Tremulous Forum

General => Feedback => Topic started by: Zsonic2 on September 15, 2007, 10:12:11 am

Title: Building range
Post by: Zsonic2 on September 15, 2007, 10:12:11 am
Its just an idea I had in mind, in favour of the

Granger
Avd Granger
Construct Kit
Advance construct kit

Whenever you build a harmful building, such as an acid tube, or a machinegun turret, we should be able to see its range limit.

Example: BATTLE GRANGER! Wants to put an acid tube, when the acid tube is selected, there will be a red ring around the acid tube showing its range. Which is of course limited.

The same goes with Machine gun turrets, telsa's, any offensive weapon.

For trapper I was thinking that a line should point to where the trapper would hit, so if you are placing it diagonally on the wall, youll be able to see the line of where the trapper will actually work.

It will help the new players since they will be able to see the range of any offensive building, and how to actually use a freaking trapper.
Title: Building range
Post by: ==Troy== on September 15, 2007, 10:59:19 am
would be nice. And its not a ring, its a sphere, with line drawn on interception with brushes.
Title: Building range
Post by: Yorper on September 15, 2007, 11:01:07 am
MMMMMMmmmm.... Toasted waffles with samosa and barbeque!
Title: Building range
Post by: Paradox on September 15, 2007, 04:47:33 pm
Actaully, that does sound like a good idea, not like most of the crap that comes out of this fourm.

Perhaps a slightly red/blue sphere that fades in as you approach it.

Trappers would have to have cones.

It should only be on the team who built the turret, otherwise it would cause massive advantages and make the game a whole lot less complex.
Title: Building range
Post by: Shadowgandor on September 15, 2007, 06:46:40 pm
Quote from: "Paradox"
It should only be on the team who built the turret, otherwise it would cause massive advantages and make the game a whole lot less complex.


You mean aliens can't see the sphere, right? sounds logical to me, though i would like it better that it can only be seen when you're placing the blueprint and after that, the sphere/cone/etc will not be seen again.
Title: Building range
Post by: n00b pl0x on September 15, 2007, 06:49:59 pm
We should also be able to see the bboxes when we build blueprints, because that would help noobs figure out where to build things
Title: Building range
Post by: ==Troy== on September 15, 2007, 07:45:30 pm
I dont think ranges will be visible for non-builders. Otherwise it will be way to messy.
Title: Building range
Post by: ShadowNinjaDudeMan on September 15, 2007, 08:41:55 pm
Yes, I do think this is actually a sensible idea.
It would be nice to know wether my goddamed trapper will do a goddamed thing.

The BB should be another option in the option menubar.

Option >> Building >> Show Effect Spheres/Show Bounding Boxes

Twud be ac.
Along with a hud that calculated the trajectory of a goon barb...hmmm, thats be techylicious.
I love the idea.
Title: Building range
Post by: Paradox on September 16, 2007, 01:31:36 am
cg_drawBuildingRadius anyone?
Title: Building range
Post by: ShadowNinjaDudeMan on September 16, 2007, 10:05:53 am
I loike it.
Veerey Mucho.
Title: Building range
Post by: techhead on September 17, 2007, 03:07:06 am
Such a good idea, it should also apply to Eggs, Overmind, repeaters, and Reactor.
Nothing like building a repeater just a wee bit too far to build that turret in the sweet spot.
Title: Building range
Post by: Lava Croft on September 17, 2007, 08:35:01 am
Or you can just play Tremulous and get a feel of the range of the buildings, but I have the feeling I'm talking to a very lazy brick wall here...
Title: Building range
Post by: sleekslacker on September 17, 2007, 12:41:31 pm
:roll:

Why not just remove the red/green structure placeholder ? The buildings still can get built at the wrong places (glitch-build).

This is a good idea. If we want to maintain realism and feel of Trem, this could be made into a newbie server. f0rqu3's bot for assault training and testing base, this range indicator to see what the structures cover.
Title: Building range
Post by: Nux on September 18, 2007, 12:25:04 am
Quote from: "Lava Croft"
Or you can just play Tremulous and get a feel of the range of the buildings, but I have the feeling I'm talking to a very lazy brick wall here...


Don't worry Lava, we'll just stick it with all the other changes that'll make the game noob-friendly and call it 'TremLite'.
Title: Building range
Post by: techhead on September 18, 2007, 08:54:12 pm
If you don't like it, why didn't you vote against it?
Title: Kewl
Post by: Zsonic2 on September 19, 2007, 04:27:14 pm
Nice feedback, most are in favour for this being implented, and for toasted waffles with samousa and barbequuuuues. I think it should just imply for any offensive building, only when you are going to built it, not when its built, so you know beforehand and you wont have an annoying line for trapper.
Title: Building range
Post by: Dracone on September 19, 2007, 06:15:04 pm
Would make scrimmages too easy. A fun thing in them is making your base and wondering sometimes if you put the turrets too close to or too far from that pushed back reactor. It's like, "This should kill any reactor jumper." You all leave base and it gets gooned still.

