Author Topic: Team Intermission Base Change  (Read 6446 times)

swamp-cecil

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Team Intermission Base Change
« on: July 01, 2011, 01:34:43 pm »
(Im pretty sure this is the correct forum for this thread)
Lets say the aliens have a really bad default base, so they move. When their base is up and they die, they get ann intermission where their base is even though nothing is there.
The idea is that when the Overmind/Reactor gets movedd to a different zone, the target_location it is closest to is activated and it points to a new entity, an "Info_Base_Intermission" which is the new base intermission camera for that team instead of watching a dead zone.
If there is no RC/OM it goes back to the info_alien/human_intermission, and  if it is built in an unkown location, it would be at the info_alien/human_intermission.
Of course this means every map would have to be rebuilt, but if this idea is applied and there are no target_location pointing to an "Info_Base_Intermission", it would stay at the info_alien/human_intermission to avoid bugs and crashes.
Feedback?
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David

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Re: Team Intermission Base Change
« Reply #1 on: July 01, 2011, 02:06:27 pm »
Interesting idea.

You'd have to be careful to make sure there isn't situations where if you build the RC right up against the wall it switches to a view point on the other side of the wall that covers something of tactical interest.
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CreatureofHell

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Re: Team Intermission Base Change
« Reply #2 on: July 01, 2011, 03:22:23 pm »
How often do you actually look at the intermission screen?
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Plague Bringer

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Re: Team Intermission Base Change
« Reply #3 on: July 01, 2011, 05:22:12 pm »
How often do you actually look at the intermission screen?
Why not just do away with the intermissions all together, eh? I spend more time glancing at the intermission screen throughout a game than I do the levelshot. Let's do away with that, too. I know you're not suggesting we remove a feature, but instead suggesting that we simply don't add one, but a useless feature has no place in a game, does it?

About David's comment, I think the most reliable way to do this would be with predetermined intermission locations. Say we have a new shader called shader_room, right? Everything in this shader shares a location entity, and when the RC is built in this room, the humans use the info_human_intermission that was placed in this room. This would avoid exploits that involve the camera clipping outside of the map (which would be hard to control ingame, anyway. I'm quite sure there's no way to determine what's inside and what's outside post-compile). It would also implement an easier way to accurately control where location ents start and end.
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UniqPhoeniX

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Re: Team Intermission Base Change
« Reply #4 on: July 01, 2011, 06:31:19 pm »
Another option is to have the view at the egg/node where you would spawn from (that space can't be blocked without killing the spawn), and if there are none, default to specing a live teammate. If there are no living teammates either, the game is over anyway. This could be extended to allow choosing your spawn point.

Celestial_Rage

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Re: Team Intermission Base Change
« Reply #5 on: July 01, 2011, 06:48:41 pm »
WoGoMo made a patch that allows you to specify custom intermission views. That could be adapted to your idea. Patch Link
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/dev/humancontroller

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Re: Team Intermission Base Change
« Reply #6 on: July 01, 2011, 09:55:40 pm »
Another option is to have the view at the egg/node where you would spawn from (that space can't be blocked without killing the spawn)
technically, due to Tremulous code suckage, the egg/node will not die from the world if the spawn space is also blocked by a player.

Asvarox

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Re: Team Intermission Base Change
« Reply #7 on: July 01, 2011, 10:15:36 pm »
Why not make intermission show "main building's perspective". What I mean is place the camera a little bit further from OM/RC pointing at where the builder was when he placed it. I can't describe it in english for some reason, so I made screens :)
http://img834.imageshack.us/img834/6194/shot0006bn.jpg (there's RC right behind)
http://img546.imageshack.us/img546/4799/shot0004b.jpg

That, I guess, would do the trick. Sure, planned intermissions would be better, but this solution doesn't require redoing all the maps.
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Tremulant

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Re: Team Intermission Base Change
« Reply #8 on: July 02, 2011, 03:54:40 am »
Why not make intermission show "main building's perspective". What I mean is place the camera a little bit further from OM/RC pointing at where the builder was when he placed it
While i'm not sure that it's really worth bothering to relocate the spawn view, that's actually not a bad idea, and it makes it that much easier to track down an unannounced base move.
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swamp-cecil

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Re: Team Intermission Base Change
« Reply #9 on: July 03, 2011, 02:28:07 pm »
Most of you guys think I mean that we place the intermission camera in front on teh main structure. Although, from Asvarox's pictures it would look cool it may be placed at a wall and nobody can see it. Let me clear it.
About David's comment, I think the most reliable way to do this would be with predetermined intermission locations. Say we have a new shader called shader_room, right? Everything in this shader shares a location entity, and when the RC is built in this room, the humans use the info_human_intermission that was placed in this room. This would avoid exploits that involve the camera clipping outside of the map (which would be hard to control ingame, anyway. I'm quite sure there's no way to determine what's inside and what's outside post-compile). It would also implement an easier way to accurately control where location ents start and end.
This was my idea, however it is used with a target location. So when the RC/OM is in that target_location room, it points to a camera with a pre-determined place so it doesn't clip outside the map.
A famous example in a map where this would be important would be spacetracks, the one(s) with the elevator room. The humans would make their base in the elevator room, but the aliens would place a FWD in their default. The players in intermission can check if the booster is up, the eggs or even if their OM is being moved their. So in a way the camera is a spy.
And for older maps, if a target_location doesn't target a info_base_intermission, the camera is at the default info_alien/human_intermission.
I hop I cleared my idea up.
« Last Edit: July 03, 2011, 02:31:48 pm by swamp-cecil »
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

CreatureofHell

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Re: Team Intermission Base Change
« Reply #10 on: July 03, 2011, 07:48:52 pm »
The problem with your idea is that it works based on where you think people might be likely to build a base. The good thing about the camera pointing from the main structure to where the builder placed it means that it won't be in a wall.
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Asvarox

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Re: Team Intermission Base Change
« Reply #11 on: July 08, 2011, 09:23:39 am »
Yeah, your idea gives much more control on what players are going to see, but requires redoing all the maps and assumes mappers will remember about those "local intermissions". Some will, some wont, some wont give a crap. Mine idea probably requires few lines of code and that's it. I guess it's possible to implement both, display local intermission where possible, if main structure is in the room without one or without target_location at all, show the camera from main structure perspective.
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Plague Bringer

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Re: Team Intermission Base Change
« Reply #12 on: July 08, 2011, 10:50:41 pm »
Yeah, your idea gives much more control on what players are going to see, but requires redoing all the maps and assumes mappers will remember about those "local intermissions". Some will, some wont, some wont give a crap. Mine idea probably requires few lines of code and that's it. I guess it's possible to implement both, display local intermission where possible, if main structure is in the room without one or without target_location at all, show the camera from main structure perspective.
Your idea is much less complex, though from an aesthetic point of view I prefer mine/swamp-cecil's. I vote for yours.

Does anyone have an idea about the coding necessary?
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Celestial_Rage

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Re: Team Intermission Base Change
« Reply #13 on: July 09, 2011, 10:12:13 pm »
Does anyone have an idea about the coding necessary?

WoGoMo made a patch that allows you to specify custom intermission views. That could be adapted to your idea. Patch Link

I would guess that very little coding is required. You just have to isolate the part that specifies the custom point and then instead of specifying the points through the layout file, you would specify the points based on the location of the OM/RC
« Last Edit: July 09, 2011, 10:17:40 pm by Celestial_Rage »
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