2.8 Wishlist

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2.8 Wishlist

Postby chocolatepie33 » September 24th, 2011, 8:19 pm

I saw recently on the PAS homepage that a new release (I'm guessing 2.7) would be around by the weekend. Right now, where I am, it's Saturday at 7:00 pm. I kinda wish there was a post for wished features like the one offtools (or was it hirato?) started for 2.6, seen here: http://forum.sandboxgamemaker.com/viewtopic.php?f=8&t=838. I don't know if that one is for all future releases or just 2.6. But anyways, let me get on to what I'm here for.

Over time, I've slowly made a list of things I'd like to see in the new release of Sandbox. It's primarily bugfixes, menu simplifying, and very few feature requests. Some of them might be understandable, like updating old maps to reflect new textures which follow the "no non-commercial content" policy that I believe is being used. Others, not as much. Anyways, here it is:

Code: Select all

2.7 Wishlist:

*Renamed mapsizes, or at least give us more options
   *in that: maps that are, say, 1x9, not just 9x9
   *mapsizes smaller than 10 (or rename the sizes to 1 and up, why start at 10?)

*Remade eyecandy maps, using new textures

*All non-commerical textures/models/etc should be gone by now. I'd hope there are good replacements for them. If there aren't, a list of removed content should be put up so we (the community) may make proper replacements for them.

*Inclusion of some of Sauerbraten's default maps, such as Spiralz (http://quadropolis.us/node/1561)

*Inclusion of "aiclip" (creature clip, or AI clip) in the "materials" menu

*Am I allowed to ask for a mass-cloning/mass cut/copy and paste tool? Would make adding small lights much easier, along with the creation of forests.

*Better launcher:
   *needs to have a newmap option
   *also add a new eyecandy map which loads quick and efficiently, I dislike how "House" is the default even though (for me) it loads slower than a turtle climbing up a molasses-covered hill.
   *Change moviecube to KRS
   *Could the launcher application window get a minimize to bar button? (On windows, I think I mean the first of the three buttons, the dash/underscore).

*name the batch files to 3-letter mode acronyms (FPS, SSP, RPG, MVC, KRS)

*Speaking of moviemode: yank it. If Hirato's done with it, so be it.

*all textures go in the textures file, similar to the models file
   *5 subfolders in packages, each with a person/company's subfolder:
      *packages/music
      *packages/sound (could be combined with music)
      *packages/models
      *packages/textures
      *packages/skyboxes

*Inclusion of custom textures by Tyche, Arc and Cork (as long as Arc and Cork agree on some things, I noticed they have a few very similar textures), along with anyone else's textures.
   *Also inclusion of custom whatever else.
   *Cork's new music is a must.
   *For esequil's vehicle simulator map to work, his custom textures need to be included.
   *Personally, I'd like to see some of the textures from Sauerbraten included as well. There are a lot of good ones out there.
   *http://quadropolis.us/node/3142
   *http://www.md2.sitters-electronics.nl/skyboxes.html (warning: NOT CHILD FRIENDLY)
   *http://opengameart.org/content/dims-enviromental-and-architectural-textures
   *http://sourceforge.net/apps/trac/terratenebrae/wiki/AssetsLicenses
   *http://opsound.org/index.php

*Maybe a repository-style site linked to the PAS homepage for patches and expansion packs? Would make uploading content (along with downloading it) safer and easier. And trustier as well (is trustier even a word? More trustable? IDK.)
*We need to think of a way so that when we upload maps that use custom content, the content comes with the map, similar to the way MCO and RCotS work.

*Is it possible to somehow fix the FBP colored tiles? They repeat. And I believe that's intended (they have different shaders), but could there be a method to make that more obvious? And are the textures supposed to repeat? (I'm thinking along the lines of masks, but that's for models, so IDK...)

*The texture menu should show details such as 3D grass. The aardograss in texture slot 1 and texture slot 64 use two different 3D grasses.

*Clean up the normal folder, too many links, text documents, etc.
   *Speaking of this, here might be one that's useful (from http://quadropolis.us/node/2328)
      "default gridsizes we need:
      12~9 - only for copy big parts,like 1 part of a ctf map, not for real editing though
      8~7 - for copying smaller parts of the map, like houses, terrains etc
      6~5 - for building the Main layout, and making buildings, roofs etc, mountains, materials
      4 - default size for Crates, Terrain Size, materials
      3 - Size to hollow buildings, making doors, windows, wall thickness,
      2 - default size for planks, details, borders
      1~0 - Details only, you should NEVER ever create buildings with it" - MisanthropX
   *Add to help menu?

