Ideas
ok :D
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Uhm, I can't say I really understand what some of you have been requesting here.
But the map-format of AC will not allow for multi-floor stuff - the platforms are a workaround which should be used very sparingly. So we will surely not make them more flexible - since the currently available platforms are geared toward their intended usage.
Mapping for AC is not like for most (current) games out there - it's not "map what you see", it's more "map what the engine can do". As makkE said, if you're desperate for real 3D geometry you'll have to use the octree mapformat of Sauerbraten - and yes, I've also been thinking if we could possibly backport it to AC, but that'll have to wait till we've finally released 1.1 and fixed up all the bits and pieces of code that had been unfinished or done differently than what we now feel to be the "right way" - this will probably take a long time - so don't hold your breath, or just code it yourself and contact the dev-team ;-)

I do have some plans regarding editor enhancements, but as I said above, the list of priority-1 TODOs is still long, we'll get to it, maybe in a number of bursts/waves, but we'll get there some day.
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(28 Jul 10, 03:03AM)Zach1080 Wrote: That still doesn't make sense.
1. Do I type that in the game as a command?
2. How do I choose the size and blocks?
3. And how does it make the same as a platform?
Thanks for replying :D

The command doesn't yet exist but it's format would be the similar to other entities; /newent primitive height xradius yradius zradius texture.

It's just a clip entity, the kind used to block off areas players shouldn't access, except it isn't invisible outside of editmode.

I've tried making it myself(In fact it's one of the reasons I started learning c++) but it'll be a while before I learn OpenGL properly.
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Hmm... Now I am going to party on thin ice, but as far as I know you'd have to change the entire mapformat in order to have 5 (heigth, xradius, yradius, zradius, tex) editable parameters.

If I remember right, it's 8bit (4 parameters) at the moment and therefore it would need to be extended to 16bit or something like that. Some coder surely can explain this better, but that's what I remember from some other suggestion wich would have also required another entitiy-parameter.
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(28 Jul 10, 03:03AM)Zach1080 Wrote: That still doesn't make sense.
1. Do I type that in the game as a command?
2. How do I choose the size and blocks?
3. And how does it make the same as a platform?
Thanks for replying :D
(28 Jul 10, 04:06PM)Mael Wrote: The command doesn't yet exist but it's format would be the similar to other entities; /newent primitive height xradius yradius zradius texture.

It's just a clip entity, the kind used to block off areas players shouldn't access, except it isn't invisible outside of editmode.

I've tried making it myself(In fact it's one of the reasons I started learning c++) but it'll be a while before I learn OpenGL properly.

Ok I see what your saying. why not just go into the assault cube files and find the clip entry in the config file and in the entity file.
In the entity file just add a texture so that it has visible mass..
Then in the config file go find it and tell the CFG directories to recognisze the new clip as well as the new texture.
What you can do is copy the clip and paste it into the same file but name it maybe "Clip_Texture" and just tell the directiors to recognize the new Type of file.. you would have to put a whole set of new commands but thats easy to use the same type of format.
Also you wood need to add a new type of menu into the editing menus and also make the ok betton and the adjusters.
Like i said its easy you can just copy the format of the other regular clip entity and just adjust the differences and add the texture.. im going to try and do this when i am available which is soon. If it works or not i will post back explaining it better. also i can paste the commands and the file i used here :D
Thanks for the Replies!
And also Thanks for participating in my ideas :D
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(28 Jul 10, 09:48PM)Zach1080 Wrote: Ok I see what your saying. why not just go into the assault cube files and find the clip entry in the config file and in the entity file.
In the entity file just add a texture so that it has visible mass..
Then in the config file go find it and tell the CFG directories to recognisze the new clip as well as the new texture.

I think it's a bit more involved than that.
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(28 Jul 10, 10:38PM)Mael Wrote:
(28 Jul 10, 09:48PM)Zach1080 Wrote: Ok I see what your saying. why not just go into the assault cube files and find the clip entry in the config file and in the entity file.
In the entity file just add a texture so that it has visible mass..
Then in the config file go find it and tell the CFG directories to recognisze the new clip as well as the new texture.

I think it's a bit more involved than that.

Well maybe...
Ok heres what i think now. maybe just create another directory thats the same as the clip settings and apply it to another set of clips that has the texture. only problem is creating the file for the clip and the texture and also making sure they do not splice together and glitch and also where to put the file. like i said. Time to look more into it
I believe the issue is locating the file that has the entities inside it. Anyone know where this is?
Or where the file with the clip settings is?
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The reason clip entities don't have texture is because of their already-existing property slots.
Mr.Floppy Wrote:you'd have to change the entire mapformat in order to have 5 (heigth, xradius, yradius, zradius, tex) editable parameters.

