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Capabilities of Cube

by TheProducer on 11/01/2004 05:24, 37 messages, last message: 11/12/2004 18:25, 15990 views, last view: 05/06/2024 05:06

Hello!

This engine in the best FPS engine i've came across in a good while! But there are some things I what to know about it's capabilities.

1.) Can Cube do cutscenes?

2.) Can the damage model be changed? (etc, headshots, chest shots, arm shots, etc, etc)

3.) Is it possible to have objective based missions?

Thanks

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#1: Answers

by Lavaball on 11/01/2004 06:35

1.)In SauerBraten

2.)Next Release(Maybe?)

3.)Using alias_trigger_(NO) [echo BlahBlah]

reply to this message

#2: Real Answers

by J-C-D-P-C on 11/01/2004 12:12, refers to #1

1) no, but you can line up teleporters in such a way that its almost a cutscene (but it looks like crap) also you can use triggers to play sounds (like "help!")

2) the damage model will most likely not be changed. why should it be?

3)umm... its tricky, but with skillfull use of triggers you can simulate it.

reply to this message

#3: ..

by CK|Davros on 11/01/2004 18:12

Put another way...

1) learn C
2) learn C
3) learn C

and mod cube. :-p

reply to this message

#4: ..

by jean pierre on 11/02/2004 07:01

Let me give a hint on Question Number 3

Triggers you can make out level_trigger_# [echo Reporter:Objective
echo Soldier/Commando:Yes Sir]


for giving you an example.

reply to this message

#5: Re: ..

by pwms0rO on 11/08/2004 15:26, refers to #4

q00b m0dz0r r t3h suck4g3 d00ds

play q00k 2

d00dd0d0d0d0d0ddd000000000000000000000000d
i pwn$

reply to this message

#6: Re: ..

by sinsky on 11/08/2004 16:21, refers to #5

q00k q00b d00m r0k d00d
[[[$pwn]]]

reply to this message

#7: damages

by nuk3 on 11/08/2004 19:53

I would really like to see some damage model. that would be way cool, and make weapons such as the rifle a lot more usefull (it is more acurate, I can see people sniping with it. that\'d be cool :D)

anyway, I\'ll second the request for a damage model.

/nuk3

reply to this message

#8: ..

by CK|Davros on 11/08/2004 20:22

i third

reply to this message

#9: Are you kidding?

by Pxtl on 11/08/2004 21:09

Only slow moving games fit well with damage models - CS, UT, etc. In fast games like Cube, you're lucky enough to hit body, much less head.

reply to this message

#10: no, I\\\'m not kidding ;)

by nuk3, but on a different computer on 11/09/2004 03:16

Though the damage model might not be very useful with cube itself, it would be an essential feature for modders. I think Cube DEFINATELY needs some cool mods, and more capabilities (such as damage models) would make it much more attractive to modding teams.

/nuk3

reply to this message

#11: ..

by makkE on 11/09/2004 03:40

Well modders would probably just code that themselves. Since Cube is "the way Aard likes it" there´s no point for him to add features that cube doesn´t need itself.

Sauerbraten will more likely be featuring things that might be useful for anything people want to do with it, since it´s a true open source project.

reply to this message

#12: Re: ..

by D.plomat on 11/09/2004 13:15, refers to #11

Totally agree, i think it doesn't need to be more mod-attractive, as there are a bit too much mod projects announced here going nowhere.

nuk3: if you don't need a very accurate damage model, you can already make a trivial one by just dividing the model on it's height in 3: head, torso, legs (well i suppose anything more accurate would have no point with fast gameplay, unless you want to make some random "critical hits"(as they're really random in fast games... in Shogo the "critical hit" is really triggered by a random function, and before reading the source i really believed there was a way to make critical hits that i didn't understood well, lol))

reply to this message

#13: ..

by sinsky on 11/09/2004 14:12

"..as there are a bit too much mod projects announced here going nowhere"

Modding is like a game itself and in some aspects it's better than "standard" gaming. It's bad when someone decides they made the perfect mod, better than the game, better than all the games in the world etc. but that's up to the person. Doesn't mean Cube should be harder to mod. Since modding is what Cube does best it's like saying "as there are a bit too much nice engines out there Cube should be more buggy".

reply to this message

#14: ..

by CK|Davros on 11/09/2004 17:25

cube too fast for damage models? hmm.. not sure about that personally.

Re: projects announced going nowhere...

Maybe if cube was easier mod more would be made...

reply to this message

#15: pfftt

by Aardappel_ on 11/10/2004 02:25

cube is already VERY easy to mod. The fact that the amount of code is so small and simple really helps. Adding weapons or monsters is really easy etc.

If the C++ is too big of an obstacle for you, you probably fall in the category of people that wants to make a mod, but doesn't really have the skills to make one irrespective of the mod system.

Go look at the mod code for say Quake3 or Doom3... you'll find its way harder to figure anything out in there than in cube. People that make successful mods actually know how to program, generally.

reply to this message

#16: ..

by CK|Davros on 11/10/2004 21:46

What i mean, is you need afaik, a full new cube.exe thats completely seperate, if you could just ADD mods on or something, like in the unreal series...

I don't actually want to make a mod for cube, i think it's great as it is.

reply to this message

#17: Actually...

by Pxtl on 11/10/2004 21:52

While I doubt Aard has much interest in such a concept, that's my personal goal with some stuff I'm tinkering with on Sauerbraten. Unfortunately, I don't get much time to work on it, so currently its just one sad little file full of templates.

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#18: Re: pfftt

by sinsky on 11/11/2004 01:13, refers to #15

C++ is a language, if you're good with languages you'll be good with C++. But there is a difference that makes it unattractive to mainstream people - it's about talking to a processor, not a human, although it's designed to be as 'human' as possible. Well that's how I see the problem anyway.

reply to this message

#19: Re: pfftt

by J-C-D-P-C on 11/11/2004 01:27, refers to #18

hmmm... I tool spanish in school. I barely passed. During that same time, i learned javascript and html. I think that the language is kinda different. You are leraning a new grammer for your current language, sort of. It is a logic excersize rather than a memorization of new words.

reply to this message

#20: Re: pfftt

by sinsky on 11/11/2004 01:43, refers to #19

Spoken language differs a lot because it has a certain feel, you kinda feel the logic and in javascript you just know it. That is very subjective of course.

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