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SP feedback

by Aardappel on 02/01/2002 03:44, 27 messages, last message: 05/10/2008 00:56, 9569 views, last view: 05/18/2024 22:04

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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#1: Wild and Crazy...

by rickclark on 02/01/2002 15:30

...and a lot of fun. Seems to work very well. I get a lot of slowdown on the bigger, open maps but my machine is a bit old and I doubt people on a faster machine have that problem.

So, what is the next step?

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#2: next step

by Aardappel on 02/01/2002 15:52

- classic SP mode (SP-specific maps with placed monsters).
- more monsters (all of them projectile or melee)
- proper monster models
- monster sounds (pain/death/awakening)

The last two I am a bit dependant on others for, obviously.

yes many monsters in view is quite a burden on slower computers.. maybe I can find a way to speed it up (sprites! :P) but it won't be easy.

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#3: Re: next step

by rickclark on 02/01/2002 16:52, refers to #2

"yes many monsters in view is quite a burden on slower computers.. maybe I can find a way to speed it up (sprites! :P) but it won't be easy."

I doubt it is much a concern for most people. I wouldn't worry about it. I am turning off most of the detail (and it still looks pretty good, I don't get any popups). It is really only a problem with large sky maps and when I use the chaingun and the blood particles start flying. :)

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#4: Some Observations

by rickclark on 02/01/2002 17:05

These are just some observations, not criticisms. :)

1) The rocket launcher seems to be rather useless unless you can get the monsters bunched up. I end up killing myself more times then not.

2) The rifle is only useful if you have a good sniper spot. In my Map01, the sniper nest is ideal and you can be deadly with it. I rather enjoyed picking them off. :) We need more sniper maps.

3) The weapons that seem to be the best (for me at least) are the shotgun and chaingun, with the shotgun the best all around weapon.

4) The wide open maps (like Action) are killers. I die in about two seconds flat. :)

5) The medium and large maps are the best. In the smaller maps it is just too easy to get overwhelmed in corners. Maybe a slower spawn rate would help here.

6) Having a node system would be a plus. I found the monsters seem to get lost in areas and can't find their way out. I noticed in the various maps I played, they seemed to bunch up in the more open areas.

All in all, loads of fun.

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#5: reply to "Some Observations"

by Goetzenzar on 02/01/2002 22:13

1) learn to use the rocketlauncher, i find it the most usefull weapon on higher skill levels (has to best reload / damage ration imho)

2)learn to use the rifle. u can make good flickshots (and hit!) with it with some training.

3) quadded chaingun is fun =)

4) Action ? perhaps u mean Attacko.
yes thats a hard one, heh :)
(i would like to see whats the highest skill level ppl can master there, whos up for competition? :)

5) In smaller maps: move tactically, time all the weapons, health, and make good use of powerups :)

6) Yeah, on b2k (skill 10), i just camp @ the megahealth and wait till the invasion is over, then i take out the stuck-together-50-monster-goo with some rockets :)

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#6: Re: reply to "Some Observations"

by rickclark on 02/02/2002 00:46, refers to #5

I'll practice more. :)

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#7: Botmatch

by Maur on 02/03/2002 11:52

One thing I like with the Quake1 mods I use is being able to spawn AI's during a network, just to liven things up, or as a team challenge. This is one of the things I miss while playing Cube.

Also, it occured to me that you may have invented a totally new fps variant gameplay: Gamesmaster mode. One person plays in observer mode, and is able to edit terrain, spawn monsters, etc, while all the other players duke it out. It's actually possible to do this right now in Cube, but not as easy as it could be.

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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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