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The next update

by legodt on 05/06/2011 01:24, 333 messages, last message: 10/18/2012 04:52, 145193 views, last view: 12/09/2021 02:33

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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#59: ..

by Honzik1 on 06/13/2011 17:03

In my opinion:
1)demo control slider would be useful
2)update notifier
3)teamkiller can pickup flag excluding iCTF
4)server list filter
5)dynamic color theme settings for Sauer
6)autodelay for start of the games when all people are ready and their maps are really loaded
7)what about menu and serverlist next to it by default? People in 99% play on servers anyway
8)some server client speedhack detector based on player speed
9)able to pause game for master in mastermode 2 (not only admin)
10)Advanced chat: Small menu where you checkbox people to who will be message sent
11) Game graph on scoreboard X->time, Y->frags to see performance of players...

...and more thing could be improved I think.

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#60: Re: ..

by suicizer01 on 06/13/2011 18:55, refers to #58

+1

Wouldn't be a bad idea as option that you can shoot trough alpha material (like when texalpha is less than .2 .2)...

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#61: Re: ..

by Zorg on 06/13/2011 19:28, refers to #59

+1 to honzik, with special emphasis on 4 and 7

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#62: ..

by TheLove on 06/15/2011 11:32

+1 to honzik

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#63: ..

by Razgriz on 06/15/2011 12:28

Easier way to defining the sunlight in the SVN by moving it around on the skybox.

Also, an editmode compass :P

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#64: Weapons and enemies descriptions

by oibaf on 06/16/2011 12:05

What about adding to the interface a new menu with description of all weapons and enemies of the game? It could include weapon damage, speed, explosive or not, precision and enemy strength, weapon type.

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#65: Re: Weapons and enemies descriptions

by Razgriz on 06/16/2011 15:33, refers to #64

kinda pointless. only a few handful still play SP these days. as for the weapons, they're not all that hard to learn. speed is irrelevant, which ones explode.. you know that. precision varies by the amount of spread applied on the minigun and shotgun for each shot. their damage is easy to learn, the rockets will do a maximum of 75 damage and the rockets can do over 100, both for a direct hit.

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#66: Re: Weapons and enemies descriptions

by Sub-Zero on 06/16/2011 22:21, refers to #65

and of course, god forbid we check the docs (documentation), they struggled to make this for the sake of everyone. http://sauerbraten.org/docs/game.html#items_and_gameplay

and yes, i know, a bit hard raz, however you and i both know, "read the docs" has been posted the 9515th time, so i am just being fair here. :P

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#67: Re: Weapons and enemies descriptions

by oibaf on 06/17/2011 09:53, refers to #66

The fact that it's available on a web page doesn't forbid to add a pretty GUI with some nice images :)

(If you think so you could also remove the options menu then, since you can still edit the conf files reading the docs...)

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#68: Re: Weapons and enemies descriptions

by Razgriz on 06/17/2011 11:31, refers to #67

I was thinking of doing so, the options menu is a fucking mess. I had started remaking them all in a more fashioned manner where everything was categorized, but i eventually dropped the idea since i had made some new stuff and i just had to try it all out. Supposing i recover my files sometime, i can start working on it, and who knows, i might finish a stable version by the next sauer release. :P

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#69: Gamemodes

by Lonewolf199 on 06/17/2011 21:28

I think we should leave all gamemodes as they are. I wonder why instagib is so popular. I like capture or ffa a lot too.

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#70: Re: Weapons and enemies descriptions

by Sub-Zero on 06/17/2011 21:41, refers to #67

its not just on the web, its also in the main sauer folder, under the file-folder "docs" besides, unless you want to spend a long time writing useless crap that has already been written, than why post it? no one else is going to make it for you...

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#71: Re: Gamemodes

by Sub-Zero on 06/17/2011 21:43, refers to #69

accidental double post, too fast, my bad... i agree that the default game modes we have now shouldn't be changed, however, adding new game modes might be in order, afterall, a new game mode might bring in new people, and it would make more fun... i still like the assassin mode we used to have. XD

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#72: ..

by Drekow on 06/19/2011 21:59

A bigger clock, in the HUD, like QL one, showing game time. Options to configure it as countdown or countup and size.

So, maybe, FFA (and CTF), will became playeble for people who don't use c++ timer.

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#73: Re: Weapons and enemies descriptions

by 2r on 06/20/2011 16:53, refers to #65

Am i hearing you right? "Their damage is easy to learn, the rockets will do a maximum of 75 damage and the rockets can do over 100, both for a direct hit." I do not understand?

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#74: Re: Weapons and enemies descriptions

by Razgriz on 06/20/2011 19:33, refers to #73

that was a pretty messed up sentence. i cannot edit replies here :/

grenades can do up to 75 damage (or 80?)
rockets can do up to 120 damage

direct hits.

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#75: ..

by bieber on 06/20/2011 21:54

-1 everyone

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#76: Re: ..

by Razgriz on 06/20/2011 22:27, refers to #75

gonna compensate for that, +1 everyone!

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#77: Re: Weapons and enemies descriptions

by suicizer01 on 06/21/2011 00:03, refers to #74

Untrue,

Grenades to 71 damage at max (this is pretty rare, because to normally do 67 damage).
Rockets did 120 damage, but should do like 105 damage now (I'm not sure of that anymore), because of a patch so rockets wouldn't overrule the hole gameplay.

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#78: Re: Weapons and enemies descriptions

by srbs on 06/21/2011 01:09, refers to #77

What are you playing? sauer-mod #895? Those values are still correct in justice.

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