Project "Cubo" :)

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Re: Project "Cubo" :)

Post by Breaker on Sun Oct 03, 2010 2:06 am

it's a nice idea , but it takes a long time Razz
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Re: Project "Cubo" :)

Post by bynk on Sun Oct 03, 2010 1:38 pm

Np, we have time Very Happy
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Re: Project "Cubo" :)

Post by settorex on Mon Oct 04, 2010 2:00 am

bynk wrote:I dont undesrtand your suggest sett...
But its normal i think XD

lol.. i know why that name was choosed:
http://eurobabo.forumieren.eu/general-discussion-f12/the-future-of-babo-t1163-40.htm#18573

the question was:

how the characters will look like? a cube? (a nice cube hovering and extracitng weapons from sides in a mech style should be cool) or may be a user chooice (spheres vs cubes), dunno maybe that you would like to develope a more complex shape, like a little mech or smting else.
i think that the basic shape of the caracter is one of first things.. but i can be wrong (ye, it's rare, very rare.. but i can be wrong too ).

and, to end this post, my purpose was.. can i help you developing that? what you need?



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Re: Project "Cubo" :)

Post by bynk on Mon Oct 04, 2010 7:52 am

I think you can help us.We will use Ogre3d, Python etc...If you can, and have much free time Smile
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Re: Project "Cubo" :)

Post by RuBeLL on Thu Oct 07, 2010 8:50 am

Dunno which is the graphic engine u are gonna use for cubo. But u could take a look here :

http://www.steel-storm.com/index.html

It's a nice topdown shooter which uses a derivative of the quake1 engine, under GPL2 licence.
Maaybe it could be helpful for the graphics-related part.

Cheerz.
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Re: Project "Cubo" :)

Post by Nostrad on Thu Oct 07, 2010 9:40 am

Hello and i good luck.
@Rubell: They use Ogre I think but I'm not sure about that.
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Re: Project "Cubo" :)

Post by Geronimo on Thu Oct 07, 2010 10:28 am

Nostrad wrote:Hello and i good luck.
@Rubell: They use Ogre I think but I'm not sure about that.

this is true tho, hopefully, the code will be robust enough to make it fairly easy to switch between different engines so that we can test out the best one.

thx for suggestion Rubell, tho i will be much more grateful if one day when we get working versions that you help in discovering all possibilities of hacking and cheating so that we can code in prevention measures, if you will have time/will for it of course.

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Re: Project "Cubo" :)

Post by Zeckett on Thu Oct 07, 2010 12:07 pm

rubz pr0 cheater Cool

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Re: Project "Cubo" :)

Post by Martz on Sun Oct 31, 2010 3:43 pm

Hey guyz!

First off, good luck ;]

Second, I may have a few suggestions for this project.

- Back then, when I was playing CounterStrike 1.6, there was a command that I found very useful.
You typed this in the console : /record "nameofyourvideo".
To read the video, you had to type /playdemo "nameofyourvideo".

The video was recorded directly from the game so there was no fps drops (Fraps Rolling Eyes).
You could find it in the gamefile, format : .dem


- In my opinion, in addition of the command enable/disable molotov, there should be a command that cancels the damages you're supposed to receive when you get a fullfaceflame, but if you go into a molotov, ofc you would get damages. Even if this command is off most of the time on most of the servers, I think it'd be great to have it, in the future.


Just an idea ;-)
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Re: Project "Cubo" :)

Post by Geronimo on Mon Nov 01, 2010 2:50 am

in game video recording is part of specification, tho it has low priority. :-)

the enable/disable molotov is also in plan, and it will be implemented in first version (high priority). i must say i didnt thought of not receiving damage from molotov if you get hit with it in the face so thanks for the idea, ill write it down somewhere tho it wont get high priority, maybe medium.

any suggestions and ideas are welcomed. that being said, suggestions and ideas that improve existing things are better than suggestions and ideas that only add new things. because our main goal is to keep it simple as much as possible like it is now, at least for first version.

i will post our specification file at one point, tho not so soon, when we get first working version, so that you all can see what is in plan and comment those changes and additions because this will be freeware and community based game. until then, feel free to brainstorm with ideas, they are very much welcomed. ;-)

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Re: Project "Cubo" :)

Post by Adm on Mon Nov 01, 2010 3:03 am

sniper bullets - 2 when scoped, 1 when not
+ some kind of reload for smg would be good, like after 50 bullets a 2-3 seconds reloading (probably with a reload button Very Happy) Razz

btw. how about you can't take both of the flames (when you throw a molotov, it has 2 'parts'), only one of them at a time?
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Re: Project "Cubo" :)

Post by cmnndr on Mon Nov 01, 2010 5:31 am

Can one of you explain what fullface hit means and why you shouldn't take damage if it happens? Thanks.

@Thrawn, and what would be the damage to the sniper bullet? The reload for SMG ain't pretty but I think it would make things harder, thus more interesting. Smile
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Re: Project "Cubo" :)

Post by RuBeLL on Mon Nov 01, 2010 5:44 am

Nades : a nice improvement would be the ability to chose the strength at wich u throw the nade.

higher strength = longer throw
smaller strength = shorter throw

It could be implemented calculating how long u keep the nade button pushed before releasing it.
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Re: Project "Cubo" :)

Post by Adm on Mon Nov 01, 2010 5:47 am

varlan wrote:Can one of you explain what fullface hit means and why you shouldn't take damage if it happens? Thanks.

