Author Topic: Designated builders: Feature design  (Read 54598 times)

next_ghost

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« Reply #60 on: September 27, 2006, 06:59:31 pm »
Quote from: "doomagent13"
i dont kno how common this is, but i try to decon human structures when they are about to explode (preventing blast damage)

what happens if a protected structure is imminently going to explode?


Finally something really useful. I'll make structures which are about to explode drop their protection.
If my answer to your problem doesn't seem helpful, it means I won't help you until you show some effort to fix your problem yourself!
1.2.0 release's been delayed for 5:48:00 already because of stupid questions.

Stof

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« Reply #61 on: September 27, 2006, 07:04:44 pm »
Quote from: "next_ghost"
Quote from: "doomagent13"
i dont kno how common this is, but i try to decon human structures when they are about to explode (preventing blast damage)

what happens if a protected structure is imminently going to explode?


Finally something really useful. I'll make structures which are about to explode drop their protection.

While your at it, make the same for the anti decon protection when in SD. I got hit by that "feature" in a game not long ago and in SD, you really want to minimise the damage on turrets :/
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.

next_ghost

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« Reply #62 on: September 27, 2006, 07:34:01 pm »
Quote from: "Stof"
While your at it, make the same for the anti decon protection when in SD. I got hit by that "feature" in a game not long ago and in SD, you really want to minimise the damage on turrets :/


You mean the "can't decon anything during SD" thing?
If my answer to your problem doesn't seem helpful, it means I won't help you until you show some effort to fix your problem yourself!
1.2.0 release's been delayed for 5:48:00 already because of stupid questions.

Stof

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« Reply #63 on: September 27, 2006, 07:56:12 pm »
Quote from: "next_ghost"
Quote from: "Stof"
While your at it, make the same for the anti decon protection when in SD. I got hit by that "feature" in a game not long ago and in SD, you really want to minimise the damage on turrets :/


You mean the "can't decon anything during SD" thing?

Yes, that one.
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 #64 on: September 27, 2006, 08:25:06 pm »
I am sorry next, but it doesnt work :(
I mean it works like you wanted, but its useless on the server. Today I tried to be the builder on transit as a human. 3 other idiots wanted to help me by spreading turrets in the big room, deconning reac cover, building armory in the middle of the room, building telenodes instead of turrets,  deconning medi and so on ... long story short after I made myselfe dedicated i had to rebuild every single structure again to make it protected from those moronic helpers ... I ended up kicking the guy that kept stealing my BPs to put some lonelly turret in the middle of nowhere :(. 15 minutes of constant fighting with 3 other builders, oh the flustration. One of them almost deconned reac because he had this idea of moving while 2 goons jumped outside of the base, he stopped when I told him Ill kick him.

 It just doesnt work too well. Please add !denybuild to the server qvm. Its faster, simplier and just works (the guy you just denied building gets it in no time that ckit no longer works except repair mode and goes to feed instead of stealing your BPs when you want to move something).

next_ghost

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« Reply #65 on: September 27, 2006, 08:30:13 pm »
I've just uploaded the patch that removes both DB and SD protection from structures which are about to explode.

rasz, you had to rebuild everything because they put everything in terrible places or because you forgot that you can toggle protection on existing structures by reload key or /protect? Anyway, KOCOUR still doesn't use one very important feature - the permanent designation.
If my answer to your problem doesn't seem helpful, it means I won't help you until you show some effort to fix your problem yourself!
1.2.0 release's been delayed for 5:48:00 already because of stupid questions.

Stof

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« Reply #66 on: September 27, 2006, 08:35:11 pm »
He said it was because they were using up all BP placing buildings in bad places.

Suggestion : add a !reservebp x command that only the designated builders can use. When done, all the other builders cannot use the last x BPs themselves for the rest of the map.
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 #67 on: September 27, 2006, 08:35:17 pm »
Quote from: "next_ghost"
rasz, you had to rebuild everything because they put everything in terrible places or because you forgot that you can toggle protection on existing structures by reload key or /protect?


DoH ! :)

but it still lets lame ass newbie turretsitters to steal your BPs when you move stuff just to place that one turret in the middle of the nowhere to sit on it :(
I spend a good 10 mins of that game on running after those idiots deconning useless stuff, running back where I wanted to place telenode and ... running BACK to decon useless shit again, becouse they build it again in the mean time :/

Aninhumer

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« Reply #68 on: September 27, 2006, 09:18:02 pm »
No it wouldn't, if you wanted to move a turret, you reserve 8 BP before you decon, that way they can't build anything with the spare points.

next_ghost

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« Reply #69 on: September 27, 2006, 09:22:08 pm »
Looks like TJW has beaten me to the SD protection thing. TJW SVN821 and above servers protect only structures with health > 0 in SD.