Speaking of which, I have made an ATCS default-area base a couple weeks back that does appear, after some serious testing, to stop any reactor jump at all. Every turret can be turned all the way around, and they will still gun down lisk jumpers, and advanced lisks will die on top, and that's with a lot of luck.
Title: Building range
Post by: Nux on September 20, 2007, 02:08:51 pm
Quote from: "Dracone"
It's like, "This should kill any reactor jumper." You all leave base and it gets gooned still.


Would this range marking system be able to detect whether a building is in the way? That seems a little too complex. More likely is it that it would show the range independant of such obstructions.
Title: Building range
Post by: techhead on September 20, 2007, 06:37:14 pm
I thought it would just show a simple sphere (Or cone) around the buildings target center. Anything more would clutter the screen and be ultimately useless.

First to code it gets a cookie from me!
Other people who I cannot vouch for will probably also give cookies!!!
Title: Building range
Post by: Vicodin on September 21, 2007, 05:40:06 pm
Quote from: "Lava Croft"
Or you can just play Tremulous and get a feel of the range of the buildings, but I have the feeling I'm talking to a very lazy brick wall here...


That's like saying mathematicians aren't allowed to use calculators.
Title: Building range
Post by: kevlarman on September 21, 2007, 09:31:42 pm
Quote from: "Vicodin"
Quote from: "Lava Croft"
Or you can just play Tremulous and get a feel of the range of the buildings, but I have the feeling I'm talking to a very lazy brick wall here...


That's like saying mathematicians aren't allowed to use calculators.
um, in many higher math courses a calculator is either useless or not allowed.
Title: Building range
Post by: Vicodin on September 22, 2007, 03:51:14 am
Quote from: "kevlarman"
Quote from: "Vicodin"
Quote from: "Lava Croft"
Or you can just play Tremulous and get a feel of the range of the buildings, but I have the feeling I'm talking to a very lazy brick wall here...


That's like saying mathematicians aren't allowed to use calculators.
um, in many higher math courses a calculator is either useless or not allowed.


I stand by my analogy.
Title: Building range
Post by: techhead on September 23, 2007, 03:18:27 am
I find that Trig and Log functions are a lot easier on a calculator than looking up tables. And I shudder at the thought of doing every one by hand.
Title: Building range
Post by: kevlarman on September 23, 2007, 06:48:48 am
Quote from: "techhead"
I find that Trig and Log functions are a lot easier on a calculator than looking up tables. And I shudder at the thought of doing every one by hand.
who said anything about tables? you should have 0, pi/3, pi/4 and multiples of those memorized for sin/cos/tan (for sec,csc,cot you just take the inverse), from there the half angle/sum of 2 angle formulas get you an exact answer if you really need it, but since everyone at this point knows how to type log and cos into their calculator, most math teachers will choose multiples of pi/3 and pi/4 for angles, and let you concentrate on the important parts of the problem. about as often as not the answer from your calculator is considered wrong (unless you have shelled out the money for a ti-89 or something else that understands symbolic math), so it's not helpful anyway.
Title: Building range
Post by: techhead on September 23, 2007, 06:36:07 pm
The point of the analogy is that all the pros don't need it, but it would sure be helpful. Displaying a yellow range sphere along with the building outline is hopefully not that hard to do. Adjusting it for stuff in the way, now THAT would be a bitch.
Title: Building range
Post by: kevlarman on September 23, 2007, 07:07:10 pm
Quote from: "techhead"
The point of the analogy is that all the pros don't need it, but it would sure be helpful. Displaying a yellow range sphere along with the building outline is hopefully not that hard to do. Adjusting it for stuff in the way, now THAT would be a bitch.
actually it is hard to do... you can't see where the sphere ends unless you see it intersect something, a wireframe sphere would almost work if you were far enough from the center, but it's still not that helpful.
Title: Building range
Post by: Oblivion on September 24, 2007, 02:22:49 am
Actually I have a screen shot of that.

(http://img296.imageshack.us/img296/9655/screenshotba4.jpg)
(http://img294.imageshack.us/img294/5236/screenshot2ip5.jpg)
Title: Building range
Post by: Lava Croft on September 24, 2007, 05:33:22 am
Quote from: "Vicodin"
Quote from: "Lava Croft"
Or you can just play Tremulous and get a feel of the range of the buildings, but I have the feeling I'm talking to a very lazy brick wall here...


