Author Topic: Healthbars  (Read 7835 times)

Caveman

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« on: August 07, 2006, 07:19:15 pm »
How do we go about to lower the healtbar of the buildings?
At the moment they are so far up that our builders have to look up / swivel to see them if the buildings are close by and they are standing in front of them.

Basilisco

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« Reply #1 on: August 07, 2006, 07:43:31 pm »
Right now the health bar is fixed on the axis of the structures.
Which means that if you lower it down it's going to end inside it (as seen in this (old btw) screenshot)

Lava Croft

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« Reply #2 on: August 07, 2006, 09:22:30 pm »
Aaaah, the old healthbars! Waaaaaaay! Awaaaaaaay!

rasz_pl

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« Reply #3 on: August 08, 2006, 08:38:47 am »
hmm healtbar is only visible to the ckit owner, so why not make it so ckit owner
-sees BBOX of currently selected building (or something based on a bbox), or selected building is lighter than others
-sees health on his own hud, this way no need to look up

this would eliminate stupid accidental deconnings, I deconner reac once aiming for a turret ...

Juno

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« Reply #4 on: August 11, 2006, 09:54:56 pm »
another problem is when repairing stuff you have to look up at the health bar for it to repair





which makes you dretch/basi/mara/goon fodder while your not looking out for danger cos your repairing

Moofed

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« Reply #5 on: August 11, 2006, 10:36:54 pm »
I think what would be best is to leave the current system as-is, but add hud elements for ckit/granger users that appear just below the crosshair showing the name of what you are aiming at/repairing and it's healthbar.  The range at which it appears would be the same as the range for repairing.  Should be easy, the needed hud elements already exist (the health bar just isn't used).

rasz_pl

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« Reply #6 on: August 11, 2006, 11:11:30 pm »
Quote from: "Moofed"
I think what would be best is to leave the current system as-is, but add hud elements for ckit/granger users that appear just below the crosshair showing the name of what you are aiming at/repairing and it's healthbar.  The range at which it appears would be the same as the range for repairing.  Should be easy, the needed hud elements already exist (the health bar just isn't used).


the uber leet thing would be to implement health bar in ckits window :) there is a texture of a menu, wonder if engine lets you manipulate a texture in real time.

Moofed

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« Reply #7 on: August 12, 2006, 06:44:44 am »
Yep.  Just convince the devs to add in GL_EXT_framebuffer_object (i think) from Xreal and we'll be golden. ;-)

rasz_pl

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« Reply #8 on: August 12, 2006, 10:12:48 am »
Quote from: "Moofed"
Yep.  Just convince the devs to add in GL_EXT_framebuffer_object (i think) from Xreal and we'll be golden. ;-)


no, that would suck, its supported from FX up, and I'v got GF4 :]

besides we dont need to manipulate graphics on the go (shaders would do that), we only need to change between one of preloaded textures, making ckit larger would also help (readability)

Stof

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« Reply #9 on: August 12, 2006, 11:38:10 am »
It's true that Render to texture isn't required to make that. But ou need to add a 2D GUI renderer to the game for that to work ;) Like Doom 3.

Also, you'll note that Unreal Tournament had such weapon indicators for a looong time ( and even ingame scoreboard anouncement ... ) and it worked with Glide.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

rasz_pl

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« Reply #10 on: August 12, 2006, 12:20:33 pm »
Quote from: "Stof"
It's true that Render to texture isn't required to make that. But ou need to add a 2D GUI renderer to the game for that to work ;) Like Doom 3.

Also, you'll note that Unreal Tournament had such weapon indicators for a looong time ( and even ingame scoreboard anouncement ... ) and it worked with Glide.


1 I just had a look in /ui dir, I think I'l hack healthbar in hud first (looks so simple) and teammates healthbar under nicks
bzzz bzzz

  int     *health;
  float   w, x;

  if( !cg_drawCrosshair.integer )
    return;

  if( !cg_drawCrosshairNames.integer )
    return;

  if( cg.renderingThirdPerson )
    return;

  // scan the known entities to see if the crosshair is sighted on one
  CG_ScanForCrosshairEntity( );

  // draw the name of the player being looked at
  color = CG_FadeColor( cg.crosshairClientTime, 1000 );
  if( !color )
  {
    trap_R_SetColor( NULL );
    return;
  }

  name = cgs.clientinfo[ cg.crosshairClientNum ].name;
 health = cgs.clientinfo[ cg.crosshairClientNum ].health;
  w = CG_Text_Width( name, scale, 0 );
  x = rect->x + rect->w / 2;
  CG_Text_Paint( x - w / 2, rect->y + rect->h, scale, color, name, 0, 0, textStyle );
 CG_Text_Paint( x - w / 2, rect->y + rect->h + 1, scale, color, health, 0, 0, textStyle );

that should display health of teammates, in wrong place I'm sure (no way to test it out without bots or someone to help me)

2 nev rev in svn (809) , but none of my patches made it :/

3 Unreal Tournament  had it? I cant seem to remember it, hmm maybe ammo count on pulserifle or something, yes

Moofed

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« Reply #11 on: August 12, 2006, 04:25:29 pm »
Apparently I know nothing about opengl.  :evil:  Then why did it take Epic/icculus so long to make the license plates work in ut2004?

