easier to spot. Say, ffa v2.0 :)

Also, it was in soldier of fortune I think, but killing the leader gave 2 frags instead of 1.

And in serious sam, there was a point system, the longer you stay alive, the more points you are worth when your opponents kill you. Makes life a bit more challenging for the best players in a game cuz they are hunt down. Of course, it's still easy to kill less skilled players, but there's a limit to what even the best players can take on. :)

These are all separate game types that can be implemented, leaving ffa as it is. The more choice the better.

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#71: Re: Nah

by pushplay on 01/12/2004 20:31, refers to #69

I only moved over the jumppads and the new model related code. Changes to enet, demo recording, and whatever else in the new version I didn't move over. There were also some changes which I have no idea what they do which I'm not moving over.

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#72: Re: Incentive to kill the leader

by pushplay on 01/12/2004 20:40, refers to #70

Those are all really easy to do except the ammo dropping. Cube's entity handling code isn't as flexible as I would like when it comes to net games.

The point of Quad is 3/4s getting my hands dirty. I don't expect Quad to be widely played although I would love it if people got some fun out of it. I figure that the most usage Quad will get will be for its advanced mapping features, which is why it was important to support jumppads and bridges. I don't want to fracture an already small community.

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#73: Re: Incentive to kill the leader

by D.plomat on 01/14/2004 01:12, refers to #72

So there is 100% compatibilty with new maps. cool :) now i really must include them in my 'modbase' Cube.

There are still some error messages at the beginning but these will probably be very easy to fix.

For 'fracture an already small community', i think that it would be cool to have the masterserver handle a 'protocol string' that says 'quad_2004_01_10' or similar instead of 'unknown protocol' and eventually one should code a "Cube and mods" -or eventually in the engine itself- launcher. Maybe we'll have to add this into the 'Most wanted features' thread...

Wow, this 'survival' mode is IMHO the most 'adrenaline friendly' SP mode :)

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#74: Re: Incentive to kill the leader

by pushplay on 01/14/2004 03:47, refers to #73

Survival Trials is mostly Goetz's concept, so thank him.

BTW, there's a bug in Quad related to Rocket Bounce which I'll fix and release a new version soon. I made a small change to some code which I didn't retest. I didn't think it could go wrong but I found a way.

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#75: Instagib Collector

by Pxtl on 01/14/2004 05:02

Need an instagib collector mode. I found in UT that instagib+collector is awesome. Actually, the game needs a UT style Mutator mode, where mods and gametypes are not mutually exclusive. Then you could select to play instagib on the collector mode... perhaps a compromise? Perhaps a second gametype slot for "weaponmod" type? So you could choose for weaponmod "Standard, Instagib, Efficiency" and for gametype "Gib Collector" or "Team DM".

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#76: Re: Instagib Collector

by pushplay on 01/14/2004 05:46, refers to #75

Gib Collector is instagib. Seperating out weapons into a seperate item to vote on isn't a bad idea. People seem to have trouble with the whole voting thing though. There's something to the whole automated rotation thing.

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#77: new voting system...

by Pxtl on 01/14/2004 18:50

Oh - hadn't tried it yet. nice move. Voting works fine provided a majority isn't needed - just the plurality of the votes in support by the end of the round. Randomize iff there have been no votes for anything when the round ends, and perhaps include an option to randomize deliberately, so that one group of players may vote to support random mode while one4 guy may just want Darth on Instagib over and over again.

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#78: Re: new voting system...

by pushplay on 01/14/2004 20:30, refers to #77

The problem with randomizing is that the server doesn't know what maps you have. I don't want to hardcode a list, and the nextmap hack in the config file doesn't solve everything.

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