Tremulous Forum

General => Announcements => Topic started by: Lakitu7 on April 10, 2010, 07:10:10 pm

Title: Teamoverlay feedback
Post by: Lakitu7 on April 10, 2010, 07:10:10 pm
In the time since the glorious introduction of Teamoverlay to (gpp) Tremulous, pretty much everyone has disabled it by now, or bound it to some key. I spent a couple days of my life porting/writing/promoting it and I have it disabled too. Why? It's huge and distracting. In small games, it's pretty nice because it's less-huge and you care more where your teammates are, but in large pub games, it's huge and mostly worthless.

Toward the end of the GPP4 thread, some guys came up with some ideas:

How about teamoverlay? It would be great to always see the available basilisks because those are the ones you usually need to know where they are.
Also, how about being able to customize what players you can see in your teamoverlay?
^That would be awesome to have multiple ways to show
Ex:
Way 1) Sort by Highest Score
Way 2) Show Lisks and Grangers First
Way 3) Alphabetical(?)
etc...
Or maybe allow Customization of what it sorts by.

I see no problem putting in a few "modes" if people think they'd be useful.

Currently we have:

These make sense to me:

It's a bit cheaper in code to do lists than sorts, not that sorts are a big deal or out of the question. However, to me, I think at least for these ideas it'd actually be useful to just have the partial lists rather than something like "sort everyone by distance from me" since you'd see people drop in/out as they enter/leave the vicinity and know when your teammates left you for dead.

What other ideas can you come up with, sorting or otherwise? Would sorting by score or alpha or whatever be particularly useful? I tend to feel like if you have so many players that you need to sort, it's already become mostly worthless by too-much-information and too-huge, but do you folks disagree?

We're not going to do anything that gives you more information than you already have theoretically (by enabling teamoverlay and setting maxplayers to 999), but there's no problem making it easier to get to in ways like those above.

Thoughts?
Title: Re: Teamoverlay feedback
Post by: Superpie on April 10, 2010, 08:02:04 pm
(http://superpie.info/yaymockup.jpg)
and to go with it < sshc> There should be some key to toggle it or something
Title: Re: Teamoverlay feedback
Post by: A Spork on April 10, 2010, 08:43:49 pm
Well for one, I think how superpie has tweaked it in his HUD makes it alot better for being in the way, but definately some types of sorting things would be nice.
I personally find it awesome for like when the humans are hunting that last Mara and someone spots it, you can tell where they are, so I think it should show not just those who fall into the sorts if there's not many players
IE if there's only 1 basi, if you have it set to support classes, I think it should fill the remaing space with others.
Bonus points if you could like set a key to rotate through sorts/through the list.
Title: Re: Teamoverlay feedback
Post by: F50 on April 10, 2010, 10:11:31 pm
What other ideas can you come up with, sorting or otherwise? Would sorting by score or alpha or whatever be particularly useful?
If you are a basi, it is helpful to sort by score, the people you want to help, the people who are killing people or the enemy base, are usually at the top of the score list. Similarly it would be greatly useful coordination wise if I could time my attacks with the people on top. I wouldn't ever sort alphabetically though.

Quote
These make sense to me:
  • Nearby Allies (show allies in ~helmet/sayarea range)
  • Allies in Base (show allies near reac/om)
  • Support Allies (show ckits / grangers + basis
Other than score, I think that is fairly complete. It could also be useful to show people with the most expensive equipment, the number of tyrants being rather important on the aliens side, and knowing generally whether the team is low on credits/evos is nice.