@Thrawn, and what would be the damage to the sniper bullet? The reload for SMG ain't pretty but I think it would make things harder, thus more interesting. Smile
fullface hit - when someone throws a flame straight in your face (on your babo ;p)

sniper damage - 0.3, making it hurt 0.6 when scoped and 0.3 when not tongue
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Re: Project "Cubo" :)

Post by cmnndr on Mon Nov 01, 2010 7:33 am

Ye, Martz' expained me the about the fullface hit and it would make the flame, like he said, tactical and secondary, not primary and fuckin' pussie flamerish But sometimes I liiiiiiike it that way
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Re: Project "Cubo" :)

Post by Geronimo on Mon Nov 01, 2010 7:53 am

function of flame will not be changed for sure, option to modify like martz said will be implemented maybe.

@rub: ye, that idea is on the list tho i would rather make it that power of nade is the distance of mouse from babo. also, there is idea of changing hight of nade throw so that you can throw over level 2 or 3 walls (but ofc, it would be shorter throw). both ideas are imo interesting. in first version how ever it will be just like it is now. my biggest wish would be that later we implement both ideas and experiment with it tho we will see in the end what happens. XD

most game play changes will be added later, since for anything to change we first have to have working version where we can test ideas. good thing is that we know the ideas so that we make code easier for later add ons. for game play ideas please put argument or pros and cons. for ex, why would sniper have 2 bullets scoped and 1 unscoped instead like it is now.

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Re: Project "Cubo" :)

Post by Anette on Mon Nov 01, 2010 7:56 am

since you are gonna force me to play it gero, would be nice to be able to mute players of your own choice <4
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Re: Project "Cubo" :)

Post by Zeckett on Mon Nov 01, 2010 7:57 am

1000!

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Re: Project "Cubo" :)

Post by Adm on Mon Nov 01, 2010 8:18 am

Geronimo wrote:why would sniper have 2 bullets scoped and 1 unscoped instead like it is now.
cause it used to be that way, and was just fine Razz
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Re: Project "Cubo" :)

Post by Claymore on Mon Nov 01, 2010 3:04 pm

I think that some of you should stop bitching about the game in general. No offence dudes, but there is nothing frustrating in this game. Maybe you are thinking about flames, but you can easily avoid them. I know I've been crying myself for a lot of things in that game (and it was a mistake from me).But in fact, in this game, everything is balanced. And that's why you guys keep playing it (plus the great community aspect). There is no weapon better than another (even thought smg is the most played one, it doesn't mean it is the best choice...) and it's great that way.

I like the way that game goes but the only problem is we're not a lot... it doesn't mean that the game is too simple, bad or idk what else may be, but we should imo start first by making this game known, before changing it.

In any case I'm behing you guys. Just know that there are a lot more entertaining games out there and that will not change whatever how you improve babo.

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Re: Project "Cubo" :)

Post by cmnndr on Mon Nov 01, 2010 3:40 pm

Uh Uncle Clay you are so wise. No irony intended. Smile
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Re: Project "Cubo" :)

Post by RuBeLL on Mon Nov 01, 2010 5:45 pm

LoL Clay, u should be included in the next demotivational posters Smile
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Re: Project "Cubo" :)

Post by Martz on Tue Nov 02, 2010 5:28 am

@Clay :
Claymore wrote:I think that some of you should stop bitching about the game in general
Have you fully read this thread, dude? Nobody's bitching.

Claymore wrote:I've been crying myself for a lot of things in that game
xD

Claymore wrote:in this game, everything is balanced
And, that's your opinion. Anyway, once more, you're off topic bro.

Your first paragraph would have been relevant if ppl were discussing and suggesting ideas to change bv2. But actually, as cinc said when he created this thread, the point of this topic is "babo 3".

Claymore wrote:we should imo start first by making this game known, before changing it.
Well, here again I think you misunderstood the matter of the topic. It's not about changing something already here, it's about creating something new. But hey, new can attract newcomers, right ? Smile

Claymore wrote:In any case I'm behing you guys.
Your entire post made me feel the opposite, but come on, i'm off topic here. Very Happy
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Re: Project "Cubo" :)

Post by Adm on Tue Nov 02, 2010 5:43 am

Martz wrote:

@Admi :
So, you're suggesting to make the sniper twice more powerful that it is now

wow, where exactly have I said that?
the one I suggested [1 bullet - 0.3; 2 bullets - 0.6] is less powerful than the way it is now [2 bullets - 0.36 OR 0.4; 3 bullets - 0.54 OR 0.6]

It used to be 1 and 2 bullets, now it is 2 and 3 bullets (depending on the usage of scope)

so that's not exactly twice as strong Smile

*blee*
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Re: Project "Cubo" :)

Post by cmnndr on Tue Nov 02, 2010 6:01 am

Admiral Thrawn wrote: the way it is now [2 bullets - 0.36 OR 0.4; 3 bullets - 0.54 OR 0.6]

Depending on what?
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