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Feature Request

by Mr.Blister on 01/04/2013 02:14, 8 messages, last message: 01/20/2013 18:02, 1527 views, last view: 04/30/2024 12:05

1. Server map downloads via HTTP redirect.
a. It would be nice to be able to run server with custom maps.
b. Server would download map from a web server on request from client.

2. Auto scan map folder and add new maps to menu on start up.
a. Adding custom maps to menu is tedious. (Well kinda)
b. Client should auto scan map folder and add new maps to appropriate menu.

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#1: ..

by halfwit on 01/04/2013 04:22

1. Oh yeah. but existing maps should be protected. a replace y/n message for maps not included in sauer release. aN IF YOU DO THIS YOU CAN'T PLAY WITHOUT BEING CALLED A CHEAT xD message for official maps.

the current switch server to coop. upload map. get map. puts off most people

2. doesn't /showcustommaps do that ( although I think there should be a button/tab for it)

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#2: Re: ..

by halfwit on 01/04/2013 05:07, refers to #1

Sorry for posting. I meant hashi has missing clip near the centre. jump up & see half the map. I found it trying out REGEN! if i can see it anyone can. oh & guys feel free. ask all servers to ban me

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#3: Collision Detection for Imported Meshes

by DreamBliss on 01/09/2013 12:13

I would like to see some sort of collision detection system for imported meshes.

So far to my knowledge there exists only basic collision, based I think on the bounding box.

There are two ways to do this. The Morrowind/TESCS way, which was to all the import of a special, invisible collision box along with a mesh. The collision box had a unique name and of course was not visible in-game.

Far better is the Unreal Tournament/UnrealED way. You can have textures that cause collision, or the game pretty much does it all for you. It wraps a sort of collision bounding box around a mesh, fitting it as efficiently as possible. You could have very complex models, and you can see evidence of this in any UDK map.

Why do we need collision detection for meshes when we can do everything in Cube 2? Because it is far easier to create an archway or some complicated shape in a modeling programming than in Cube 2, where you are limited how you can move the equivalent of vertices.

Also meshes can help speed up the game a little, depending on how Cube 2 handles meshes VS BSP.

I don't know about anyone else, but if I was creating a map like say, Monastery, I would sure prefer to make my meshes in Max, Wings 3D or even (gasp) Blender because I could do them in minutes, VS the hours it must have taken the guy who made that map.

Keep up the good work with Cube!
- DreamBliss

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#4: Re: Collision Detection for Imported Meshes

by suicizer01 on 01/09/2013 14:28, refers to #3

By the way, making an archway or so is very is in Cube Engine 2, it could be just more time consuming as in other radiants.

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#5: ..

by Meigus on 01/18/2013 19:18

What I'd like to see added to the main branch (if it's not being integrated already) is the one guys patch to load and save sub-chunks. http://cubeengine.com/forum.php4?action=display_thread&thread_id=2422

Ultimately Sauerbraten needs more convenient map editing, and that'll make huge headway if we can save and load chunks, server side.

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#6: Re: ..

by eihrul on 01/18/2013 19:24, refers to #5

/savebrush name_here and /pastebrush name_here already exist in collect edition...

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#7: ..

by Meigus on 01/18/2013 19:26

After a quick check, yeah that basic function exists, but the other patch saves all entities within the cubemap, as well as gives a far superior interface for doing it. It's such an obvious tool it's surprising it's not in.

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#8: ..

by Razgriz on 01/20/2013 18:02

http://wrack.github.com/sauerbraten/library.html

nuff' said.

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