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SP feedback

by Aardappel on 02/01/2002 03:44, 27 messages, last message: 05/10/2008 00:56, 9532 views, last view: 05/05/2024 18:55

I am sure you have all noticed that one of the bigger new features in latest release is the single player mode. It's only a first attempt, and lots still needs to improve, in both its appearence and gameplay. But if you have any particular comments or feedback on the single player experience, let me know.

Be sure to read the single player section in the documentation!

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#8: Re: Botmatch

by kbx on 02/03/2002 13:22, refers to #7

Whoa. Gamemaster would be really cool. I hope they put that in! :)

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#9: Well...

by tman_elite on 03/02/2008 05:49

Sorry to bring back an old (actually, the BOTTOM) thread, but I was just thinking, wouldn't it be cool if there could be allies in SP? In the rpg there are friendly NPCs, so I'm guessing the coding would be similar.

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#10: ..

by ATIRULE on 03/03/2008 11:20

I would like simple quake doom like story
IE finsh one level get a key or item and collect enough and you can move on or unlock a secret

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#11: Re: ..

by ATIRULE on 03/03/2008 11:52, refers to #10

I made a up a quick story to spark some ideas BEWARE its full of spelling and typo;s not bad for 20 min work LOL enjoy
------
prelude
its 3.00 am you awake to the sound of some one pounding on your orgovill cottage door to stumble out of bed
and flick on the light and find your way to the door open it
who stands a in front of you is a person from your past a a fromer Co worker
a" LT a hemen iron shot" from you years in the ORGO "Omi replcation of global oil" as a Securty gurad from the MP's
you say hey Lt > he snaps back THATS GENRAL NOW you light up a smoke what can I do for you at this hour
he says I need a favor you pour you and him a drink and ask him to come in you sit for e bit catching up on the past
and you say the last time I did one of your favors I almost ended up looking like the stuff that comes out of a meat grinder


he laughs and says Hey it not my fault you can't shoot worth a SHIT
you gron and ask him what he needs

he explains

I can't tell you much but there was a break in at a
old storage depot we need some one to go check it out unofficially
your grone and reluctantly Agree on the condition he buys you a round at the Blocal reawerys BAR after
you walk over to your locker and grab you trusty pistol and the last Nade you where saving for blowing up that old
stump in the yard and say wellll
lets get this OVer with..

end of prelude
not meant to have much back story

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#12: New SP Map

by mitaman@dark_work_cave on 03/03/2008 13:35

I guess this is a shameless plug, but I have a new sp map in the works, with plans on releasing it late march / early april.

It will use plenty of exploding barrels, moving boxes, and elevators. I've also made around 200 new textures (including the normal and spec maps). Very few "sauer textures" will be used. The textures are "real world", plenty of brick, cement, wood, and some metal, along with some new door models that are a bit less "sci-fi".

I hope to have a website up by the end of the week with screens of whats in the works.

Yea, a shameless plug, but I couldn't resist.

MitaMAN

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#13: Re: New SP Map

by MovingTarget on 03/03/2008 15:01, refers to #12

Sounds cool! I can't wait to see (and play) it.

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#14: hmmm

by hfdsjkconorhfdjs on 03/03/2008 16:44

Am I the only one that thinks of scripted camera movement and scripted animations and stuff?

We could do cutscenes in cool SP maps.

We could do

/startcutscene

and then the camera would go to the first cutscene entity.

/newent cutscene 1 2 3 4

1 = The number, the camera would go to them in order, 1, 2, 3, 4, 5, 6, etc

2 = How fast the camera travels to the next one

3 = How long the camera stays at this one.

4 = Can be blank, but the sound (By ID: can be specified in the map cfg) that should be played when the camera is on the specific entity.

Rotation is easy: We already have it when placing ents.

And then within the script:

"startcutscene" - That would be all we needed in the map cfg.



So then, SP maps could have:

intro.ogz
sp1.ogz
cut1.ogz
sp2.ogz
cut2.ogz
etc, etc



Who likes that?


Cheers,
Conorkirk

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#15: Re: hmmm

by mitaman@dark_work_cave on 03/03/2008 18:01, refers to #14

I like it.

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#16: ..

by Grogan on 03/03/2008 21:46

Hurray for Mitaman! I'm so glad to hear you've got a new Sauerbraten SP map in the works (Especially one that makes use of the new features). Thanks for letting us know.

I expect it will be grand. You're good, and there's no shame in it :-)

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#17: Re: hmmm

by tentus_ on 03/04/2008 05:06, refers to #14

I like the idea, though I would make some modifications to it. startcutscene makes sense to me, though I would have it be something that triggers call with a possible X value (X representing what cutscene ent to start at). An example would then look like this:
level_trigger_2 = [
startcutscene 5 //starts at the ent identified as 5
]
The cutscene ents would then probably work best like this:
/newent cutscene Y P R I
Wherein Y represents the yaw, P is the pitch, R is the roll, and I is the ID number, which can then have special definitions added in the same manner as mapmodels. Possible values could end up being as thus:
cutscene_1 T D B [E]
Where T is transition time (in milliseconds? seconds?), D is delay (how long the camera stays), B is blend (for determining how smoothly the transition between ents is... this helps make both smooth curves and sudden angles possible), and [E] represents scripted events, just like how the contents of level_trigger_1 = [] work.

By making the ents have all the orientation values defined, and then the other, less commonly altered attributes tied to the ID number, mappers could script out cutscenes exactly the same way that triggers are done now. There'd be no need for additional files: everything could be contained within the already existing ogz and cfg. By default, the cutscene ends when there are no more ents: a command for ending would obviously be necessary for more elaborate maps. Another useful command for cutscenes would be some kind of move_player_here command.