*Fix the help menu, don't make it a useless re-direct; either add more options or make it a direct link to the keybinds menu to save time. It's just one less option to click. Or something like that. Maybe we can add some useful commands, such as lighting commands, to a list. And by commands, I mean those found on the editing references.

*Fix the main menu, what's with the weird space? At least add a guibar (then it would look a bit better, as it would separate the "about" and "quit" options from the other ones)

*Adjust the loading screen so there aren't conflicting graphics (e.g. the FPS logo is blocked by the map's preview square), this is actually just fine in most of the other modes, it's only fps that's affected.

*I'd hope that "config_fps" problem would be fixed by now.

*Was there a maxfps bar somewhere in options? Bring that back.

*A choice on whether to use guisliders or guifields for numeric input (e.g. entities), I hate having to type everything because then I slow down a lot. Guisliders are great for colors and trigger types.

*Why is there a game tab under options if it's useless? "there are no game options to configure"

*Clean up the default maps, why do we have 4 tutorials, a useless mapchange, and other such maps? I understand eyecandy maps such as ladder, fishtest and ssp maps, but half-done maps like those just take up space.

*make the editing section of the main menu similar to the "Editing GUI" menu, they're essentially the same, just with more options and a better order.

*If mike wants to update + add in his wanted model list like in previous versions, that'd be nice. Maybe textures, skyboxes and music/sounds as well. That way, those of us who'd like to make content for PAS could do so.

*Faster floatspeeds, if possible (it's hard trying to navigate a 13-size map even on 1000 floatspeed)

*Switch fog directions. Make 0/16 equal to no fog, and 1000024 (or whatever it is) all fog.

*Maybe more GUIs, I heard Leo's Karbon Guis would be included. We could take out the old ones from 2.3 and older, change to a cooler default GUI; perhaps a new, special, AWESOME 2.7 gui?!

*Really need to find a good way to reduce the folder size.
   *Clear out old NonCommercial models, textures and content
   *Get rid of some old boring GUIs (in my opinion), replace them with KARBON and more...?
      *2.1
      *2.2
      *2.3
      *BasicGray (I always found that one to be very, uh, dull and gray.)
      *MovieCube (if it's not going to be included)
   *Clean up the excessive web links and help docs.
   *Would it be possible to make the source code a separate download? Or does that go against the license?
      *A version of Sauerbraten I have didn't include the source code for some reason. But that may just be a bug.

*Why is there a config_fps and config_rpg in my main folder, along with versions in mystuff? There's also server_init.cfg in there...?

*Add the Human character model to the list of playermodels, use the '9' keybind to get to him, not /playermodel 8 or whatever.

*Ability to switch modes: e.g. you're in an FPS map, but then you change to an RPG map, so you change to RPG mode.

*Just an idea: new sort of workflow.
   *1. Create the map, including geometry and materials, in a default, no-specialties mode.
   *2. Add entities and scripting in any of the special modes (e.g. FPS, SSP, RPG)

*Work on the SSP mode.
   *Give entities properties and scroll support, no "error: delta_edit" stuff
   *Make the mode easier to use.

*Would it be possible to:
   *1. Create angle snapping for entities? So that we can automatically snap to every, say, 15 degrees?
   *2. Make the console caps non-sensitive (e.g. SAVEMAP = savemap = SaVeMaP)

*How would I phrase this... A folder system, such as the way RPG (for 2.7 SVN) is set up, with folders for maps, scripts and the like. I think it would make everything a bit simpler. The system would be used for all modes, and could include folders for images (specifically guiimages and such, not textures), along with other things.

*New map-switch screen, one that just acts like a normal teleport-teledest style thing. Maybe scripting could play a part here, use a script to determine how your maps switch.