Quote
I tend to feel like if you have so many players that you need to sort, it's already become mostly worthless by too-much-information and too-huge, but do you folks disagree?
Absolutely, though superpie's hud helps a lot.
Title: Re: Teamoverlay feedback
Post by: UniqPhoeniX on April 10, 2010, 11:51:44 pm
Align the information properly (incl align health by last number). Like:
Code: [Select]
LoooooongName [400] Location
shortname      [25] Location
Title: Re: Teamoverlay feedback
Post by: khalsa on April 11, 2010, 12:23:20 am
Sort by health
Title: Re: Teamoverlay feedback
Post by: F50 on April 11, 2010, 02:07:14 am
Align the information properly (incl align health by last number). Like:
Code: [Select]
LoooooongName [400] Location
shortname      [25] Location

I'm not so sure. If I want to stick the teamoverlay to, say, in the bottom left corner (both clean and volt's hud have room there) then I don't want someone who has an unduly long name to screw up my view of everyone else. What is the limit on name length? I'd rather not make having a name of a specific length (to put text in the middle of people's xhair) a form of greifing.
Title: Re: Teamoverlay feedback
Post by: Lakitu7 on April 11, 2010, 03:41:33 am
I think aligning the columns looks kind of strange. What do you guys think?
Title: Re: Teamoverlay feedback
Post by: mathchamp on April 11, 2010, 03:53:50 am
As well as being bulky it also overlaps the chat in the upper left corner. Perhaps the default HUD should be modified to move team overlay somewhere else (e.g. to the right side, or down a bit from its current location). Maybe make it so that it scales itself down if your resolution exceeds a certain amount (after a certain resolution it will be the same size in pixels but less as a percentage of the screen size) too. Also if someone's name is longer than a certain amount then crop it down on the team overlay.

The main thing I want to see though is the position of the team overlay moved down so it doesn't overlap the chat. And make it a toggle one can bind.

I also want to see the different information aligned. For example, instead of (where W and A are the weapon and armour/upgrade icons, or the class and + icons for aliens):

Code: [Select]
W A NameOne [4] Alien Base
W A ReallyLongNameTwo [100] Human Base
W A Nme3 [36] Really long target location name
IFeedALot

Have this:

Code: [Select]
W A NameOne           [  4] Alien Base
W A ReallyLongNameTwo [100] Human Base
W A Nme3              [ 36] Really long target location name
    IFeedALot

Or even this (cropping long names):

Code: [Select]
W A NameOne      [  4] Alien Base
W A ReallyLongNa [100] Human Base
W A Nme3         [ 36] Really long
    IFeedALot

My idea (for the team overlay on default HUD):
-align names and health and locations with each other
-crop long names and locations (don't crop excessively though)
-make the entire team overlay a bit smaller if it is still too big
-shift team overlay down so the bottom of the team overlay is always right above the part of the HUD with your health.
-make it newbie friendly to bind it to either toggle with a certain key press or only appear when holding a certain key (akin to scoreboard).
Title: Re: Teamoverlay feedback
Post by: Lakitu7 on April 11, 2010, 04:40:40 am
Okay here is what I am committing now (not on servers yet)

* Fix the fact that teamoverlay was being drawn above where the hud told it to be, and it wasn't respecting the right-side bbox either. Make it valign in the center of its bbox.
* Align columns of teamoverlay and pad/truncate where necessary
* Default/GPP HUD: Move cg_tutorial down a little bit and also make it valign center.
* Default/GPP HUD: Move teamoverlay down a little bit and set the scale to 0.85

The end results are:
* It will overlap a little bit with chat text and with tutorial, but only when all 3 are at their maximum designed limits. This is a change from overlapping basically all the damn time like it did.
* Alignment / truncation
* HUD designers can move it around and it'll actually go where they told it to
* Please continue to remember that the whole damn HUD will be redesigned before 1.2 final and that you are free to make your own HUDs as well. :)


The main stuff I actually wanted to talk about in this post: options about which teammates to show and in what order, is still coming. This was a precursor.

