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The next update

by legodt on 05/06/2011 01:24, 333 messages, last message: 10/18/2012 04:52, 145175 views, last view: 12/09/2021 01:11

What are the sort of things that the playerbase can expect from the next Sauerbraten update? Gamemodes, user interfaces, or graphical updates?

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#271: Re: ability to fly

by Bosurgi725 on 04/10/2012 04:13, refers to #270

You do realize that an F-16 on face capture would be flying fast out of the map long before it would be able to target something as small as a camper on the top. Just saying.

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#272: Re: ability to fly

by Sub-Zero on 04/10/2012 06:59, refers to #271

well, the speed could be set for each map, however this discussion of vehicles has been going on for years, see how likely it is that this will get made, unless TheLove wants to start modding it.

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#273: Re: ability to fly

by Redon on 04/10/2012 08:36, refers to #270

:')

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#274: Re: ability to fly

by suicizer01 on 04/10/2012 19:12, refers to #270

You also dream those campers will have air missiles firing at you =P?

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#275: Re: New ideas:

by suicizer01 on 04/12/2012 23:19, refers to #245

H)
Setting the framerate at each animation higher in the "anims.cfg" of a model would fix your personal problem (3th slot of the command).
So there is no need to change it in the official Sauerbraten, as it's just fine.

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#276: ..

by Honzik1 on 04/15/2012 18:00

Okay thanks. What do you think about possibility multiple teams for HOLD modes?

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#277: Re: ..

by suicizer01 on 04/15/2012 23:25, refers to #276

Would be great, you make that for us?

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#278: ..

by Honzik1 on 04/16/2012 08:10

No, but Eihrul could do it.

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#279: Re: ..

by Darkwiz666 on 05/17/2012 19:44, refers to #240

Because all the weapons in the game leave a smoke trail...

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#280: Re: Suggestion

by Darkwiz666 on 05/17/2012 19:47, refers to #266

I hate to point this out but TONS of maps in Sauer are large enough to be called RPG maps...not to mention that ONCE AGAIN he said that he was on a bad connection and only wanted to know how much longer it would be until the upload was completed, NOT that the entire engine needed to overhauled.

...not that an update to it would hurt if it was found to be necessary.

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#281: Re: ability to fly

by Darkwiz666 on 05/17/2012 19:56, refers to #271

Then use a helicopter...sheesh. The idea was "Flying", the first thought was "F-16"...add to the IDEA, not the THOUGHT.

Here, see something like this : this could work (a little faster though).

http://www.youtube.com/watch?v=sQrnUv85v1I

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#282: Re: Suggestion

by suicizer01 on 05/17/2012 21:01, refers to #280

It often isn't a matter of the size of a map, but the gameplay which it is designed for.

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#283: ..

by GoodOldJacob on 05/24/2012 06:15

I'm not sure if this is in SVN but I think the doppler effect would be a nice addition to the sound engine.

Example: http://www.youtube.com/watch?v=a3RfULw7aAY


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#284: Re: ..

by Darkwiz666 on 05/30/2012 01:03, refers to #283

But where would that work? We don't have anything where the effect could be properly used (unless they DO add vehicle support later on down the line...)

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#285: Re: ..

by Papriko on 05/30/2012 16:32, refers to #284

I guess it could work by slow bullets (rockets, grenades) and by freaks running around with a chainsaw.

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#286: Re: ..

by suicizer01 on 05/30/2012 17:45, refers to #285

I thought Sauer Enhanced had this.

Besides of that, even bullets could give some sound when they pass right next to you.

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#287: Re: ..

by Q009 on 05/30/2012 18:12, refers to #286

Nah, SE just played a sound if player was next to a bullet trail, there was no doppler on that.

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#288: Re: ..

by suicizer01 on 05/30/2012 23:13, refers to #287

You can create an illusion it does that, it just depends on the soundtrack.

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#289: Re: ..

by Q009 on 05/31/2012 16:11, refers to #288

Ya, but that's totally different thing. We're talking about actual doppler effect addition to the sound engine not the soundtrack.

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#290: Re: ..

by suicizer01 on 05/31/2012 18:58, refers to #289

I wouldn't see any purpose for it if you put the situation that way.
It's not like playermodels (neither monsters) are moving around with a constant sound (like footsteps for example).
To add such feature to explosives is also a waste of time and energy, as you could get the same result with my idea.

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