*A few more options for customization, such as changeable fonts and such.
   *http://quadropolis.us/node/1375

*See here: http://quadropolis.us/node/3086


Here's a recap of what could be expected, along with some other people's ideas:

Code: Select all

recap

even more new textures (justanother1's "Joes" pack would be nice)
preview box fix
SSP and KRS mode advancements
ice + ladder material (unlikely? perhaps)
remade eyecandy/demo maps

new creatures and models
   -playermodels:
      *cool androids
      *"Danbo" or something similar
      *ragdoll, such as the LBP one, or from Ragdoll Blaster...?
      *a variety of people (pirate, viking, ninja, knight (arthurian), elf/dwarf, superhero, orc,
      *half-human things?
      *aliens?
      *whatever thing you would have as a playable character in a game (likely humanoids)
   -creatures:
      *mythical creatures (but when does a horde of dragons follow you?)
      *pets (a cute dog that follows you around, perhaps?)
      *bugs!? (and other pests)
      *fish...? (I know we already have an animated one, but even then...)
      *things that follow you
   -models:
      *any creatures that don't chase you (calimer/mike's frog, that kinda stuff)
      *daily things, vases, that kinda stuff...
      *lots of foodstuffs would be nice
      *things that would be animated, or things that can't be simply made in PAS (e.g. curved stuff)

minimap modification (highlight dead enemies with a different color)
simple addition of custom content (I mentioned skyboxes)
water wars, "fps with the s" (thank you justanother1)
snowball fight mode
footsteps and other sounds
.3ds model support (unlikely by what Hirato said, but he may've been referring to the .max format)
dynamic model changing
new water physics? (unlikely)
definitely a reworked help menu
Bullet physics
geometry library (e.g. templates)
more movement options
Octaforge Features (Unlikely)
new lava/water skins (which can be changed as wanted)
new default textures (something similar to Sauerbraten, with the tiled default ground tex, maybe Leo's dev-textures)
animated loadscreens


3.0.0 stuff:

likely the above
new commercial-OK content (including lots and lots of new model replacements)

Other:

have I mentioned the logo?
new guis, maybe? loading screen and such as well?

JSoft:

http://forum.sandboxgamemaker.com/viewtopic.php?f=8&t=3098&start=50#p29760

Ahab:

http://forum.sandboxgamemaker.com/viewtopic.php?f=8&t=3098&start=60#p29777

Leo:

http://forum.sandboxgamemaker.com/viewtopic.php?f=8&t=3098&p=30231#p30175


FROM THE FEATURE TRACKER:

GUI or keybinds for waypoints
Mouse-based driving for KRS
Space vehicles
Perlin command for heightmaps
Last edited by chocolatepie33 on November 21st, 2011, 8:57 pm, edited 5 times in total.
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Re: 2.7 release, wishlist

Postby InHumanUnit » September 24th, 2011, 11:37 pm

I heartily agree! Well said old chap! <---Accent. Heck yeah...
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Re: 2.7 release, wishlist

Postby BlackGulf » September 25th, 2011, 4:48 am

multiplayer should be added to rpg, which if I may point out i might have created

ehhhem... text wrapped url, lolz labeling is fun
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Re: 2.7 release, wishlist

Postby Hirato » September 26th, 2011, 12:04 am

I just want to note that we've decided to mark 3.0.0 as the release where we will finally get rid of all the non-commercial content, or at least move them to another branch.
We're more or less fine as far as textures are concerned (they've already been removed from the default list), but models are the real problem. If we get rid of the non-commercial ones here we'd effectively have next to nothing left.

now... for that massive wishlist

*Renamed mapsizes, or at least give us more options
*in that: maps that are, say, 1x9, not just 9x9
*mapsizes smaller than 10 (or rename the sizes to 1 and up, why start at 10?)


The engine works on a power of 2 scale by using a single power for all 3 axis.
Changing this behaviour simply isn't feasible.
As for the lower limit of 10, keep in mind the engine was designed around fast paced first person deathmatch. 10 is effectively the smallest size taht would allow you to make a proper map

*Remade eyecandy maps, using new textures


apart from the one or two I occasionally do, we really don't have the resources :/

*All non-commerical textures/models/etc should be gone by now. I'd hope there are good replacements for them. If there aren't, a list of removed content should be put up so we (the community) may make proper replacements for them.