[edit2] In a default HUD I can't just go getting rid of cg_tutorial but in your own huds you can certainly feel free to do so and move teamoverlay down to the bottom left where it will not overlap anything.
Title: Re: Teamoverlay feedback
Post by: Meisseli on April 11, 2010, 01:09:48 pm
Make it possible to do fireteams? I'd always like to see in which location Saliva.ddos is ;)
Title: Re: Teamoverlay feedback
Post by: UniqPhoeniX on April 11, 2010, 02:06:40 pm
Off-topic: there was some squad feature (showing small triangle above squadmates or on edge of screen if they were out of view) somewhere, what happened to it? And ammo/clips shown on HUD with rectangles/'charge' bar?
Title: Re: Teamoverlay feedback
Post by: Meisseli on April 11, 2010, 02:38:27 pm
How about make it basilisks only and whoever you want to add in your fireteam?
Title: Re: Teamoverlay feedback
Post by: khalsa on April 11, 2010, 02:43:16 pm
Wouldn't this generally be covered by:
  • Nearby Allies (show allies in ~helmet/sayarea range)

Title: Re: Teamoverlay feedback
Post by: Meisseli on April 11, 2010, 02:48:44 pm
Wouldn't this generally be covered by:
  • Nearby Allies (show allies in ~helmet/sayarea range)
No, I mean being able to add people who's locations you always want to see, not nearby people.
Title: Re: Teamoverlay feedback
Post by: Plague Bringer on April 11, 2010, 03:01:29 pm
Wouldn't this generally be covered by:
  • Nearby Allies (show allies in ~helmet/sayarea range)
No, I mean being able to add people who's locations you always want to see, not nearby people.
Let's have a party system and get some MLG action going on, too. Maybe we can get our own Machinima channel!
(MW2 references)
It'd be nice to see grangers, rants, and basis regardless of their proximity  to the player. it'd be REALLY nice to have an overlay like superpies (toggleable, ofc) that shows up regardless of whether or not there's a wall between the players, too. maybe one for the OM, aswell? we should definitely have OM health on the overlay somewhere.
and.. uhh.. builders and RC health for hummies.
Title: Re: Teamoverlay feedback
Post by: UniqPhoeniX on April 11, 2010, 03:11:54 pm
Shouldn't show RC health without taking ckit IMO, if ppl are too lazy to pick ckit for 5 sec to check base health, that is their problem and they deserve to lose.
Title: Re: Teamoverlay feedback
Post by: Plague Bringer on April 11, 2010, 04:09:07 pm
Shouldn't show RC health without taking ckit IMO, if ppl are too lazy to pick ckit for 5 sec to check base health, that is their problem and they deserve to lose.
It's Arachnid.
You're away from base.
Your team sucks.
You want to know what's up.
Code: [Select]
player: hey guys, how's base?
player: OM almost down.
player: should i come back to def?
player: uhh.. guys?
Aliens win.
Title: Re: Teamoverlay feedback
Post by: UniqPhoeniX on April 11, 2010, 04:11:33 pm
Are you supposed to win in such scenario?
Title: Re: Teamoverlay feedback
Post by: KillerWhale on April 11, 2010, 07:25:31 pm
Superpie's mockup is damn sexy, if it's possible.

The truncation and alignment looks nice, but it may still cover up chat if you have a 12 person team.
Perhaps reducing the size of the chat text a bit would make it less intrusive and fix these problems with the teamoverlay.
Title: Re: Teamoverlay feedback
Post by: Plague Bringer on April 11, 2010, 10:33:30 pm
Are you supposed to win in such scenario?
1. Defend
2. Rush
3. ?
4. Profit!
Title: Re: Teamoverlay feedback
Post by: mooseberry on April 11, 2010, 11:38:53 pm
Shouldn't show RC health without taking ckit IMO, if ppl are too lazy to pick ckit for 5 sec to check base health, that is their problem and they deserve to lose.
It's Arachnid.
You're away from base.
Your team sucks.
You want to know what's up.
Code: [Select]
player: hey guys, how's base?
player: OM almost down.
player: should i come back to def?
player: uhh.. guys?
Aliens win.

That sounds fine to me. Players shouldn't be given information about everything instantly. That removes the benifits of teamwork, communication, and awareness, something which should be kept important.
Title: Re: Teamoverlay feedback
Post by: Colynn' on April 12, 2010, 03:05:06 am
+1 for Superpie's idea.

