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Some ideas for the engine if it's possible.

by Kato on 03/05/2017 12:23, 9 messages, last message: 04/22/2017 13:53, 1861 views, last view: 04/29/2024 23:49

Hi all, i'm a old player of HL1 deathmatch, and recenty discover the cube 2 engine and tesseract engine, what a cool engines and games, but some features are missing in comparison to HL1 engine, it's only some ideas to compete HL1 engine.

1) Buttons,platforms elevators and doors in DM.

2) Set a custom gravity for a room or big area, not the same gravity in the whole map.

3) Possibility to break Glass (windows).

4) Make vehicles ( train, metro, car ) that can be automatic( follow or no a track), or manualy drive.

5) Make a custom level water in room controlled or no by a button ( timing).

6) Make a vent tunnel, the air push you in a direction, also can be conveyor on the ground.

7) The players models can crouch.

8) Add the race mode as officialy mode.

9) A new map menu that can detect automatically customs maps.

Finally port the whole content (maps, game modes etc..) from cube 2 engine inside the tesseract engine to have the last cool feature from the tesseract engine.

I think this will be the perfect free multiplayer deathmatch game on internet.

Here the entity list of HL1:

http://twhl.info/wiki.php?sub=1

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#1: ..

by swatllama on 03/05/2017 14:31

1. Ping differences would make this hard to implement well. There are old demo maps.
2. Uh, ok, could be cool...
3. Why?
4. Why?
5. Uh, ok, could be cool...
6. Uh, ok could be cool....
7. No.
8. Maybe.
9. Yeah.

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#2: Re: ..

by suicizer03 on 03/05/2017 19:18, refers to #1

I want unicorns with jetpacks!

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#3: ..

by suicizer03 on 03/05/2017 19:25


9. /showcustommaps

Pretty much everything you've requested has been asked before.
The reason why it's not implemented is mostly due the answer that you could just play the game which do has the features.
Most of them (like adding vehicles or different gravity) won't make the game any better.

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#4: ..

by chasester on 03/06/2017 03:03

you can create your own menu (and there are many script that do this on quad) bascially

guimenu allmaps
[
quiautotab
[
loopfiles i "packages/base" ogz
[
guibutton $i (map $i)
]
]
]

// its been a min since i ran cube script but thats a general sudo code way of doing it.

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#5: ..

by chasester on 03/06/2017 03:05

http://quadropolis.us/files/dynmapmenu.cfg

there is one of several examples

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#6: ..

by Kato on 03/06/2017 10:06

Thanks for the answers, i know these features can be good or bad in the game, it's only a proposition, sadly i'm not a programmer to include these features to make a fork of cube 2 engine that mimic Half-life 1 engine, i hope there is a new version of cube 2 sauerbraten this year maybe, i have tested red eclipse game, it's well done game, but i don't like the ironsight to hit a player, it's strange feeling, i prefer sauerbraten feeling, but red eclipse have cool features, the body that we can see in the first view like in left for dead 1 before they remove this feature in left for dead 2, it's only cosmetic but cool.

And cube 2 engine have the most cool map editor that i have see for a game, it's easy and fast, you just need to dive in the script for polish the map in depth also don't forget the optimization, i know tesseract go further with the engine, but need more servers and players for this one.


Thanks chasester for the menu file i will inspect it.

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#7: ..

by chasester on 03/06/2017 17:14

Cube engine ill probably never add most these features. Ive been working on a tesseract mod, with bullet physics, angelscripting language, etc a basic rewrite of most the engine.
https://github.com/chasester/Rival3dengine

A more tradisional cube 2 mod that is looking to improve the sauer game keeping with the same game play is inexor. They are looking into most of these features.
https://github.com/inexor-game/code

1)inexor is looking at entity linking. Rival uses function pointing and runs like unity in this compassity
2) inexor is looking at custom gravity per map and changing it per player based on trigger. Rival uses bullet so each object can have its own gravity.
3) how this is done is using an animated model with a trigger so its basically 1
4) this is mainly 1 as well. If you want to actually drive it its a lil more complicated. Idt inexor plans on this but rival will be able to do this in the future
5)i dont understand but this can be done with tiggers.
6)i think re has this (bf had this) but its basically just a jumpad with a larger area or radius. And then some particles
7)Rival is tesseract so crotching exist though sauer croutchung would be pointless from a game play perspective
8)Does this really matter?
9)@above

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#8: Re: ..

by exist on 03/21/2017 22:05

Hey Kato,
You have a nice list of features, but most of these won't ever be implemented in Cube, as Cube is centered around Quake-style gameplay. However my game Adrenaline Cube 2 (which is moving to Rival), will support nearly all + more than the features you listed, keep a watch for its release! :)

PS: Half Life DM (especially AGHL) is awesome! Stay with it!
https://www.youtube.com/watch?v=BVVc0anfd6o

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#9: ..

by Kato on 04/22/2017 13:53

I forget to say need different steps sounds that follow the texture used ( grass, snow, sand etc..).

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