I did work on one briefly on the wiki
http://www.sandboxgamemaker.com/wiki/in ... n_free_art
I'll make sure to finish that off and get mike to publicise it ;)
as I did not at the start, 3.0.0 will be our first release with all the non-free content gone - the reason being this allows us to push updates and features out in the meantime

*Inclusion of some of Sauerbraten's default maps, such as Spiralz (http://quadropolis.us/node/1561)


License permitting we'll consider it

*Inclusion of "aiclip" (creature clip, or AI clip) in the "materials" menu


We've included this since it existed, although a few releases back it was renamed to game clip (the same change happened in sauer)

*Am I allowed to ask for a mass-cloning/mass cut/copy and paste tool? Would make adding small lights much easier, along with the creation of forests.


editcopy doesn't work entirely as it should (last I checked) so you may have to invoke /entcopy manually
but you can copy hundreds of entities at once and likewise paste them.
I do that all the time :P

*Better launcher:
*needs to have a newmap option
*also add a new eyecandy map which loads quick and efficiently, I dislike how "House" is the default even though (for me) it loads slower than a turtle climbing up a molasses-covered hill.
*Change moviecube to KRS
*Could the launcher application window get a minimize to bar button? (On windows, I think I mean the first of the three buttons, the dash/underscore).


I'd love to make the launcher better but the wxwidgets GUI has such horrid code I frankly don't want to touch it.
I did briefly work on a replacement (see src/qtlaunch) but I kind of dropped that. It was due to either boredom from the tedious nature of it or something else I wanted to work on.

*name the batch files to 3-letter mode acronyms (FPS, SSP, RPG, MVC, KRS)


noted

*Speaking of moviemode: yank it. If Hirato's done with it, so be it.


speaking of which, any volunteers to maintain it? Prottey? :D

*all textures go in the textures file, similar to the models file
*5 subfolders in packages, each with a person/company's subfolder:
*packages/music
*packages/sound (could be combined with music)
*packages/models
*packages/textures
*packages/skyboxes


Not a bad idea but this will be a real pain to anyone who has made a map with sandbox, especially in the past.
They'd have to reset their texture list to the default and in a worst case scenario retexture their whole map.
Effectively this isn't very practical.

*Inclusion of custom textures by Tyche, Arc and Cork (as long as Arc and Cork agree on some things, I noticed they have a few very similar textures), along with anyone else's textures.
*Also inclusion of custom whatever else.
*Cork's new music is a must.
*For esequil's vehicle simulator map to work, his custom textures need to be included.
*Personally, I'd like to see some of the textures from Sauerbraten included as well. There are a lot of good ones out there.
*http://quadropolis.us/node/3142
*http://www.md2.sitters-electronics.nl/skyboxes.html (warning: NOT CHILD FRIENDLY)
*http://opengameart.org/content/dims-enviromental-and-architectural-textures
*http://sourceforge.net/apps/trac/terratenebrae/wiki/AssetsLicenses
*http://opsound.org/index.php


Noted and i did plan to include some of them; my memory sucks :P

*Maybe a repository-style site linked to the PAS homepage for patches and expansion packs? Would make uploading content (along with downloading it) safer and easier. And trustier as well (is trustier even a word? More trustable? IDK.)


There's the forum's file attachments

*We need to think of a way so that when we upload maps that use custom content, the content comes with the map, similar to the way MCO and RCotS work.


It's up to the packager to make sure everything works.
We can try to set up some sort of transferring infrastructure so that images and models and what not are sent across, but frankly that would be a pain.

*Is it possible to somehow fix the FBP colored tiles? They repeat. And I believe that's intended (they have different shaders), but could there be a method to make that more obvious? And are the textures supposed to repeat? (I'm thinking along the lines of masks, but that's for models, so IDK...)

they're supposed to be that way.

*The texture menu should show details such as 3D grass. The aardograss in texture slot 1 and texture slot 64 use two different 3D grasses.


noted although this is easier said than done
definitely on the todo list for when we finally adopt newui

*Clean up the normal folder, too many links, text documents, etc.
*Speaking of this, here might be one that's useful (from http://quadropolis.us/node/2328)
"default gridsizes we need:
12~9 - only for copy big parts,like 1 part of a ctf map, not for real editing though
8~7 - for copying smaller parts of the map, like houses, terrains etc
6~5 - for building the Main layout, and making buildings, roofs etc, mountains, materials
4 - default size for Crates, Terrain Size, materials
3 - Size to hollow buildings, making doors, windows, wall thickness,
2 - default size for planks, details, borders
1~0 - Details only, you should NEVER ever create buildings with it" - MisanthropX
*Add to help menu?


I'll talk to calimer about the links and add a section about the gridsizes to the help menu.