If I remember right, it's 8bit (4 parameters) at the moment and therefore it would need to be extended to 16bit or something like that.
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/whowas cn
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(01 Aug 10, 05:51PM)Lightning Wrote:
/whowas cn

+1
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Mael, I know what you say when you think its more involved than it seems.. That is very very true. But i think what we can do is try and somehow copy the same menu attributes that you use when you want to place a clip entity down and somehow apply it to the platforms.. Any still searching!!
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I play Cube2 sometime there in some servers admin have option to "Pause" the game in between is it possible to do that here in AC also as the game is based on cube engine.

It would be very helpful in clan matches.
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/paused 1 could be applied to multiplayer games with some adjustment in the code. Yes, it could be very useful in clan matches.

EDIT:
<3
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We are planning this for the "match mode" wich will provide features especially geared towards clan matches.
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i think there should be a new attack style with the knife, Like a stab, right now its kindof a slash, i think it would be cool if you like thrusted it into there stomach.
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BrickSquad: You mean a new movement? Slashing or stabbing or smashing would be the same thing as in damage. Maybe you could ask someone if they could make you a new movement (forgot the name of the thing).
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Was "Animation" the word you were looking for?
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Bullseye.
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lol :D
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Another request. I know this has been said tons of times... but PLEASE devs, I beg you. A rewind, forward, skip movie-like option for demos!
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(03 Aug 10, 06:37AM)|BC|Wolf Wrote: ...A rewind, forward, skip movie-like option for demos!
I remember flowtron putting a direct request for someone to help code this on #assaultcube some time ago. Obviously it's harder than one might think, and obviously no-one stepped forward. Or they're quietly working away on it RIGHT NOW!
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Any possibility of inbuilt Movie Maker like i saw one such thing in quadropolis
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TSOR mentioned that very script to me, and that's what inspired me to write RapidFire.
(03 Aug 10, 10:59AM)jamz Wrote:
(03 Aug 10, 06:37AM)|BC|Wolf Wrote: ...A rewind, forward, skip movie-like option for demos!
...they're quietly working away on it RIGHT NOW!

Demo skip / rewind workaround
I finished it a few weeks ago. Really it just re-starts the demo, sets the gamespeed to 1000, and fast-forwards to a spot in the demo you specify.
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I actually have and use that script V-Man :D
I just would like it to simply type /rewind 1 and it goes from exactly that point to 1 min less since it's kind of a pain when there is 2 minutes remaining and you see something you want to look at again, so you have to wait for the demo to go again.
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Aye, I agree.
Like I said, it's a workaround, so don't expect flying colors. XD
Remember, at gamespeed 1000 (ten times normal speed) one minute takes 6 seconds. So a 20-minute game would take 2 real-time minutes, minimum, to get to the end. Get up and take a leak while it's fast-forwarding. :-P
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I've asked for a higher gamespeed option, like 10000 or higher, to make fast-forwarding a minute near instantaneous but I fear issues with reading demo files at that speed.
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(03 Aug 10, 11:31PM)Mael Wrote: I've asked for a higher gamespeed option, like 10000 or higher, to make fast-forwarding a minute near instantaneous but I fear issues with reading demo files at that speed.

Isn't a demo loaded into memory before its played? if so i'm guessing it should be possible of a gamespeed of 10000.
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I think the problem is more of a video one. I find my AC will usually crash when I leave it on gamespeed 1000 for too long.
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OK, I found the list I've been adding to!

1 - IP info and teamtalk embedded in demos
This will make it easier to collect information for blacklisting, as well as verification of official clan matches.

2 - Command which allows access to a specific line of console output
alias "what_i_last_did" (conline "you")
2.5 - Other commands associated with "conline"
whois (cn (at (conline "im hacking") 0)); alias "captured_IP" (at (skipconline "WHOIS" 2) 1)
Thousands of scripts are waiting to be made once access to console output is enabled. Scripts could be activated the moment a specific phrase comes onto the console (saving time and keybinds). Warnings could be automatically issued for racism or vulgarity, friends can be greeted without interrupting gameplay, one-line scripts can be shared more easily, cheat advertisers can be auto-banned... the list goes on.

3 - Command to write or add to config files in-game
/makecfg "test.cfg" [alias starttime (millis); sleep ($test) [echo "test complete!"; echo (- (millis) $starttime)]]
/addcfg "test.cfg" [echo "version 0.1"]
Meta-scripting will be much easier with this; for example, a personal preferences cfg file crafted using a menu; or even a cfg file containing notes made during the session.
/addcfg "gamenotes.cfg" [clan match with TyD tomorrow at high noon]

4 - Command to "undefine" aliases
(not just give them empty definitions) this would enable a script to clean up saved.cfg, for instance

5 - Command which allows access to contents of keybinds
/echo (keybind "J")
returns "zoom 1; echo zooming; onrelease [zoom 0; echo zoom out]" (if that's what "J" is bound to)

6 - Variable ident to describe whether server is in mastermode
/echo $privatemode
returns 0 if server is open.

7 - Variable ident to describe whether a given alias exists
/echo (checkalias "testalias")
returns 0 if alias does not exist.
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And some more operators for cubescript, such as
(++ numdeaths) (-- foobar)
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