Teiman

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« Reply #12 on: August 12, 2006, 05:50:08 pm »
Maybe can be usefull to add a temporal bar while you are healing a building. This way you dont need to check the real bar of the building. And will be usefull to know if you are healing or not. Whatever is done, will polish the game even more, that is a good thing.


You can test 2 players setup easy:

 - Start a  tremulous game (non dedicated), windomize
 - Start another tremulous, join the first one.

TADA!! .. 2 players. On my OS theres no sound on the 2th engine, but still work well everything else.

rasz_pl

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« Reply #13 on: August 12, 2006, 07:26:51 pm »
Quote from: "Teiman"
You can test 2 players setup easy:

 - Start a  tremulous game (non dedicated), windomize
 - Start another tremulous, join the first one.

TADA!! .. 2 players. On my OS theres no sound on the 2th engine, but still work well everything else.


just did that under linux, works, but biachy slow :/
will check my teammate hack in a sec, then work on building health in hud

Aninhumer

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« Reply #14 on: August 13, 2006, 03:40:13 pm »
Isn't there some way to draw them overlapping everything else, but in the same place as the early ones.
The bar being on the HUD somewhere is good too, but you still might need some way of telling which buildings are damaged, smoke is quite obvious, but nevertheless.

Teiman

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« Reply #15 on: August 13, 2006, 04:02:33 pm »
Quote from: "Aninhumer"
Isn't there some way to draw them overlapping everything else, but in the same place as the early ones.
The bar being on the HUD somewhere is good too, but you still might need some way of telling which buildings are damaged (Smoke is quite obvious, but nevertheless) even just a little bit, every bit of repair work counts.


The problem here is: Tremulous is perfect. So Is very hard to add something that dont substract from the game.

That is a good example: Imho what can be usefull if tiny icons of the buildings on the builder radar. With a color scheme related to damage. That way with a simple change you know: Where, What and Health.
But that will make the game more complex, that is a bad thing for a perfect game :/

Stof

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« Reply #16 on: August 13, 2006, 04:06:13 pm »
Quote from: "Teiman"
The problem here is: Tremulous is perfect.

:eek:

Nothing is perfect. And perfect balance isn't something you want : priority is a fun game for all, NOT balance.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

Nux

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« Reply #17 on: August 13, 2006, 04:14:20 pm »
For the purposes of political correctness, in one of the preceeding posts we will now replace the word 'perfect' with the more appropriate phrase "already very well made ( I fear that such changes might lead to a less balanced game or the creation of some daft third race comprised of watermelon)."

Quote from: "Teiman"
The problem here is: Tremulous is already very well made ( I fear that such changes might lead to a less balanced game or the creation of some daft third race comprised of watermelon).

Aninhumer

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« Reply #18 on: August 13, 2006, 04:48:38 pm »
Well, now I come to think of it I prefer my second idea.
I think you have a point about changes being hard without major impact, but this is more relevant to game balance (or lack thereof).
It will be quite hard to add cool new things to the teams on a tactical level, without affecting game balance somewhat. Purely cosmetic changes do not fall within this bracket.

Stof

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« Reply #19 on: August 13, 2006, 05:46:24 pm »
Quote from: "Nux"
"already very well made ( I fear that such changes might lead to a less balanced game or the creation of some daft third race comprised of watermelon)."

But this applies to any change proposal. Must the game be stuck in perpetual sameness ? Always the same thing will get boring. And although the game is nearly balanced, it could be made more fun : get rid of long annoying egg hunts and horribly overpowered camping base spots which only serve to drag the game length. Also, expert players say that for high level play, a good human team will own a good alien team and so, the game isn't yet perfectly balanced :D
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

Teiman

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« Reply #20 on: August 13, 2006, 07:30:17 pm »
Yea!

 1) Identify weakness on the game.
 2) Fix that weakness that dont introduce new weakness.

My post rant about: because Trem is nearly perfect is hard to fix something withouth adding weakness elsewhere. Ex: Complexity is a weakness.

Our current weakneess is fix building can be hard, because you can't see the health bar of buildings. I hope for a solution that make the game easier, and not add much complexity and is doable.

sorry.

Nux

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« Reply #21 on: August 13, 2006, 08:44:06 pm »
Yup. I'm all for change if there's a problem to start with:

"If it isnt broken. Fix it till it is" =P

Tweaking is preferable in this case. Major changes would annoy the hell out of alot of people.