*Fix the main menu, what's with the weird space? At least add a guibar (then it would look a bit better, as it would separate the "about" and "quit" options from the other ones)


intended, the space looks better than a bar in that instance IMO :P

*Adjust the loading screen so there aren't conflicting graphics (e.g. the FPS logo is blocked by the map's preview square), this is actually just fine in most of the other modes, it's only fps that's affected.


sounds like someone hasn't launched the RPG, hehe.
I don't think graphitemaster really thought everything through when he did that.
I kind of miss the old background with the spade and bucket. :/
Plus I kind of want to stay out of there, the floating point math hurts my head :/
I'll see what I can Leo can do for 2.8.0/3.0.0

*I'd hope that "config_fps" problem would be fixed by now.


what?

*Why is there a config_fps and config_rpg in my main folder, along with versions in mystuff? There's also server_init.cfg in there...?


sounds like you have stale configs
though the default server_init.cfg is meant to be there.

*Was there a maxfps bar somewhere in options? Bring that back.


if you really want to limit your FPS, turn on vsync or invoke /maxfps # manually

*A choice on whether to use guisliders or guifields for numeric input (e.g. entities), I hate having to type everything because then I slow down a lot. Guisliders are great for colors and trigger types.


This is more or less my own experience with it. The most annoying thing about using fields is probably the focus rules...
But they do allow fine precision the sliders do not.
I'll see if I can add such an option.

*Why is there a game tab under options if it's useless? "there are no game options to configure"


To my knowledge only the SSP and the RPG currently utilise it.
I suppose I can hide it when it's empty, but I'd rather it print that error.

*Clean up the default maps, why do we have 4 tutorials, a useless mapchange, and other such maps? I understand eyecandy maps such as ladder, fishtest and ssp maps, but half-done maps like those just take up space.


definitely noted, I don't think mike would be too happy though, but here we go.

*make the editing section of the main menu similar to the "Editing GUI" menu, they're essentially the same, just with more options and a better order.

Most definitely not, the editing section of the main menu are meant to be shortcuts to the more common tasks while the editing GUI is meant to encompass most if not all of them.

*If mike wants to update + add in his wanted model list like in previous versions, that'd be nice. Maybe textures, skyboxes and music/sounds as well. That way, those of us who'd like to make content for PAS could do so.

http://www.sandboxgamemaker.com/wiki/in ... nt_request

*Faster floatspeeds, if possible (it's hard trying to navigate a 13-size map even on 1000 floatspeed)

On my personal list of nitpicks as well, I'll definitely get around to this someday.

*Switch fog directions. Make 0/16 equal to no fog, and 1000024 (or whatever it is) all fog.

Think of it as visibility distance and no, we won't be changing this behaviour.

*Maybe more GUIs, I heard Leo's Karbon Guis would be included. We could take out the old ones from 2.3 and older, change to a cooler default GUI; perhaps a new, special, AWESOME 2.7 gui?!

Already in, he added them himself.
He also helped with the RPG HUD, though I did most of the icons
http://dl.dropbox.com/u/23891252/screenshot_135356.png <-- me playing with particle emitters :D

*Would it be possible to make the source code a separate download? Or does that go against the license?
*A version of Sauerbraten I have didn't include the source code for some reason. But that may just be a bug.


We can consider releasing the source code in an additional download, but like sauer we will always include it in the distribution.
We want to encourage people to tweak sandbox, compile it themselves, add features they very much desire so that everyone benefits.

*Add the Human character model to the list of playermodels, use the '9' keybind to get to him, not /playermodel 8 or whatever.

Known oversight, I should've fixed it somewhere in the last 9 months.

*Ability to switch modes: e.g. you're in an FPS map, but then you change to an RPG map, so you change to RPG mode.


This simply can't be done with the way things have been set up.

*1. Create angle snapping for entities? So that we can automatically snap to every, say, 15 degrees?


any directional entities should do this already.

*2. Make the console caps non-sensitive (e.g. SAVEMAP = savemap = SaVeMaP)

no, No, nO and NO.
cubescript is case sensitive and we will keep it that way.
not to mention the performance cost of making it insensitive would be incredibly detrimental.

Rather than computing a hash and only checking a part of the hashtable (about 2/3 comparisons) we'd have to check for every possible permutation which can mean doing as much as 1800 something comparisons (results may vary), depending on the variables, commands and aliases defined.

*New map-switch screen, one that just acts like a normal teleport-teledest style thing. Maybe scripting could play a part here, use a script to determine how your maps switch.


If you want this, use the RPG.

*A few more options for customization, such as changeable fonts and such.