Quote from: "Stof"
He said it was because they were using up all BP placing buildings in bad places.


That's not a reason to rebuild absolutely everything.

Quote
Suggestion : add a !reservebp x command that only the designated builders can use. When done, all the other builders cannot use the last x BPs themselves for the rest of the map.


I thought about that already but I think that when reserved points left drop below 1/total bp below 8 or when all designated builders sell ckit (and all dead designated builders select rifle), the reservation should be cancelled automatically. Also if there're no telenodes and no designated builder with ckit (but at least one designated builder is waiting for class selection or for spawn as builder so reservation cannot be cancelled yet), the reservation should allow at least 10 free bps.

If !reservebp gets no arguments, it should default to reserving all bps available.

Now there's a question, if there's an active reservation and somebody decons something or something is destroyed (ignore solutions 3 and 5), should it add to the reservation? Possible solutions:
1) Always
2) Never
3) Only if the deconner is a designated builder
4) Only if all build points are reserved
5) Only if the deconner is a designated builder and all build points are reserved
If my answer to your problem doesn't seem helpful, it means I won't help you until you show some effort to fix your problem yourself!
1.2.0 release's been delayed for 5:48:00 already because of stupid questions.

Stof

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« Reply #70 on: September 27, 2006, 10:01:32 pm »
I think it should be something like that : As is is now, it is forbidden to have less than 0 BP left after you build something. When you reserve x points, non dedicated builders are then forbidden to build if there will be less than x points left after they do it. Simple and effective.

Standard usage would proably be to reserve 8 or 10 points for when you need to move a few buildings around, and remove the reservation when you are finished.
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 #71 on: September 28, 2006, 09:47:11 am »
question to all the ppl in this topic but next : have you used !designate ????

I did and it just doesnt work as it should :( I want !denybuild :cry: :cry:

Edit: Its a disaster, griefers build eggs in boxes, outside of the karith map (under) and I cant do shit about it, not only I cant deny building but I dont see "is being build" messages to know who did it.

Menace13

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« Reply #72 on: September 28, 2006, 10:32:29 pm »
I think this is a good idea, but it won't be good in some situations. What if there is some new admin builder and he keeps deconning everything you build, then you get stopped from building cause he wants to do it? Now what if a n00b is yelling at you to stop deconning and you give a reason not to and an admin agrees that what you are doing is better and stops the n00b from building?

Just giving two of my points of view. I hope you get it done soon, it will be interesting on SST. :wink:

but a small twisty barrel will have small pew pew's, and small pew pew's can hurt mr.tyrant.

Paradox

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« Reply #73 on: September 29, 2006, 04:03:05 am »
I emailed next_ghost asking for instructions on how to compile it to run on our windows server. If anyone could tell me how to do this, or better yet, provide the exe, that would rock.

∧OMG ENTROPY∧

rasz_pl

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« Reply #74 on: September 29, 2006, 05:56:21 am »
Quote from: "Menace13"
I think this is a good idea, but it won't be good in some situations. What if there is some new admin builder


1 choosing admins is server Ops job
2 have you seen a situation you described? NO, and I suffer every day with lack of !denybuild.

Quote from: "Paradox"
I emailed next_ghost asking for instructions on how to compile it to run on our windows server. If anyone could tell me how to do this, or better yet, provide the exe, that would rock.


not exe, its game.qvm, get a patch from bugzilla and compile

next_ghost

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« Reply #75 on: September 29, 2006, 09:37:57 am »
Quote from: "Paradox"
I emailed next_ghost asking for instructions on how to compile it to run on our windows server. If anyone could tell me how to do this, or better yet, provide the exe, that would rock.


No email has arrived so far. Anyway, the instructions depend on whether you want to use it with TJW or with vanilla SVN824 codebase.

For vanilla SVN824, simply checkout Tremulous SVN (`svn checkout svn://svn.icculus.org/tremulous/trunk` command), grab all non-obsolete attachments from https://bugzilla.icculus.org/show_bug.cgi?id=2857 and apply them on the sources you've checked out earlier (using `patch -p0 <patchfile` command from trunk/ directory). The big patch should go first, otherwise the patch program will complain about line offsets. Then run `make BUILD_CLIENT=0 BUILD_GAME_QVM=1` again from trunk/ directory. If you want to use TJW's tremded.exe, you can also add 'BUILD_SERVER=0' parameter to the make command. It'll skip files you don't need and save some compilation time. When compilation is over, you'll find your new files in trunk/build/release-something/. You should then follow installation instructions from http://tjw.org/tremulous/SETUP.txt.

