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Cube & Cube 2 FORUM


Sauerbraten Modders?

by Eli on 09/10/2006 17:13, 9 messages, last message: 09/11/2006 01:47, 1699 views, last view: 03/28/2024 18:42

Anyone want to make a real mod for cube 2? The FPS free engine community has been booming lately with game engines like DarkPlaces and Evolution Q3, I\'d love to see some stuff like that out for cube which I believe is actually a superior engine to the others. I\'m a mapper and am teaching myself to make textures, I\'ve got a coder buddy, but he\'s new and fairly inexperienced, so I could use all the help I can get. It seems like everyone is making deathmatch games, nexuiz, alien arena, warsow, etc. I\'d like to stay away from that and make a tactical, team-based FPS multiplayer game. Anyone interested? I\'m writing up a large concept doc and I\'ll post it up if anyone wants to help.

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#1: ..

by makkE on 09/10/2006 17:34

Don´t want to discourage you, but Cube2 might not be the perfect engine for a tactical fps (if you´re going for a good deal of realism), since it lacks a lot of features that you´d have to implement yourself, contrary to other engines.

Especially stuff like crouch/prone, weapon ballistics, spray, recoil, physics, reloading, iron sights, hitzones (head,legs,torso etc), bullet penetration, surfaceparms.. the list goes on..

Stuff other engines would already provide you to play around with.

Plus, cube2 is not geared towards easy moddability.It´s primary focus concerning editing is the easy mapping. DP or other quake derivates are a lot easier to mod. (quakeC)..

You should keep that in mind. ;)

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#2: ..

by Eli on 09/10/2006 19:02

I didn't really think about that, though I'm not sure reloading and stuff like that are included in most quake based engines, though the resources to find out how to implament that stuff is readily availible.

Damn, I don't really have any knowlage of coding myself, how hard to do you think it would be to implament these futures into cube?

Cube 2 just feels perfect for a CS style game because of the editing, and custom content is such a big part of games like that, so it'd be awsome for the average player to be able to create his/her own stuff and give it easily to everyone.

One more thing, is cube 1 any simpler? maybe that'd be a better choice and still keep the simple editing.

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#3: perhaps try this first

by da-old-mitaman on 09/10/2006 19:47

perhaps just try making 1 or 2 "real world looking" maps for capture mode first (using custom textures you've made). get used to working with the engine as it is now.
IMHO it's better to "start small", make maps/textures/models" before thinking about coding.
just a thought - MitaMAN

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#4: ..

by makkE on 09/10/2006 20:32

Jup definately, better to start small if you´re new to modding. But if you´re an experienced mapper already, you probably have some basic knowledge about how much work a tc would be.

Anyways, I can´t really tell you how hard it would be to code the neccessairy features, all I know is that on cube 1 you basically face the same difficulties, though the code´s said to be easier to get into (correct me if I´m wrong, coders).

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#5: ..

by Eli on 09/10/2006 20:57

Yea I know a total conversion is a huge amount of work, that's why I'm looking for team members instead of doing all by myself.

Even if cube doesn't support most of the neccesary features of a tacticle FPS there are loads of tutorials and tips on creating them all over the internet, mostly a coder would just need to know enough to implament these in order to set up the game. There's also a host of real-world weapon and charactor models availible online through old CS custom sites and tons of free textures.

It just takes a team and organization to put this all together.

So if anyone wants to help basicly any help would be appriciated.

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#6: ..

by Eli on 09/10/2006 23:27

Ok how about this? If noone wants to work on a real abisious mod, how about a simpler DM game, something gothic like a throwback to older quake games, I just want to see a solid project done for cube.

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#7: I'm Always Asking...

by Greywhind on 09/11/2006 00:27

I know it's probably never going to happen, but just in case something does happen, I don't want to miss this opportunity...

If you're looking for a really cool project, Eli, think about making a Quake Team Fortress-style mod for Sauer. If you need an example, ETF is free to play and can get you started with ideas (I'm not affiliated with the makers of that game - this isn't an advertisement, just a suggestion for where to get ideas). (www.etfgame.com)

Again, yes, I realize this won't happen - just throwing it out there.

And, to seal the fate of this idea, I don't have time to work on another project, so I can't help. Sorry.

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#8: ..

by Eli on 09/11/2006 01:41

Dude I love the old school Team Fortress, and I actually was working on something like that for nexuiz, nexforts I think. But I don't think I could really make one that would be better then Valve's Team Fortress 2, though it has different graphics I don't think the gameplay is distinkly different from quake TF.

I'm more looking for something new to do then realizing my ideas at the moment, what's this current project of yours?

If you need any help or want to give me a hand drop me a line.

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#9: Well, free is good.

by Greywhind on 09/11/2006 01:47

Essentially, the only reason I'd like to see a TF mod for Sauer is that it's a free game, whereas I'd have to pay for TF2... and it only runs on Windows, which I don't own a copy of at the moment, so that's added expense...

As far as my own project, it's not a Sauer mod... it's a game in itself. Although I don't want to advertise anything here, since you asked, the website is http://stressfracture.sourceforge.net

In fact, it will be a lot like Team Fortress games, except top-down view and with stress balls as the characters.

If you want to help, I'll be needing top-down-view wall and floor images, as well as quite a few other specific images, in bitmap format. Contact me at my Sourceforge e-mail or on the Sourceforge forums for my project if you want more specifics.

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