home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


MOD :P Magic to cube

by w00lf on 01/07/2004 18:57, 39 messages, last message: 01/23/2004 15:44, 7595 views, last view: 05/18/2024 23:04

I don't read a lot in that forum
Is there a magic-mod?
If yes i gotta change the modname :P

Look at it if you want: http://magic.asaru.net
(page design suxx :P)

Still in developement, but you can get the CVS snapshot, and i'm gonna add a windows-binary l8er

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages

#14: ..

by w00lf on 01/12/2004 21:19

LOL i've even written how to download and update it with CVS :P

It's never too late to learn :)

and...
What r u programmint? (me=very interested in such things)

GreetZ

reply to this message

#15: 4 Team CTF

by Pxtl on 01/13/2004 03:07

I have played an exceptionally good 4-team CTF gametype called CTF4 Distribution for Unreal Tournament.

It worked as follows - you must score on _each_ team per point, not just grab N flags. So, if there are 4 teams and you are playing first to 4 points, you must score 4 from red team, 4 caps against blue team, 4 caps against green team, and 4 against yellow team to win. This means that, if a team is near winning, other teams will join up to stop them from capturing their crucial flag - its amusing to see Blue players rally to protect the green flag from the (near victory) red team.

An alternate approach is 1 flag, where the 1 flag spawns in the middle and each team is trying to take it home. This is a good system _provided_ there are shortcuts from one base to the next, so that green team players may rally to the blue base. Also, it is often better to spawn players away from their home base in this mode (perhaps all spawn in central/flag area would be best).

Then there's another approach to 1 flag with N teams, one I haven't seen yet, but could work well - play it like 1 net basketball pick-up. That is, you have only one shared base that all players spawn in, and at the other end of the map is the flag point. The flag is neutral in colour until claimed, and then it stays that colour until returned to the flag point, where it becomes the neutral colour again. To score a point, you must bring the flag, as your colour, to the main base. If defense/offense becomes too hard, just add or remove flags at the single flag point.

reply to this message

#16: Re: Sounds Good

by Pxtl on 01/13/2004 03:19, refers to #10

oh, and loads of players? I've frequently seen games of over 20 players being wasted on instagib on a cramped map, which I find tends to be much better in smaller numbers.

reply to this message

#17: ..

by w00lf on 01/13/2004 17:06

20 player-instagib?
if it's cube, join and use fists! :P

Pxtl, that sounds VERY good
i think i will add that to magic-cube as well as an extra mod to normal cube, so that you can play with the normal weapons :D
but not now :)

GreetZ

reply to this message

#18: Thanks

by Pxtl on 01/13/2004 17:16

Yeah, that's what I do. :)

Anyhoo, I mispoke myself earlier - I listed scoring against all 4 teams - obviously you only score against the _other_ 3 teams, not against your own.

And that would be awesome - no offense intended, but I'm not sure I'd enjoy more complexity in Cube when it comes to equipment - I like the stupidly simple weaponspread - so the option of playing CTF4 with only the standard gear would rock.

reply to this message

#19: more on CTF4 distribution

by Pxtl on 01/13/2004 17:24

..

reply to this message

#20: oops - empty post. More on CTF4 distribution...

by Pxtl on 01/13/2004 17:31

http://www.uncommonplace.com/games/ctf4/multicap.jpg

You can see the scoring/indicators on left. The colour of the exclamation mark shows the team that currently holds the flag. The little boxes show how many flags of what colour that team needs to win - a faded box means they've got that flag. If a flag has been dropped, then a white downwards arrow sits on the flag indicator.

This is just a good example of a successful way to do the hud - no reason you have to follow this, but I'm just showing how it worked.

reply to this message

#21: bleh delete it

by Lava on 01/16/2004 13:26

i like the orriginal the cube so if you want to make games use darkbasic and create your own quake,but leave cube alone,exept for user maps,make maps but not mods,its bad

reply to this message

#22: dont like it then dont play it

by Grumschnitz on 01/16/2004 14:00

see title

reply to this message

#23: Re: bleh delete it

by D.plomat on 01/16/2004 17:30, refers to #21

Also really like original Cube, but also enjoy to play with the source code -like may here.
So if i want to make a mod, i'll use an engine i really love, not another one.
If you begin to criticize ppl who enjoys modding Cube here, i think you'll get flamed very fast ;)

reply to this message

#24: Lava

by w00lf on 01/16/2004 19:17

Emmm, i AM working on an own game...
but i have no ppl for models and graphics
but i AM...

and
nobody forces you to play that mod

tzzzz...
lol

GreetZ

reply to this message

#25: Re: bleh delete it

by dcp on 01/16/2004 21:36, refers to #21

'i like cube, go and use darkbasic...'

so, now what strange sort of a post is that?

go and PLAY cube, leave the magic-mod alone and don't post such a nonsense...

reply to this message

#26: Re: ..

by Muskelkater2 aka DyinDanny on 01/18/2004 17:13, refers to #14

I am programming VB and VB.Net, Perl, HTML, a little bit javascript and CubeScript, of course.

Very Good job W00lf! I really like that you are willing to complete this mod and don't stop after a while.

reply to this message

#27: ..

by w00lf on 01/19/2004 13:03

Hey :) it's different than programming own games, because of...
success...
my own games might have funny engines, but i can't make graphics or models for it

btw. i realized that the Makefile of the 01-17 release is wrong, i'll add it to the inventory fix i'm uploading at the moment :)

GreetZ

reply to this message

#28: ..

by w00lf on 01/19/2004 13:06

oh ok, it's not the makefile ^^
just the one i'm using for the linux-bins for the inventory fix :)

reply to this message

#29: Re: ..

by dcp on 01/19/2004 20:46, refers to #28

the inventory works correctly in this release (from start you have one of each potion in your inventory) but no potion/ammo-item models are visible/collectable in any game mode... only armor/quad/teleporter-models, etc.

reply to this message

#30: ..

by w00lf on 01/20/2004 17:56

argh?
no...
no!!!
did you use the ZIP or the CVS?

gotta fix that!

reply to this message

#31: Re: ..

by dcp on 01/21/2004 03:01, refers to #30

i used the .zip

but maybe there still is the possibility that something went wrong with the installation on my machine, so it would be better you test it by unzipping it in a separate directory on your machine too...

reply to this message

#32: e-mail

by dcp on 01/21/2004 03:03

btw., did you get my last e-mail with the staff-weapon-model? i made some medieval mapmodels too, if you're interested... ;-)

reply to this message

#33: ..

by w00lf on 01/21/2004 17:17

*looking*
nope :(

k im gonna try out that now *downloading the zip (cuz it's not made on the local machine)*

Ah, forgot to update the models.cfg in the release
*updating CVS*
*adding modelfix.zip to the downloads*
DONE!!!

reply to this message

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages


Unvalidated accounts can only reply to the 'Permanent Threads' section!


content by Aardappel & eihrul © 2001-2024
website by SleepwalkR © 2001-2024
54039489 visitors requested 71820247 pages
page created in 0.039 seconds using 9 queries
hosted by Boost Digital