That's like saying mathematicians aren't allowed to use calculators.

Mathematicians using calculators are lazy. Exactly my point.
Title: Building range
Post by: Steely Ann on September 24, 2007, 01:13:48 pm
Programmers using CRTL+C, CRTL+V are lazy too, I take it.

Though I suppose that analogy sucks since the guy who taught me Java said being lazy is half of a programmer's job.  Meh.
Title: Building range
Post by: kevlarman on September 24, 2007, 05:24:22 pm
Quote from: "Steely Ann"
Programmers using CRTL+C, CRTL+V are lazy too, I take it.

Though I suppose that analogy sucks since the guy who taught me Java said being lazy is half of a programmer's job.  Meh.
first of all, it's CTRL-W, CTRL-Y, and second of all, copy&paste is one of the most efficient methods of introducing bugs into your code.
Title: Building range
Post by: Shadowgandor on September 24, 2007, 05:56:42 pm
Quote from: "kevlarman"
Quote from: "Steely Ann"
Programmers using CRTL+C, CRTL+V are lazy too, I take it.

Though I suppose that analogy sucks since the guy who taught me Java said being lazy is half of a programmer's job.  Meh.
first of all, it's CTRL-W, CTRL-Y, and second of all, copy&paste is one of the most efficient methods of introducing bugs into your code.


Ctrl+C, Ctrl+V is for me, windows anyone?
Title: Building range
Post by: techhead on September 24, 2007, 07:57:04 pm
The sphere would definitely intersect SOMETHING, you can't build on midair, to the best of my knowledge. If you can't see the sphere at all, then its because all the walls you can see are inside the building's range.
Title: Building range
Post by: Nux on September 24, 2007, 08:26:21 pm
Quote from: "kevlarman"
...you should have 0, pi/3, pi/4 and multiples of those memorized for sin/cos/tan.


Why should he? Did he say he was a mathematician? Engineers need only to know that the maths/science they use works, not why. Specialization of proffesion is how society got anywhere. Think how hard it would be to programme a game like Tremulous without the 'aid' of a computer.

Quote from: "kevlarman"
...about as often as not the answer from your calculator is considered wrong.


Though the vast majority of answers a calculator can give will be rounded and so will be technically false, this does not mean that an engineer would need to know that the circumference of a steel rod is 5pi/4 cm.
Title: Building range
Post by: n00b pl0x on September 25, 2007, 06:09:44 am
ctrl + c ctrl + v nubs
Title: Building range
Post by: Plague Bringer on September 25, 2007, 12:29:41 pm
Spam so.. tempting.

Must.. resist..
Title: Building range
Post by: Shadowgandor on September 25, 2007, 03:50:13 pm
Quote from: "Plague Bringer"
Spam so.. tempting.

Must.. resist..


join the darkside my son.
Title: Building range
Post by: Haraldx on September 28, 2007, 01:35:26 pm
we need something like that ! So I Would Easy Put The Tubes And Turrets In The Right Place !
Title: Building range
Post by: UniqPhoeniX on October 26, 2007, 01:53:10 pm
Definitely a good idea.
IMO when you are placing a turret you should see a very transparent sphere/cone (and surfaces in it would be slightly different colored) and the bright (or inverted color) line where it intersects something for all offensive structures. Also, if something is in the way, we would need to know only where the turret shoots from.

Another possibility is to make lines extending from that point until they intersect something, that would also show (with  which areas are closest to acid(which has damage based on distance) and how likely a trapper hits a moving player.
Building is currently very poor IMO and could be heavily improved.

BTW. how did you make the screenshot with damage boxes, Oblivion? That should be in options.
Title: Building range
Post by: Bajsefar on November 01, 2007, 12:33:49 am
Quote from: "Lava Croft"
Or you can just play Tremulous and get a feel of the range of the buildings, but I have the feeling I'm talking to a very lazy brick wall here...


Although it is not needed in that way, it would be nice if you want to set up the perfect base and do not want to use ages to plot the distances just right.
Title: Building range
Post by: fmart on November 08, 2007, 10:26:18 am
I knew one stupid think
you ca not evolv near human but you can build near human
Title: Building range
Post by: Nux on November 08, 2007, 10:36:37 am
Quote from: "fmart"
I knew one stupid think


I think you knew MANY stupid think.
Title: Re: Building range
Post by: Zsonic2 on November 18, 2007, 10:37:14 am
My idea is that you can only see the range before you build it, like when you select a  :tesla: telsa :tesla: youd see the limits of its attack BEFORE you actually start building.

Or maybe when your a builder you can see all offensive buildings range (on your own team obviously)

 :granger: :granger: :granger: PUUUUR
 :tyrant: RAAAAAAAAAAWRBARKBARK