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Sauerbraten: Possible Mods

by enigma_0Z on 06/22/2005 06:22, 24 messages, last message: 06/28/2005 19:53, 12624 views, last view: 05/05/2024 07:31

This thread is for discussing possible sauerbraten mods, their possible implementation and uses, etc.

I'll start (no one has mentioned this yet so I'll point it out...)

---

Has anyone noticed that sauerbraten maps would make for great platforming? They contain all the necessary elements: floating platforms, water, terminal falls, room-over-room capabilities, deformable cubes, landscaping, etc.

All it needs is a third person mod (Including a rudimentary hand-to-hand fighting system) and a collection of maps.

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#5: Re: Third Person

by nieb on 06/22/2005 20:50, refers to #3

A 3rd person camera is easy, and the best way to do it on a computer in my opinion, would be to make the controls just like a FPS but have the camera locked right behind the person instead of inside the person (loose following cameras suck anyways, Mario64 had that problem the loose camera would always piss me off lol, I'd rather have it locked). The only think different you'd have to do is give the camera some collision properties so if you get close to a wall behind you the camera just gets close to you instead of going through the wall...simple.

If you really wanted the guy to shoot something like a bow&arrow or something you can still use crosshairs in 3rd person but you'd have to make the crosshairs an accual object with collision that "lands" on where ever the it's pointing and just have it so the guy shoots at that instead of the center of the screen. This would enable you to make the screen not lined up with the back of the guys head, but still be able to aim at something.

I've always thought that the cube or sauer engine would be perfect for a platformer type game. If you can get it started I would be glad to help out where I can, sorry I'm not a coder though.

And anyone wanting to make an RPG (realtime or turnbased) 3rd person is the way to, a 1st person RPG like Might&Magic (which is a sucky game if you havnt played it) just isnt the same as Zelda or FinalFantasy.

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#6: Re: ..

by tentus on 06/22/2005 21:07, refers to #4

that sounds like it'd work. and even when that doesn't work, cube and sauer are uniquely suited to having the camera pop through stuff, because most of us are used to flying around in edit mode.

my big issues would be making the hudguns continue to work and not letting the player get in the way. perhaps a scrollwheel function which could make the player model 75, 50, 25% transparent, sometime in the distant future? the hudgun issue would mostly just be remodelling half the guns, or continuing not to show the hudguns.

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#7: ..

by enigma_0Z on 06/22/2005 22:01

Third person shooters can work very well, I don't know what you are talking about!

Anyone play Unreal Tournament? What about Ratchet and Clank 3? Both of those console games are third person shooter-style games.

What I'll probably do is have the camera controls bound to the mouse and have them completele manual (except for walls, of course).

What I really need is moves systems and a different player model. I don't plan to have any guns... heh. Perhaps some spells or special powers though.

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#8: Re: ..

by quirk on 06/22/2005 22:09, refers to #7

I'm sorry? Last time I checked Unreal Tournament was still an FPS...

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#9: ..

by enigma_0Z on 06/22/2005 23:58

Wait, it may have been something else... it was one of the big shooters. It was on Xbox, however. I was surprised it was third person. It's got character abilities, the adrenaline thingie, etc. Every character has his/her own melee weapon and then you choose what other weapons you want before the match starts.

It may have been half-life, I forget. But anyway it was awesome.

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#10: Bah

by pushplay on 06/23/2005 01:46

We're missing out on a chance here to pioneer the second person shooter. Shoot the monsters from their perspective!

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#11: Re: Bah

by eihrul on 06/23/2005 03:08, refers to #10

Unfortunately even that is old hat. There are a few games where you play from the enemy's perspective.

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#12: o

by post on 06/23/2005 03:32

how about making this game team based with objectives

thats more interesting then always having a free-for-all shoot out

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#13: ..

by vcatkiller on 06/23/2005 11:41, refers to #11

Playing from the enemy's perspective? Wouldn't that be awkward? How do you aim if the enemy is looking the wrong direction?

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#14: Re: ..

by tentus on 06/23/2005 18:13, refers to #9

enigma is refering to Unreal Championships 2, which by all accounts is an awesome game. i need to check it out at some point. Also, UT 2004 has 3rd person (i think it's togglable on F3 or something?), but it's kinda lame, just a little thing to have some fun with.

while we're on cameras- has anyone considered visors? (think metroid prime.) this is a fledgeling programmer talking, but i think it'd be fairly easy to rig up a system where all the landscape and mapmodel textures are suddenly rendered in black and white, making enemies and items suddenly much more visible. this sort of thing would be extremely useful to someone who may want to pick up where topher left off on Death Illustrated. An invert color function, an extreme distortion function like water but more so, all these could be used to add some spice to gameplay without costing too much.

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#15: ..

by pushplay on 06/24/2005 07:15

"Playing from the enemy's perspective? Wouldn't that be awkward?"