Image
there is a setfont command now to set a default font, but that does not persists across sessions, see the "set font" menu for more details




whew.... and that's 2 hours of my life gone :D

BlackGulf wrote:multiplayer should be added to rpg, which if I may point out i might have created
ehhhem... text wrapped url, lolz labeling is fun


nope, your "creation" is an abject failure. You have only created menu entries without creating a protocol, settings up communication links between the client and server, syncing the clients, interpreting and responding to protocol commands etc.
I will not be doing multiplayer for the RPG though, I might consider NWN style coop but MMORPGs are right out of the question.
If someone wants to have a go at it, be my guest.
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Re: 2.7 release, wishlist

Postby arcones » September 26th, 2011, 9:41 am

CP and Hirato, well done!

Hirato, if you want a new background, I'm more than willing to make one. I've got one done for Dark Tunnels, which is pretty good. It'll remove the clutter of over-lapping things.

As it is, I mostly agree with the things CP said (and read through both long posts). So I'm excited for 2.7 :D
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Re: 2.7 release, wishlist

Postby cork279 » September 26th, 2011, 11:18 am

I can't wait for 2.7! :D
No, seriously. I can't wait. Release it now, else I'll hack into your computer and take it from you.

I read the loooooooooo...ng posts, and it sounds good :)
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Re: 2.7 release, wishlist

Postby kid matthew » September 26th, 2011, 5:36 pm

LOLOL Cork Why not Download The SVN it's always up to date....

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Re: 2.7 release, wishlist

Postby jSoftApps » September 27th, 2011, 1:27 pm

Like I mentioned earlier, I would be happy to maintain moviecube. I really like it and I will do anything to keep it in future releases. I am even learning C++. BTW, what's up with PZL mode, I haven't seen ANY changes on it. :mrgreen:
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chocolatepie33
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Re: 2.7 release, wishlist

Postby chocolatepie33 » September 27th, 2011, 7:40 pm

@Hirato: Thanks so much for all of your hard work in answering all of my questions... must've taken you over an hour. Oh, wait, 2 hours... I see.

for the 1x9 map example, I was thinking of an idea similar to Arc's "Jumper" maps, where you jump from platform to platform. in that case, I was thinking of a HUGE map, but it's only large in one direction- kind of like an SSP map, but in 1st person. You take HUGE jumps in a world with very low gravity- kind of like a planet jumper sort of thing, which is why I wondered about the shape of the maps. I also see what you mean by 10 being the smallest possible.

What do you mean by "not enough resources"? Not enough people and time to work on them?

I found your list on the non-free-art, but I actually found it on the old wiki (oldkids.platinumarts.net or something like that), so I wasn't entirely sure of its accuracy. Thanks for planning to finish it, however.

I'll be looking forward to 3.0.0, maybe I'll start creating some textures to be used then.

Thanks for the considerations about spiralz and any other sauer maps, I see a lot of questions about making spiral staircases, just thought that would be a useful map. There's also a relatively nice suburb map I'd like to see, shows that Cube 2 can be used for modern creations.

Are you sure about the game clip/ AI clip being included? What I'm asking is about the F3-materials menu. Adding aiclip to that menu may let people know it exists.

Hirato wrote:editcopy doesn't work entirely as it should (last I checked) so you may have to invoke /entcopy manually
but you can copy hundreds of entities at once and likewise paste them.
I do that all the time


I'd like to see a video or something on that.

I understand your frustration with the launcher, I was asking primarily because I use the launcher almost every time to start Sandbox.

Thanks for noting the 3-letter acronym idea, I always have to type "CLICK_Me_to_start.bat" into the console to start Sandbox, I hate typing :evil:

I understand what you're getting at about resetting the textures and stuff, thanks for explaining. I originally saw that idea at Quadropolis, thought it could be worth mentioning.

Thanks (again!) for noting the texture inclusions: I'd really like to see the md2.sitters skyboxes, they have some really cool ones I'd like to use. Again, I'd also really like to see quite a few of Sauerbraten's textures as well.

Forum? File attachment? Oh, wait, I see. But what if someone wants to upload content without going through the hassle of joining the forum if they could just contact mike? Although, mike might end up just getting tons of spam. I'll have to think of something.

If it's too much of a hassle to provide a packaging solution, then don't worry about it. you're right; it's up to the packager.

Thanks for clearing up the FBP tiles, I can never tell which one to use due to shader differences and such...

thanks for adding the 3D grass idea to the todo list. And the help menu.