And for the actual teamoverlay, it would be nice if the colored background could be removed, it's disturbing and not very sexy.
Title: Re: Teamoverlay feedback
Post by: Cadynum on April 13, 2010, 02:32:44 am
[ img ]
and to go with it < sshc> There should be some key to toggle it or something
Excellent mockup.
Title: Re: Teamoverlay feedback
Post by: Lakitu7 on April 15, 2010, 02:21:15 am
"Show teammates in base" cannot be implemented practically. There's no good metric for "is in the base." Using some distance-from-reactor/OM is fairly unreliable since it can show people on the other side of walls and a fair bit away as being "in base" and I'd rather not have the feature than have it frequently tell you your base is safe when it is not.

Superpie's idea also cannot be implemented practically. Clients do not know the locations of other clients that are out of vis. This is for very *good* reasons of bandwidth, framerate, and wallhack-prevention, and should not be changed. We could theoretically transmit the relative positions from each player in the teamoverlay-info messages, but those do not update rapidly enough, so you'd see people jerking all around. Making those messages update rapidly enough to do this would be a bandwidth nightmare.

No, we're not going to show buildable statuses to anyone across the map. If your team is not communicating, they should lose.
Title: Re: Teamoverlay feedback
Post by: F50 on April 15, 2010, 02:40:55 am
"Show teammates in base" cannot be implemented practically. There's no good metric for "is in the base." Using some distance-from-reactor/OM is fairly unreliable since it can show people on the other side of walls and a fair bit away as being "in base" and I'd rather not have the feature than have it frequently tell you your base is safe when it is not.

Lets change the definition for a little bit. Lets say allies near base, or better yet, sort allies by proximity to the reactor. The best metric is "in the say_area location in which the base is in", but "in range of RC" would be fine, if it was also sorted by distance to the reactor, and the map had location markers.
Title: Re: Teamoverlay feedback
Post by: khalsa on April 15, 2010, 02:43:42 am
Using some distance-from-reactor/OM is fairly unreliable since it can show people on the other side of walls and a fair bit away as being "in base" and I'd rather not have the feature than have it frequently tell you your base is safe when it is not.
Title: Re: Teamoverlay feedback
Post by: Lakitu7 on April 15, 2010, 02:52:38 am
I thought of loc ents too but they're even more unreliable unfortunately.
Title: Re: Teamoverlay feedback
Post by: Plague Bringer on April 15, 2010, 03:04:07 am
I always thought locations would be better handled being defined by brushes. Locations would be incredi-precise this way (though I doubt it's possible).
Title: Re: Teamoverlay feedback
Post by: F50 on April 15, 2010, 03:55:07 am
Using some distance-from-reactor/OM is fairly unreliable since it can show people on the other side of walls and a fair bit away as being "in base" and I'd rather not have the feature than have it frequently tell you your base is safe when it is not.

Sorry, I'm not being clear. Finding near-nearest teammates to base is not a problem in a map with loc_ents. Sure it would have no meaning without loc_ents. But even in the current teamoverlay one of the uses is to see if anyone has the same loc_ent as the RC/OM. Sure there is no foolproof way to do it, but otherwise perhaps being able to scroll the teamoverlay to do this kind of search manually would be a good idea.
Title: Re: Teamoverlay feedback
Post by: kangounator on April 15, 2010, 11:14:01 pm
Knowing the loc_ent of your teammates should be enough to tell whether the base is safe or not. We don't want a red centered text saying "The reactor needs protection !!!".

I did not test the team overlay (I did not open trem in the last ... 6 months :(, school) but telling from the screenshot I think it would be better stuck to the edge with an ever smaller font (a quarter of the screen is way too much for a team overlay), that's hud work.

Possible improvements would be to hide the teamoverlay when there's action (need a metric for this...) or the ability to show/hide informations other than the health (useful in a fight).

