Tremulous Forum
General => General Discussion => Topic started by: next_ghost on November 12, 2006, 10:44:02 pm
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Just a quick yes/no question: Should players who are poisoned or just come for a medkit with full health get one-time priority for using medistation over others? That means they get cured (not healed) or receive medkit and medistation resumes healing the previous occupier.
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Nope. First come, first serve.
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Nope. First come, first serve.
Seconded.
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btw you can build turbo medistations, just build 2-4 next to each other :) you can use 2-4 medis standing in the middle
btw next, instead of messing with medi track vote and ready bugs, those are only in your game.qvm build :(
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Or my personal preference.
Medipad's only hand out medikits, and don't actually heal themselves. Just prevent them from handing on a new needle while you're under the influence of another needle.
Bam, no more gridlock at the medpad, but healing still takes a'while.
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I`m going to say Yes.
But only for critically poisoned humans, which are in fact about to die. It doesn't happen that often, but it wouldn't hurt anyone to have it there :)
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Or my personal preference.
Medipad's only hand out medikits, and don't actually heal themselves. Just prevent them from handing on a new needle while you're under the influence of another needle.
Bam, no more gridlock at the medpad, but healing still takes a'while.
the gridlock isn't from people healing in the majority of all cases, it's from people who stand on the medistation while they buy their equipment through the menu, taking 5 minutes to decide what they want to buy. the solution: bug everyone you know to make buy binds :P
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Or don't build the pad by the armory...
If everyone just used their medkit to heal, and then just walked over the medpad the world would be nicer...
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Or my personal preference.
Medipad's only hand out medikits, and don't actually heal themselves. Just prevent them from handing on a new needle while you're under the influence of another needle.
Bam, no more gridlock at the medpad, but healing still takes a'while.
the gridlock isn't from people healing in the majority of all cases, it's from people who stand on the medistation while they buy their equipment through the menu, taking 5 minutes to decide what they want to buy. the solution: bug everyone you know to make buy binds :P
or just SHOOT them? yes, its that simple
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No you decon armory and build another medistation.
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Why not just prioritize healing to the weakest player? It heals the weakest player on the pad to full, then picks the next weakest. If someone weaker than you steps on the pad while you're healing, it stops healing you.
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Or don't build the pad by the armory...
When I was still a wee nubber, at first I thought the medipad and the armory was all one big construction.
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It's always fun dying from poison on the medistat. Just get svn revision 836 and set g_shove way up (optionally set g_knockback really high for some fun).
Alternatively, since the medistat is essentially equivalent to the booster and the booster lets everyone touching it get poison immediately, the medistat could heal everyone on it at once.
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I think the just give out medi kits idea is best.
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(optionally set g_knockback really high for some fun).
Negative knockback (called grabback ;P) is very funny :D
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Why not just prioritize healing to the weakest player? It heals the weakest player on the pad to full, then picks the next weakest. If someone weaker than you steps on the pad while you're healing, it stops healing you.
If I remember my class on thread scheduling correctly, this can lead to starvation, when you sit on the medipad with 90 health and more damaged players keep coming in, you'll never get fixed.
Personally, I just move from the medipad when I hear someone dying from
poison.
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Well it could just give out new medkits to people that don't have them that are waiting, unless they are already healing with one. That way they can heal up while they wait.
Or just drop a nade, 100% guaranteed to clear a roadblock at human base, except for the nooby who can't figure out what the W key does.
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Nope. First come, first serve.
Sure, first come first serve. The medistation would only stop healing you for split second to cure the poisoned player or hand out medkit before resuming your healing. The poisoned player would still have to wait before it would start healing him.
Timeline:
Player A - 30hp, being healed, no medkit
Player B - 60hp, poisoned, no medkit
Player C - 100hp, no medkit
1) player A (30hp) is being healed (0.25 seconds)
2) player B (60hp, poisoned) steps on medistation, gets cured and receives 1hp, player A (35hp) waits (0.05 seconds)
3) medistation resumes healing player A (35hp), player B (61hp) waits (0.6 seconds)
4) player C (100hp) steps on medistation, receives medkit, players A (47hp) and B (61hp) wait (0.05 seconds)
5) medistation resumes healing player A (47hp), player B (61hp) waits, player C buys ammo and returns to fight (2.65 seconds)
6) player A (100hp) is fully healed, receives medkit, medistation starts healing player B (61hp)
and so on...
I don't think that setting priority based on health left is a good idea. In the end, medistation would slow down to heal everyone at the same time. However, I think it should ignore players who have active medkit.
btw you can build turbo medistations, just build 2-4 next to each other :) you can use 2-4 medis standing in the middle
btw next, instead of messing with medi track vote and ready bugs, those are only in your game.qvm build :(
As far as I can tell they appear to be client-side. Maybe some kind of protocol mismatch with SVN game.qvm. Full SVN release (both server and client) might fix them. Or it might be some glitch in the new TJW configstring code, because votes are set and cancelled by configstrings...