I never really thought the space looked good, just looks funny to me.

So the preview square does some blocking in RPG as well? Didn't last time I checked.

The config_fps is the problem where you can't move and the solution is to delete config_fps or something like that. You had a bugfix for it, if I remember.

thanks for clearing up the extra config thing, I'll get to fixing that as I need.

I was just curious about the max fps bar, as I think I'm (by default) limited to 200 or something.

I hope you add the guislider or guifield option, I hate typing.

I see about the game tab. Will look into that.

Why would mike not be happy about cleaning up the maps? I mean, either delete them or finish them as needed.

I also understand your point about the editing section part

I've never been quite sure on how up-to-date that page was.

Please try to hurry with the floatspeed fix.

I see about the fog thing, 0 is no visibility and 100000024 (or whatever number, i always type it wrong) is all visible. it'll still confuse me for a while, but I think I have it down :)

It's nice to see the Karbon collection is in, what about the old ones, however?

I get your point about the source code, that was mostly curiosity on my part. hurry for modding!

did you read the part about the new workflow idea? I understand why you might not be able to switch modes...

I don't really know now why I put the angle snapping thing on there... but I think it had to do with the fact that not all entities automatically do that...

I get your point about the caps-sensitive part, should've thought about that one. However, I usually name my maps in all caps just to distinguish them from others, and I always use /savemap.

I'll use the rpg when you're done messing it up and fixing it.

I didn't know about the font thing, you're gonna have to post a tut on that or something.

Also, did you see the part about the folder system? Or would that be like the packages/(content) idea?

Also, it might help you to follow the quadropolis link, it's a wishlist one they're doing for Cube 2, I thought there were some good ideas there.

I'd prefer if you'd voice your thoughts on the logo/icon as well.


Again, thanks a lot for taking your time to read this and to explain most of it to me, I really can't wait for the new release. Now, I think I'll get working on some models. Or should I work on the wiki?
Julius wrote:Contribute to http://www.opengameart.org NOW!

Save the wiki!

Hirato
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Re: 2.7 release, wishlist

Postby Hirato » September 27th, 2011, 11:25 pm

for the 1x9 map example, I was thinking of an idea similar to Arc's "Jumper" maps, where you jump from platform to platform. in that case, I was thinking of a HUGE map, but it's only large in one direction- kind of like an SSP map, but in 1st person. You take HUGE jumps in a world with very low gravity- kind of like a planet jumper sort of thing, which is why I wondered about the shape of the maps. I also see what you mean by 10 being the smallest possible.


I know, but let me try to explain the map format.
You start with a giant cube equal to the world's size.
This cube has 8 children, the top 4 are simply empty and the bottom 4 are full cubes, that is simply it, and this si your basic newmap.
Right down to size 0, each cube can either have 8 children (read, it's children are rendered, not it) or 0 (read: it is rendered).
And with each child, the size of the cubes half.

Are you sure about the game clip/ AI clip being included? What I'm asking is about the F3-materials menu. Adding aiclip to that menu may let people know it exists.


It was either added after 2.6.1 (unlikely), or you need to get your eyes checked :P
it's near the bottom in yellow

Thanks for noting the 3-letter acronym idea, I always have to type "CLICK_Me_to_start.bat" into the console to start Sandbox, I hate typing :evil:


it's called [b]CLICK[b]_me_to_start.bat for a reason, you're supposed to click it ;P
even then, tab autocompletion dude.

The config_fps is the problem where you can't move and the solution is to delete config_fps or something like that. You had a bugfix for it, if I remember.


A workaround for that has existed been stickied in the support forum for some time.
A proper fix does exist in sandbox now.

Why would mike not be happy about cleaning up the maps? I mean, either delete them or finish them as needed.


Because most of the maps that will be removed are his :P

did you read the part about the new workflow idea? I understand why you might not be able to switch modes...


I did, and frankly it kind of works that way already. I'll remind everyone that only game specific entities are ignored, not global entities like player spawns points, sounds, lights and mapmodels.

I'll use the rpg when you're done messing it up and fixing it.


I'm more or less happy with the structure right now, so as of 2.7.0, you guys shouldn't see anything else that completely destroys compatibility with previous versions.

I didn't know about the font thing, you're gonna have to post a tut on that or something.


guifont fontname body (see screenshot)
setfont font
that is all
This is not a url, clicking it is pointless


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