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#18: Re: hmmm

by dfjhdskjconorhfdjs on 03/04/2008 05:43, refers to #17

The only reason I don't like that is because it seems very complicated. While I do agree on some of the things, like blending. I totally forgot blending, then we couldn't do those nice sharp camera switches.

Yaw, Pitch, Roll? I know what those are, but how do I know what the yaw pitch and roll is if I want to camera to point at the ogro I have on this platform? I think the yaw pitch and roll should stay, but they should be automatically put in based on which way you are facing when you place the ent- not unlike teledests.

My method didn't need any other files, the only two things it needs are

*OGZ - The cutscenes are just entities

*CFG - To call the startcutscene command.


So, here is my new method/suggestions:


/newent camera A B C D E F

(Yes, it seems more complex than yours :D)

A - ID number, self explanatory.

B - Yaw

C - Pitch

D - Roll

E - Blending, 0-50, 0, instant switch to next camera, 50, 50 seconds to next camera (Good for city flyby)

F - Time, how long to stay on camera.

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#19: Halo...

by dfjhdskjconorhfdjs on 03/04/2008 05:47

God forbid we become like Halo, but:

If we used a main menu, which I still think is a good idea :D, (Don't throw player into a map, have a main menu)

Then what if...


What if the main menus were just maps? (OGZ)

Then we could have the backgrounds of main menu's be flybys :)

Sorry for posting a badly done youtube video :), but this is kinda what I mean: http://youtube.com/watch?v=xgAfKhpycJ0&feature=related

It would really show off the rendering capabilities of Sauerbraten.

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#20: Re: Halo...

by hampus_ on 03/04/2008 16:42, refers to #19

It would look better with just a still scene, with maybe some movement in the background. Like in Half Life 2.

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#21: Re: Halo...

by sdfljklasdfconorasdf on 03/04/2008 20:07, refers to #20

Well, what I was getting at is the same as that: Have the main menu just be a map.

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#22: Re: Halo...

by a`baby`rabbit on 03/04/2008 21:25, refers to #21

and the main menu is a map, the current map - initially metl4(?). So all you really want is the camera wandering around or a demo map playing...

One of the ideas of the 3dgui is that it lives in worldspace (i.e. the map), and thus the transition from shooting to menu-ing only depends on what the mouse looks at... This seems incompatible with the above idea of a demo map running behind the menu as the menu cant be within the map anymore and we're back to traditional 2d overlays... of course some will say that is no bad thing ;-)



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#23: Re: Halo...

by a`baby`rabbit on 03/04/2008 21:29, refers to #22

Idea - rather than all the stuff specifying camera way-points it could be easy to just have a demo recording mode that can record the spectator position as well.
i.e. you could have the camera wandering around some pre-recorded action...

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#24: Demo recording...

by jfhkdfsconorhfdjsk on 03/06/2008 01:01

Yes, but then we couldn't rotate the other way (It could be useful), and there are many more tricks that can be used with camera points.


I had an idea:

There would be a main menu, but only when you start the game up, after you are in a game, it would be normal. Kind of like the (Menu on startup) idea.

Actually, this could be done already"

1) playerstart that is boxed in with clip

2) turn on the CVS menu on start feature

3) Turn off hud and hudguns in the maps cfg.

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#25: SP Suggestions

by tman_elite on 05/05/2008 21:23

Sorry to revive yet another dead thread, but here it goes...

(Yes, I know there are tons of requests for new features. Yes, I know most of them will never be implemented. And yes, I know multiplayer is way more popular and therefore it is more important. These are just a few of my thoughts.)

One thing that I personally think is holding sauerbraten back as far as SP goes is that there are no cutscenes. Even just support for playing a video at the beginning or end of a level would give people who want to make an SP storyline a lot more freedom as far as the story goes, instead of just throwing some text up at the start of the level.

Another two things that go together well are allied bots and dialogue. At first, allies could just be blue ironsnouts that wonder around like DMSP monsters and shoot enemies, but this could be expanded. For the sake of storyline, there could be allies that cannot die and follow you around. Also, allies could say something when you walk up to them. Adding things like people talking to you by radio would also make the singleplayer seem more like "Ok, here's what I have to do" instead of "Oh, monsters, I'll just kill everything and move on." Improved sounds like "pain" and stuff would be nice too.

As I said, these are just suggestions, and I understand they probably will not be implemented any time soon. These are just a few things that could make sauer's SP comparable with some leading fps's.

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#26: Re: SP Suggestions

by crich70 on 05/09/2008 23:39, refers to #25

I was thinking about something like cutscenes the other night after reading about recording in demo mode. Perhaps something could be written in as a trigger of sorts that would bring up a cutscene (recorded demo). For example in a rpg setting the hero(es) would find an ancient book (ala the mines of moria in LOTR) and rather than reading it the game would go to a cutscene that would provide some exposition. Course you would want to have them recorded in a format that didn't take up too much file space I would imagine. Or maybe instead of a moving scene a series of stills could be made along with a short text dialogue. The Harry Potter games start out like that I believe as do some others. I like the idea of allied bots. I've seen something like them in games like Diablo. Course they might be harder to program though I would think since not everyone has equipment to record voices (not to mention multiple someones to record the dialogue itself).

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#27: Re: SP Suggestions

by tman_elite on 05/10/2008 00:56, refers to #26

Dialogue isn't necessary for allied bots, you could have text or just have them not talk. It would just add to the complexity/realism of the singleplayer.

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