15 Aug 11, 02:40AM
Hm, after SEVERAL crouches....
Ideas
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15 Aug 11, 02:40AM
Hm, after SEVERAL crouches....
18 Aug 11, 08:59AM
Electric Fences... Added to Toca's razorwire mapmodel if you touch it you get like 50 unit taken of your health (or whatever sum).
Something like a 'Damage entity', this could probably be implemented on other hazardous environments or items like the radioactive barrels for example. My only fear is that it could be abused of in some nonsense maps.
18 Aug 11, 03:15PM
Could and would. But I've always liked the idea, maybe the pros outweigh the cons? Poll? :P
18 Aug 11, 11:37PM
pros outweigh cons. There are already horribly abusive maps. No matter what you don't allow, they'll find a way to make troll maps.
How about something with less cons first: textured clips!
19 Aug 11, 10:41AM
19 Aug 11, 11:41AM
Mael suggested that previously as a replacement for platform mapmodels.
19 Aug 11, 02:25PM
LARGE F1 to textured clips.
Cleaner: they are clips that have textures on them, allowing a mapper to create the equivalent of a platform mapmodel in whatever size they want, instead of trying to work with the default 8x8.
19 Aug 11, 02:30PM
(19 Aug 11, 11:41AM)Orynge Wrote: Mael suggested that previously as a replacement for platform mapmodels. But the great thing about them is that they could also be used for so much more. Basically, it would be a clip just like a normal clip (prevents movement, grenades, etc) but it would also have a texture applied to it instead of being transparent, and would ofc block bullets too. the command would probably be the same as clip, but with a new argument, i.e.: /newent tclip [elevation] [x radius] [y radius] [height] [texture id] these would actually improve the game, as instead of tiling the platform mapmodel to create a 16x16 platform (or wherever a platform larger than 8x8 is needed) you could use a tclip instead, which (if I understand how it works correctly) would be easier on the computer, as less faces would need to be rendered. Ofc, this is not to mention all the other ways this could be creatively used, as it creates an easy way to build (very) simple models right in the engine.
19 Aug 11, 06:26PM
That would definitely be useful!
Several cautions should be listed to encourage mappers to avoid overuse of them, though.
19 Aug 11, 07:35PM
The problems, as I understand them, with textured clips is, 1) They do not occlude, 2) The most sensible implementation requires 5 parameters, X, Y, Z, H, T.
The last time I mentioned this I did mention folding the Z parameter into the X and/or Y parameters, the drawbacks being it is not immediately apparent what the shape of a clip is just by looking at the parameters and the clip would have maximum dimensions of perhaps 16 cubes(Not necessarily a terrible thing).
21 Aug 11, 07:17AM
zombie mod or invasion mode like doomskulltag : )
Bot Survival is already in the next version.
Speaking of which, is there a way to show the zone you're allowed in, in BSURV?
That was always something I wanted to add, like maybe little "zone" markers for the mini-map/radar. Unfortunately I know almost nothing about openGL so it won't be happening because I did it. xD
If this were to be added it could open up the possibility of having randomized zones for each map. Right now there is only 1 zone for each map, and they never change, to avoid confusion. Maybe tempest/GeneralDisarray or someone can look into creating something for this. :)
22 Aug 11, 02:52PM
Or perhaps Luc@s, as he already did something nearly identical?
22 Aug 11, 07:02PM
i have an idea that could change AC a little bit.
Now currently when you look at a teamamte you will see his/her nick in the bottom left corner of your screen. Who thinks it would be cool to have the nick, health and armor status on screen aswell. This would be good as it will let you know straight away what your teamates need and could be used to prioritise certain tactics in CM's The downsides? the amount of space onscreen would become limited so it would have to be shorted to their nick, an armor symbol and health symbol with corrsponding numbers. an option to turn these stats on and off would be needed too. good idea? I made a thread about this ages ago but it got closed.
22 Aug 11, 07:53PM
how about having the names appear in small text below the crosshair? It is annoying to have to point the cursor at someone and then look down in the corner, especially if they are moving.
22 Aug 11, 08:27PM
I'd like to see automatic display of the your hit miss % when the round is over, or maybe keep it on the scoreboard so you can try to improve every round.
22 Aug 11, 09:10PM
or, aim in the frend and see your status, much bettler for me, i have visual pollution XD
--- about bot survival, cool, I did not know that. i talk about a survival with cube1 monsters(some monsters drop itens, like ammo box, heath pack, grenade or armor). I think the problem is that the monsters of the game means stupid, they just attack you some times, easy to kill, i want something more hard(monsters attack a lot, high hp, others are partially invisible, or they can dodge the shots, equiped with great weapons like rocketlauncher..). in doom skull tag, some mosnters still dumb, but, they attack in absurd amounts, making the game difficult, in AC, the monsters would be strong, would not have to come in very big hordes. : )
23 Aug 11, 04:17AM
Some people have good ideas for their favorite game.
Some people want to change it into their favorite game.
i talk about mosnters, one monster(exemple: a robot) use rocket launcher : D
i dont want to change ac in doom skull tag, only use a good idea for a cooperative mode, like zombie mod for many games, would be adapted to the AC, as well as in other games. exemple: few enemies(but, strong), because ac maps are small, and we dont need lag ; D. about new weapon, only enemies use it(rocket launcher, plasma gun, bite.. bla bla bla), the enemies drop ammo, not the weapon : )
A lot of the ideas on this page have already been suggested iirc.
wolfbr: Won't happen. This is AssaultCube, not Quake.
24 Aug 11, 01:18AM
wolfbr: you can find a grenade launcher mod on akimbo.in
(24 Aug 11, 01:18AM)JamJamTheCalcMan Wrote: wolfbr: you can find a grenade launcher mod on akimbo.inIndeed, look >>> Grenade Launcher <<<
24 Aug 11, 01:15PM
Funny, that people still remember on my mod :D
Could a mdlshadowdir be anyhow implemented? it is pretty much annoying when shadow direction is in contradiction with skymap or goes into walls instead.
26 Aug 11, 07:22PM
What about a small arrow on radar that indicates where to go to own base in ctf?
26 Aug 11, 10:53PM
(22 Aug 11, 07:53PM)Lantry Wrote: how about having the names appear in small text below the crosshair? It is annoying to have to point the cursor at someone and then look down in the corner, especially if they are moving. Maybe even make the text keep showing for a couple seconds AFTER you point at someone. It's hard to read it when the person you're trying to look at keeps moving |
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