For TJW, I'd beter send you complete KOCOUR-CZ patch because using TJW and designated builder together requires some manual changes to the code.

If you have some Linux box around, you should compile the sources there (in that case, you'll HAVE to use TJW's tremded.exe), Windows suck really hard for this kind of work. If you have no Linux box around, you could use Cygwin to ease the patching and compilation. You'll need Subversion (svn command), Patch (patch command), Make (make command) and GCC, you'll find them among Cygwin packages when you run Cygwin setup.exe. However, I'm not sure if tremded.exe compiled in Cygwin will work outside Cygwin environment.
If my answer to your problem doesn't seem helpful, it means I won't help you until you show some effort to fix your problem yourself!
1.2.0 release's been delayed for 5:48:00 already because of stupid questions.

Paradox

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« Reply #76 on: September 29, 2006, 10:57:32 pm »
Im using TJW on windows server 03. If you could give me a compiled windows version that would be great.

∧OMG ENTROPY∧

Paradox

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« Reply #77 on: September 30, 2006, 10:35:08 pm »
I have it installed, but i see no denybuild command, only designate and undesignate.

∧OMG ENTROPY∧

rasz_pl

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« Reply #78 on: September 30, 2006, 11:11:14 pm »
Quote from: "Paradox"
I have it installed, but i see no denybuild command, only designate and undesignate.


exactly my point :)
PM/@ Chojin for a !denybuild patch

kevlarman

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« Reply #79 on: September 30, 2006, 11:11:44 pm »
Quote from: "Paradox"
I have it installed, but i see no denybuild command, only designate and undesignate.
the you will have to ask the alien's wrath people for the !denybuild patch.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

Paradox

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« Reply #80 on: October 01, 2006, 12:14:10 am »
Who? Email address please.

Also, is there any way to see who is a dedicated builder, and to disable the carryover between games?

∧OMG ENTROPY∧

next_ghost

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« Reply #81 on: October 01, 2006, 08:26:16 am »
Quote from: "Paradox"
Who? Email address please.

Also, is there any way to see who is a dedicated builder, and to disable the carryover between games?


There is no carryover. You have to select a team after mapchange and that will cancel designation even if it was carried over from the last map.
If my answer to your problem doesn't seem helpful, it means I won't help you until you show some effort to fix your problem yourself!
1.2.0 release's been delayed for 5:48:00 already because of stupid questions.

rasz_pl

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« Reply #82 on: October 01, 2006, 02:42:40 pm »
Quote from: "Paradox"
Who? Email address please.



http://tremulous.net/phpBB2/profile.php?mode=viewprofile&u=971

Paradox

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« Reply #83 on: October 01, 2006, 07:26:01 pm »
People keep seeing designation restored messages, even though only level 5s on SST have the # flag.

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Chojin

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« Reply #84 on: October 01, 2006, 09:22:27 pm »
Hey guys,

you can find all the patches (including !deny/allowbuild) peoro and me wrote from HERE.

Paradox

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« Reply #85 on: October 01, 2006, 10:55:27 pm »
Could we get a hybred of the 2 patches, combining denybuild and designate, but keeping the new sd system and new poision.

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next_ghost

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« Reply #86 on: October 03, 2006, 08:10:29 pm »
Quote from: "Paradox"
People keep seeing designation restored messages, even though only level 5s on SST have the # flag.


KOCOUR-CZ runs exactly the same code right now. Can anyone verify it there?
If my answer to your problem doesn't seem helpful, it means I won't help you until you show some effort to fix your problem yourself!
1.2.0 release's been delayed for 5:48:00 already because of stupid questions.

Quaoar

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« Reply #87 on: October 04, 2006, 05:33:55 am »
Quote from: "rasz_pl"
I am sorry next, but it doesnt work :(
I mean it works like you wanted, but its useless on the server. Today I tried to be the builder on transit as a human. 3 other idiots wanted to help me by spreading turrets in the big room, deconning reac cover, building armory in the middle of the room, building telenodes instead of turrets,  deconning medi and so on ...


Sounds like it's more of a case of n00bitis than anything else. You can't patch and mod and update against that.

rasz_pl

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« Reply #88 on: October 04, 2006, 02:16:59 pm »
Quote from: "Quaoar"

Sounds like it's more of a case of n00bitis than anything else. You can't patch and mod and update against that.


you can, its called !denybuild ...

Jaradcel

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« Reply #89 on: October 04, 2006, 02:59:55 pm »
Psst, just letting you know I'm quietly testing it for you and so far the new stuff is ok. ;)
TOP DRETCHING THE ENGINEER!!!! =(
And fer christsake, DON'T BUILD IF YOU DON'T HAVE A CLUE!