Although superpie's mockup is very nice/well designed etc ... (btw we can see it is a basi, no need to put it twice :P ) I feel that having these billboards all around the screen will take more "space" than the teamoverlay. And it is not immersive at all.
Title: Re: Teamoverlay feedback
Post by: Winnie the Pooh on April 17, 2010, 07:46:08 am
In the graphics dept. I would suggest boxing in the teamoverlay instead of making it fade to alpha. That makes it compact and increases readability. Right now, it's quite ugly.
Title: Re: Teamoverlay feedback
Post by: Lakitu7 on December 05, 2010, 09:42:00 pm
I know it's been forever since I proposed this but I finally finished it.
http://bugzilla.icculus.org/show_bug.cgi?id=4814
Title: Re: Teamoverlay feedback
Post by: mooseberry on December 05, 2010, 09:50:41 pm
Looks very good. Congrats on getting nearer to finishing.  ;)
Title: Re: Teamoverlay feedback
Post by: Meisseli on December 05, 2010, 10:39:48 pm
I know it's been forever since I proposed this but I finally finished it.
http://bugzilla.icculus.org/show_bug.cgi?id=4814
Nice! Would it be possible to add an option to draw only people with a certain pattern in their names, though?
Title: Re: Teamoverlay feedback
Post by: Kiwi on December 05, 2010, 10:47:38 pm
I agree, a cl_clantag cvar could be used for many things such as the overlay and clan chat.
Title: Re: Teamoverlay feedback
Post by: Meisseli on December 05, 2010, 10:55:34 pm
To clarify: it would still show what's set in the cg_drawteamoverlay but add those names, too.
Title: Re: Teamoverlay feedback
Post by: Lakitu7 on December 06, 2010, 03:08:06 am
Maaaybe. I think that'd be best proposed as a bit of a more general system that would be applied in several places. Make a feedback post and bounce it around and see what people come up with.
Title: Re: Teamoverlay feedback
Post by: CorSair on December 10, 2010, 08:02:43 pm
Knowing the loc_ent of your teammates should be enough to tell whether the base is safe or not. We don't want a red centered text saying "The reactor needs protection !!!".
Finding near-nearest teammates to base is not a problem in a map with loc_ents. Sure it would have no meaning without loc_ents. But even in the current teamoverlay one of the uses is to see if anyone has the same loc_ent as the RC/OM. Sure there is no foolproof way to do it, but otherwise perhaps being able to scroll the teamoverlay to do this kind of search manually would be a good idea.
It is. However, some maps don't provide loc_ents, and it complicates things little bit. Sorry to rain on parade, but had to remind this minor problem. :P

Quote from: Meisseli
Make it possible to do fireteams? I'd always like to see in which location Saliva.ddos is  ;)
Well this works on organized people such as your clan, and not for independent people like me. :P But if someone wants to play teamwork for real, I would give F1 for this.

I know it's been forever since I proposed this but I finally finished it.
http://bugzilla.icculus.org/show_bug.cgi?id=4814
Don't know much of coding and such. But if these are for standard HUD... I like 'em. :)
Title: Re: Teamoverlay feedback
Post by: prent on December 24, 2010, 10:07:38 am
if you'd add teamoverlays back why did you remove it?
Title: Re: Teamoverlay feedback
Post by: A Spork on December 24, 2010, 05:48:43 pm
It's not removed? It's only in some huds for 1.1 and in all of gpp
Title: Re: Teamoverlay feedback
Post by: prent on December 24, 2010, 06:20:18 pm
It's not removed? It's only in some huds for 1.1 and in all of gpp
it was in trem is based on the q3 team arena source code. it exists in Q3 TA but removed. FYI
Title: Re: Teamoverlay feedback
Post by: OhaiReapd on December 24, 2010, 07:30:38 pm
Someone just got banned. <3 Love you ingar. I think the Overlay is useful, but only in smaller games.
Title: Re: Teamoverlay feedback
Post by: Qrntz on December 25, 2010, 10:28:46 am
<3 Love you ingar faes.
1) Fixed. Don't want to dig into IRC logs now though.
2) We still love Ingar much. :)