Yes, incredibly. :D

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#16: VERY IMPORTANT!!!

by Ado on 06/25/2005 09:07

I HAVE SOME IDEAS FOR GOOD TCs FOR SAUERBRATEN (OR CUBE...) FOR NON-INSPIRATED MOD CREATORS, THERE ARE SOME IDEAS. WHAT ABOUT:
1-MOD FROM WW2 (FROM FRENCH, RUSSIAN, JAPANESSE OR AFRICAN FRONT)
2-MOD FROM WW1
3-MOD FROM VIETNAM WAR (ADD MORE TREES AND BUSHES MODELS, GUNS AND ENEMIES)
4-"SPLINTER CELL" STEALTH MOD (REPLACE MODELS AND SOUNDS OF GUNS WITH STEALTH AND SIENCED WEAPONS, THIS CAN BE AN IDEAL MOD FOR THIS GAME, BECAUSE ENEMIES HERE CANĀ“T SEE YOU IF YOU ARE BEHIND THEM)
5-MAKE SOME FPS LEGEND ON THIS ENGINE (DOOM, DUKE NUKEM, SERIOUS SAM...)
6-TRY TO ADD CARS? :-)
OK, MODDER, MAKE YOUR CHOICE. I AM NOT SO SKILLED IN PROGRAMMING AND 3D MODELLING, BUT IF YOU WILL REALIZE SOME OF THESE IDEAS FOR MODS, I CAN HELP YOU GLAD. (WITH MAP EDITING, LOOKING FOR SOUNDS, MUSIC, ETC...)

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#17: Re: VERY IMPORTANT!!!

by Aardappel_ on 06/25/2005 09:42, refers to #16

this is surreal

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#18: Re: VERY IMPORTANT!!!

by vcatkiller on 06/25/2005 11:07

Gee, I was going to suggest a mod where you have a gun and you shoot things, but those suggestions are so much more original. And capitalised. Makes things more impressive.

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#19: Re: ..

by jean pierre on 06/25/2005 12:14, refers to #19

Why?

And what you mean by Adult site?

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#20: Re: ..

by jean pierre on 06/25/2005 15:14, refers to #20

Oh stop complaining D:<

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#21: ..

by CC_Machine2 on 06/25/2005 19:22

lol

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#22: Re: VERY IMPORTANT!!!

by tentus on 06/25/2005 22:25, refers to #17

ditto on that Aard.

*blink a few times*

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#23: My very weird game idea...

by HopFrog on 06/26/2005 01:47

While we're on the subject of modifications, I might as well share my game idea that I am currently working on the details for...

Short version
===============
A combination of Team Fortress Classic and Megaman.

Long Version
===============
Basic Gameplay: Two teams full of Megaman-inspired cyborgs (appearance highly customizable, weapons and equipment enhancements available in team spawn area via a buy menu, or maybe even an NPC vendor who triggers a buy menu) attempt to blow each others base up by attacking a target point until it gives way.

Each game is two halves long, and at "halftime" each team switches side, such that a full game is completely balanced (and to encourage the creation of asymmetrical maps -- they've got more character). Half length is decided on the server side via the equivalent of a cvar.

Each half has three segments within it, after which a point is awarded to the team that got the most kills during that segment. Action does not stop at section changes, however.

At the half, an additional two points is awarded if a team does not allow their opponent to score in that half -- adding just a little bit of strategy to maps.

Three points are awarded for a successful opponent base demolition.

Demolitions are caused by shooting the heck out of a part of the opponent's base, as in UT2k4 Onslaught. But without those node thingies to blow up on the way.

Weaponry is extremely diverse...basically, anything that can be thought of, would be pretty cool to have.

Accessories are the same way.

All players have an preset budget of X credits that they can use to purchase weaponry and equipment -- the more useful the item, the more it costs. The idea being that it would be very difficult to do something extremely lame (like have a jetpack...and a high-powered sniper arm)

To differentiate teams, the server would be able to force certain appearance parameters to its liking -- whether it wants to set the primary clothing layer for each team to a certain color, or perhaps just add a team-colored armband or something, would be up to the server to decide. This would bridge the gap between customizability and being able to know which guys are the bad guys.

Levels ideally will be very diverse, asymmetrical, and fair. When I say diverse, I mean that they go so far as to wildly affect strategy. Some might be entirely underwater, others might resemble a platform adventure level, and yet others may be more urban. The possibilities aren't restricted to any theme, since the background for the game is as vague as "megaman-like cyborgs blow each other to smithereens." Sorta like Monkey vs. Robot, but with less fur and more robot.

I'm rambling at this point...but yeah. This is my idea. It's a prototype for now, and is likely imperfect in quite a few ways. Feel free to make suggestions, criticisms, etc. because there are bound to be things that are wrong with it that I haven't thought of.

The goal is to make a game that's fun to play, with many different experiences wrapped up into a single gametype. No single match should ever be like another. I want to take ideas that have worked in the past, and put them together in a way that's never been done. Okay, I'm done now. really. :-P

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#24: Re: My very weird game idea...

by enigma_0Z on 06/28/2005 19:53, refers to #23


@ Hopfrog

> Demolitions are caused by shooting the heck out of a part of the opponent's base, as in UT2k4 Onslaught. But without those node thingies to blow up on the way.

> ...

> Weaponry is extremely diverse...basically, anything that can be thought of, would be pretty cool to have.

--

heh, I can't help but be reminded of the latest Ratchet & Clank game from this suggestion...

Sounds awesome! I think it could work. I'm sure sauer's engine is up to the taks... perhaps even make it third person? hmm...

Sounds cool to me!

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