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Ideas
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10 Jul 10, 06:22AM
Post: #91
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RE: Ideas
*sigh*
If you want to play COMBAT ARMS. Don't play ASSAULT CUBE. |
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10 Jul 10, 07:33AM
Post: #92
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RE: Ideas
Well you can't really play COMBAT ARMS any more...
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10 Jul 10, 07:46AM
Post: #93
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RE: Ideas
huh!?
Why not? I liked CA. |
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10 Jul 10, 08:57AM
Post: #94
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10 Jul 10, 02:51PM
Post: #95
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RE: Ideas
We need a thread we can just link to that says "stop comparing AssaultCube to other games."
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10 Jul 10, 02:55PM
Post: #96
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RE: Ideas
http://woop.us/what-makes-the-games-suck#newcomers
Even though they always have the best interests in heart. |
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10 Jul 10, 03:44PM
Post: #97
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RE: Ideas
D:
We want them to stop comparing the game to other games, we don't want them to cut themselves! |
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10 Jul 10, 07:30PM
Post: #98
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RE: Ideas
make the bots in one player, stop sticking to me.
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10 Jul 10, 09:22PM
Post: #99
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RE: Ideas
the entire bot thing must be revised, imo... but this is a lot of hard work...
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11 Jul 10, 11:07PM
(This post was last modified: 11 Jul 10 11:41PM by Mael.)
Post: #100
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RE: Ideas
Option to create a custom window/menu, similar to the window in the lower right that displays graphics stats. Could be used in conjunction with scripts(Psuedo-accuracy for example) to display information relevant to the user.
!command functionality. |
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12 Jul 10, 02:08AM
Post: #101
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RE: Ideas
I'd like to just see a [real] accuracy on the scoreboard.
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12 Jul 10, 02:29AM
Post: #102
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RE: Ideas
Damn V-man, that would be amazing.
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12 Jul 10, 03:24AM
Post: #103
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RE: Ideas
mdlscale_x, mdlscale_y, and mdlscale_z would be nice. mdlrotate_x, mdlrotate_y, mdlrotate_z as well.
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12 Jul 10, 10:25AM
Post: #104
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RE: Ideas
Scaling separate axes is not a good idea imho, since it will lead to stretched textures. I really see no model that would benefit from individual axis scaling.
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12 Jul 10, 05:14PM
Post: #105
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RE: Ideas
Cindy Crawford.
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13 Jul 10, 11:31PM
(This post was last modified: 14 Jul 10 01:50AM by Mael.)
Post: #106
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RE: Ideas
mdlscale_x, mdlscale_y, and mdlscale_z were meant as alternatives to primitives.
/reset command to return the texture and heightfield of selected cubes to their default state. Define clip entity size by length, width, and height, not radius. |
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15 Jul 10, 05:24PM
Post: #107
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RE: Ideas
I would like to be able to make maps that have multiple flags per team so each team would have to defend two locations and can steal from two locations.
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15 Jul 10, 10:11PM
Post: #108
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RE: Ideas
I know some cool stuff you could have. simple things though.
a title screen? like, instead of starting in that map have it so you have a title screen then you select the options. could have the logo up and stuff. with music! |
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15 Jul 10, 11:52PM
Post: #109
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RE: Ideas
Kinda like Urban Terror or CS?
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16 Jul 10, 12:54AM
Post: #110
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RE: Ideas
Ability to specify what weapons bots may and may not use.
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16 Jul 10, 01:32AM
Post: #111
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16 Jul 10, 02:33AM
(This post was last modified: 16 Jul 10 02:34AM by DrauL.)
Post: #112
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RE: Ideas
(16 Jul 10 01:32AM)DES|V-Man Wrote:(16 Jul 10 12:54AM)Mael Wrote: Ability to specify what weapons bots may and may not use.Yeah! Maybe another argument in "addbot" or "addnbot"? You could use the weapon numbers found here as the next argument. |
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16 Jul 10, 03:56AM
Post: #113
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RE: Ideas
(16 Jul 10 02:33AM)DrauL Wrote: You could use the weapon numbers found here as the next argument. Code: docident [addnbot] [will add a given count of bots for the given team with the given skill and select random names for them.];No. |
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16 Jul 10, 06:06AM
Post: #114
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RE: Ideas
What?
I meant if they add another argument to choose their weps. |
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16 Jul 10, 12:36PM
Post: #115
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RE: Ideas
I know that transparent mapmodels, and so glassy things may not be introduced, but what if they would use the same system as the one used when a player is on lag (when it becomes transparent and stands at attention)....?
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16 Jul 10, 09:10PM
(This post was last modified: 17 Jul 10 12:51AM by Mael.)
Post: #116
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RE: Ideas
Minor complaint - The sniper scope is a decagonal cylinder; the insta scope is a dodecagonal cylinder. I suggest making them match, preferably by making the sniper scope 12 sided.
It also looks like some polygons could be removed from the insta model- portions of the scope, the end of the barrel, etc. This is all dependent on the animations of the gun of course and whether there will be reload animations. I reduced it from 378 triangles to 276. |
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17 Jul 10, 12:08AM
(This post was last modified: 17 Jul 10 12:12AM by anywaste.)
Post: #117
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RE: Ideas
There are a lot of cool ideas here, but it seems like we should address some issues that are more essential to dealing with cheaters and other abuse, before worrying about new features:
Also, some less important but useful features:
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17 Jul 10, 12:32AM
Post: #118
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RE: Ideas
Another sidearm, I'd like one that's really accurate (I'm talking something around AR accurate), but is gimped in other ways. Though I don't know how accurate the current SVN pistol is so IDK if a even more accurate pistol would make any sense, but another sidearm would be a nice idea IMO.
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17 Jul 10, 12:51AM
Post: #119
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RE: Ideas
anywaste: Many of those features exist and others are already in 1.1.
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17 Jul 10, 06:41AM
Post: #120
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RE: Ideas
(17 Jul 10 12:32AM)JMM Wrote: Another sidearm, I'd like one that's really accurate (I'm talking something around AR accurate), but is gimped in other ways. Though I don't know how accurate the current SVN pistol is so IDK if a even more accurate pistol would make any sense, but another sidearm would be a nice idea IMO. Maybe instead, a machine pistol. MP kills faster if you're facing enemies with 100 hp, but if they're on lower health, Pistol would kill quicker. |
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