| Gameplay related console commands | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
map Mloads a map. if connected to a server, forces a map change for all participants, if you have the rights to do so. name yournameused for multiplayer say textoutputs text to all players saycommand Pthis puts a prompt on screen where you can type stuff into, which will capture all keystrokes until you press return (or esc to cancel). If what you typed started with a "/", the rest of it will be executed as a command, otherwise its something you "say" to all players. default key = t. If P is prefix to insert to the buffer, (default key ` inserts a /). connect serveripconnects to a server, e.g. "connect fov120.com". There is no serverbrowser nor paste yet, so you are adviced to paste ips into a suitable bind into your autoexec.cfg for the moment. disconnectleaves server team teamnamedetermines who are your teammates in any team game mode (truncated to 4 characters). showscores+showscores turns display of scores (name/frags/network) on and -showscores turns it off. Default key = tab conskip Nallows you to browse through the console history, by offsetting the console output by N. Default key keypad - scrolls into the history (conskip 1) and keypad + resets the history (conskip -1000). weapon a b cTries to select weapons a, b & c, in that order, if they have ammo (0 = fist, 1 = sg, 2 = cg, 3 = rl, 4 = rifle). If none of the 3 indicated have any ammo, it will try the remaining weapons for one with ammo (in order 3/2/1/4/0) (the fist needs no ammo). You can use the weapon command with 0 to 3 arguments. examples:
weapon 2 1 0 // close up selection
weapon 4 3 2 // far away selection
weapon 3 2 1 // medium distance selection
weapon 0 // humiliate selection :)
weapon // just switch to anything with ammo
In any selection, it will skip whichever weapon you have currently selected, so
executing a weapon command repeatedly toggles between the two best weapons with
ammo within a given selection. default keys 0 to 4 select the corresponding
weapons, with sensible default alternatives, middle mouse button is a simple
weapon switch.
gamespeed Psets the gamespeed in percent, i.e. 50 is playing in slowmotion at half the speed. does not work in multiplayer. for entertainment purposes only :) mode Nset gameplay mode to N for the next game played (next map load). N can be:
skill NSets the skill level (1-10) for single player modes. Default = 3. Affects number of monsters in DMSP mode, and general monster AI in all SP modes. sendmap getmapThese two commands allow you to send other players maps they may not have while in multiplayer mode, and easily keep maps in sync while doing coop edit. "sendmap" reloads the current map you are on, then uploads it to the server and sends every other player a message about it. Other players can then simply type "getmap" to receive the current map, which is written to their local disk then reloaded. A second variant "sendmap name" is available which is particularly useful for coop editing, which first does a "savemap name" before performing the actual "sendmap". Note that "getmap" operates on the last map send by some other player, whatever it is. servermenudisplays the server menu. The server menu contains the last N servers you connected to, sorted by most recently used. Just select one to connect again. If you connect to a server by typing "connect" manually, the server gets added here automatically. You can also add servers to "servers.cfg".
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| Items / Gameplay | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Official game storyline: "You kill stuff. The End."
There are initially 5 weapons:
The player has available all weapons when he spawns, but no ammo for them (except 5 shells), 100 health, and 50 weak armour (20% absorbtion). Items that can be picked up:
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| Single player modes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
There are two single player modes:
There are currently 5 monsters, with the following properties (sorted roughly in order of "threat" they pose:
The models are just temp until I find some real monster models. The damage given is for a single shot, where damage is simply a quarter of the equivalent player gun. For the shotgun this is if he hits you at point blank range, but is a lot less at distance. RL guy of course deals out splash damage too. Stamina is the amount of damage taken before dying, speed is their movement speed in cubes/sec (player = 24), and freq is their relative frequency of spawning in DMSP mode.
"lag" is how long it takes them to press fire after they have decided they will shoot in a particular direction, which means you can out-strafe their bullets (but still get hit when standing still or moving towards them). The number is in msec on skill 0, and half as big on skill 10. "rate" indicates how often they will attempt to shoot you while they have you in their sights. It is not an absolute fire rate measure, as fire rate is lower with distance. Again, it is also dependant on skill (skill 10 fires twice as often as skill 0). As you can summise from the above, the keys to surviving in cube SP are: keep moving, preferably perpendicular to the monster line of sight, frequently move behind walls and back (this makes monsters search for you again, which delays them), and use monster infighting to your advantage.
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| Effects of network code on gameplay | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| You will notice that Cube plays better on a high ping connection
than most games out there. The reason for this is that just about everything in
cube is done clientside, not just movement (as is common in games today) but
also aim (the fat client / thin server model).
The benefits of this are that the effects of lag are minimised, and someone on a 200 ping can compete on an almost even playing field with someone with a 20 ping, the disadvantages are mainly in that its harder to combat cheating. Further advantages for server admins are that cube servers use virtually no cpu, and very little bandwidth for a lot of clients (you can host a 4 player game on a modem!). It is impossible to completely hide lag however, and these are some of the effects that can still show lag if you or someone you play with has a high ping / bad connection:
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