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btw you can build turbo medistations, just build 2-4 next to each other :) you can use 2-4 medis standing in the middle
btw next, instead of messing with medi track vote and ready bugs, those are only in your game.qvm build :(
As far as I can tell they appear to be client-side. Maybe some kind of protocol mismatch with SVN game.qvm. Full SVN release (both server and client) might fix them. Or it might be some glitch in the new TJW configstring code, because votes are set and cancelled by configstrings...
Ahhhh, scratch that, TJW messed the SV_SendConfigString() function up. It doesn't send empty configstrings while game code sets CS_*VOTE_TIME configstring to "" when vote is cleared :roll:
And the missing ready status is also interesting. There can be up to 64 clients but the server will only send ready status for clients with clientnum 0 through 15... See game/g_main.c line 1730 (vanilla SVN840)...
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I have most of my health, i.e. 50-80 range, I hop off the meditation when I see a teammate incoming.
If I don't see the healing field, I hop back on.
This way, if someone needs it more than me, they can have it.
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This topic seems to further the idea that playing humans requires teamwork. That is to say, people shouldn't hog the medpad when someone dying from poison is standing next to them.
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People should not be near a MedPad when they aren't hurt at all. I see too many Humans keeping the MedPad occupied for the moment that some Alien might attack their base and they might lose HP. Like pyrax said, use some common sense, and stand aside when a heavily hurt teammate comes running to the MedPad.
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Just build two medistations...
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or just SHOOT them ! :P
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I don't think that setting priority based on health left is a good idea. In the end, medistation would slow down to heal everyone at the same time. However, I think it should ignore players who have active medkit.
My suggestion was just like this. However, it would heal the weakest player all the way to 100, then heal the next weakest. If someone ever weaker gets on the medistation, it stops and heals him to 100 instead.
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I don't think that setting priority based on health left is a good idea. In the end, medistation would slow down to heal everyone at the same time. However, I think it should ignore players who have active medkit.
My suggestion was just like this. However, it would heal the weakest player all the way to 100, then heal the next weakest. If someone ever weaker gets on the medistation, it stops and heals him to 100 instead.
weak deserve only death, its survival of the fittest !
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Just build two medistations...
That would require me to ditch a defensive structure, just to build 2 MedPads? No way.
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why don't med just heal EVERYONE on it?
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why don't med just heal EVERYONE on it?
why it takes 35 seconds to take another booster?
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Why not just prioritize healing to the weakest player? It heals the weakest player on the pad to full, then picks the next weakest. If someone weaker than you steps on the pad while you're healing, it stops healing you.
If I remember my class on thread scheduling correctly, this can lead to starvation, when you sit on the medipad with 90 health and more damaged players keep coming in, you'll never get fixed.
Personally, I just move from the medipad when I hear someone dying from
poison.
Yeah.. I think that is only good way to deal with medpad. To give room for poisoned ppl. Unfortunately have died my self becourse everyone aren't so thoughtful :(
Odin idea is good also, but starvation could be a problem. It might be avoidable, just heal the person who is on medpad and then just start to heal most damaged.. (edit; just like u said later) And those who have gaming eye just need to make room for poisoned ppl like before...
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Why suggest all these changes, while it is crystal clear these annoyances are purely caused by a lack of common sense, widely referred to as teamplay?
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Just build two medistations...
That would require me to ditch a defensive structure, just to build 2 MedPads? No way.
You mostly get away with it. Especialy if you have only one front to cover (like on atcs). It allows you to have more players shooting. And really, one extra turret is not that much to give up for faster healing.
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It allows you to have more players shooting.
i stopped reading right there.
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It allows you to have more players shooting.
i stopped reading right there.
So?
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why don't med just heal EVERYONE on it?
why it takes 35 seconds to take another booster?
because its a bug where you can't retake your poison until the poison is gone
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why don't med just heal EVERYONE on it?
why it takes 35 seconds to take another booster?
because its a bug where you can't retake your poison until the poison is gone
Let me delete that double post for you. Here it's done.
Well, that booster thing might be considered a bug, bug if you look at the source code ( specificaly tremulous.h ), you'll find those cute little lines of code :
#define BOOSTER_INTERVAL 30000 //time in msec between uses (per player)
#define BOOSTER_REGEN_MOD 2.0f
#define BOOST_TIME 30000
And thus it is not a bug, it is a feature :D
Edit, and now, for an easy to implement medipack suggestion which will solve the current problem, and give a very small boost for humans : medistation queue is only for health point regen. On the other hand, even if the medistation is healing someone, you can still use it to get cured of poison or to get a new medikit. It will continue healing the player that was using it at the same time.
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why don't med just heal EVERYONE on it?
why it takes 35 seconds to take another booster?
because its a bug where you can't retake your poison until the poison is gone
https://bugzilla.icculus.org/show_bug.cgi?id=2917
"The one we all refer to as God":
>That's not a bug, it's by design.
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Who says the design can't be a bug?
I do think that if the medistat gets "improvements", so should the booster (like killing aliens that stand on it for too long).
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well I do heard it was a bug in a server I was playing...
also, why don't it be where you buy medkit for free like buying ammunition? How about when you buy ammunition, you get med too? Because that's what my brother thought at first until i explained it and laughed at him and when he beat me up... heh...