New Wepons For Cube |
by Mr_Sploosh
on 09/29/2003 15:06, 44 messages, last message: 11/30/2008 03:31, 46838 views, last view: 04/27/2024 06:32 |
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Is there a way you could make a mod for cube that adds new wepons? Please tell me how or send me a link to a page that shows how.
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#1: yes |
by pushplay
on 09/29/2003 20:50
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1. download Cube source
...
3. new weapons!
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#2: it's just what i'm doing now... |
by D.plomat
on 09/30/2003 20:08
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...coding new weapons.
So it's my duty to detail step 2. ;)
I sure hope that you've guessed you'll need to edit weapons.cpp.
Add required stuff in cube.h
Modify the weapon selection commands to be able to select it.
Then you need to make ammo for it, use the .md2 of any weapon ammo, and edit the skin.jpg with a nice logo for your new shiny weapon.
make a items_yourmodname.png with original Cube items, but this one is 256*256 instead of 192 so you can add new nice stuff, and modify renderextras to display your weapon logo on the HUD
Then modify something like -don't remember- world.cpp or editing.cpp so that you can do /newent ammoforthisweapon
eventually model a hudgun or use an existing one.
I think i didn't forgot something.
You should eventually wait that i release the modbase, i've added some new weapons in it, and am planning modifying a bit the code to make adding new weapons easier, plus there is a new moveprojectiles function to use weighted projectiles with curve path and bouncing ones (Cube weaponfactory ;)
But since that already playing with Cube source to understand and know it well is fun :)
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#3: .. |
by luke
on 11/01/2003 06:36
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..
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#4: male |
by luke
on 11/01/2003 06:38
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dark hair
black shirt
blue pants
no shoes
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#5: .. |
by luke
on 11/01/2003 06:39
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..
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#6: .. |
by Slipstream
on 11/01/2003 18:29
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This is the area you can change in weapons.cpp if you desire to just modify an existing weapon. Adding weapons as D.polmat says requires more than one file edit.
------8<----cut here-----
struct guninfo { short sound, attackdelay, damage, projspeed, part; char *name; };
const int MONSTERDAMAGEFACTOR = 4;
const int SGRAYS = 20;
const float SGSPREAD = 2;
vec sg[SGRAYS];
guninfo guns[NUMGUNS] =
{
{ S_PUNCH1, 250, 50, 0, 0, "fist" },
{ S_SG, 1400, 10, 0, 0, "shotgun" }, // *SGRAYS
{ S_CG, 100, 30, 0, 0, "chaingun" },
{ S_RLFIRE, 800, 120, 80, 0, "rocketlauncher" },
{ S_RIFLE, 1500, 100, 0, 0, "rifle" },
{ S_FLAUNCH, 200, 20, 50, 4, "fireball" },
{ S_ICEBALL, 200, 40, 30, 6, "iceball" },
{ S_SLIMEBALL, 200, 30, 160, 7, "slimeball" },
{ S_PIGR1, 250, 50, 0, 0, "bite" },
};
----end cut---
Take note of the structure, the first variable is the sound it makes. And part should be zero unless your weapon has a visible projectile.
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#7: Re: it's just what i'm doing now... |
by LethZoid
on 11/16/2003 05:25, refers to #2
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Wait... Wouldn't 3dsMax 4.0-5.0 work for the models of the weapons? :D
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#8: Re: it's just what i'm doing now... |
by D.plomat
on 11/19/2003 11:18, refers to #7
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Probably, there must be some way to export to .md2 format, but i've no skills in modelling, and don't have time to learn this ;)
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#9: I have skill in there |
by LordDas
on 02/12/2004 13:55
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I ave skill in modeling md2! I will help you out :)
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#10: .. |
by |n$4n3
on 06/30/2005 12:20
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But I can add the weapon simply opening the file with block-notes or must open it with a program of c++ ricompiling the file?
sorry for my school-english
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#11: .. |
by makkE
on 07/01/2005 01:20
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You can edit the code with whatever app you like (notepad) ..
To make it work, yes, you will have to recompile the code.
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#12: .. |
by eager noob
on 07/09/2005 05:22
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wow seems interesting.... I suck at moding anything this really helped thanks for the help
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#13: replacing hudguns |
by mm
on 03/19/2006 22:19
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what are the required parameters for building a hudgun md2 file? i changed the pistol to a different tris.md2 (one we made) and sauerbraten crashed.. any ideas?
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#14: .. |
by makkE
on 03/19/2006 22:33
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Did you export it with blender ?
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#15: Message censored by administrator |
by MrRobbin
on 05/16/2006 21:30
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#16: .. |
by makkE
on 05/16/2006 21:38
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Probably scam.
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#17: Re: it's just what i'm doing now... |
by NIm
on 05/17/2006 06:05, refers to #2
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An extremely helpful message. You've greatly furthered my understanding of how sauer works
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#18: .. |
by makkE
on 05/17/2006 10:51
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The only two programs that will get you a working md2 are ms3d and q2modller.
q2modeller can be emulated on linux to serve as a final exporter, for those who work on linux.
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#19: um |
by appppppple
on 05/17/2006 22:32
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Who needs realistic weapons, as long as they don\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\'t look dorky there\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\'s no need. But what Sauebraten does need is more weapons, I know it has two new weapons (handgun, grednade laucher), but I really think it needs more (like a weapon that fits the sniper rifle genre and actually snipes) or a heavy ballistic weapon (howbout a dagger), a weapon for the light machine gun genre (stationary guns).
More variety/weapons means more fun and interest in the game for the user.
p.s. you have plenty of monsters, but howaboout ranks in the monsters (like a purple orge is higher ranking and more powerful than a plain one)
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#20: Re: um |
by Pxtl
on 05/18/2006 20:43, refers to #19
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Most of the monsters behave the same anyways. If you want a bigger ogre, use the knight. If you want a bigger Knight, use Bauul. If you want a bigger Rhino, use the Slith. If you're just mean to the player and want to ruin his day, plop lots of Rattamahattas in short range with low cover.
As for more weapons - Sauer has the basic weapons for DM. It has a sniper (the rifle is as sniper as you need), a shotgun, a rocketlauncher, a grenade, a chaingun. The only traditional FPS gear missing is a plasmagun for close-combat but low-cover environs (shotgun is better to take by surprise with).
The stationary guns are more of an issue with the Capture mode, where some way to give a "defender advantage" would be nice.
What else would you want the sniper rifle to do? Zoom? You can do that already. Require the player to be immobile? That just comes back to stationary guns. Headshots? There is no way in a million years that you can get a headshot at Sauerbraten speeds.
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