Author Topic: New alien radar with friendly units  (Read 14220 times)

rasz_pl

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New alien radar with friendly units
« Reply #30 on: November 23, 2006, 09:30:48 am »
Quote from: "PHREAK"
Quite nice rasz_pl.
It might take some time adjusting to it but it looks very promising.
One problem i see isn't with your radar but rather mapping.
Similar to the cases where a human just appears around a corner without the radar picking up on it, imagine how much faster a charging tyrant will run u over without even knowing ur there.


https://bugzilla.icculus.org/show_bug.cgi?id=2702
/me still thinks there should be a procedure to check all players positions globally regardless of bsp tree

next_ghost

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New alien radar with friendly units
« Reply #31 on: November 23, 2006, 12:43:01 pm »
Quote from: "rasz_pl"
3 no idea, I still dont understand how the svn works in Tremulous. GAME.QVM patches go to svn, CGAME.qvm dont, ..... unless TJW makes them (MD zoom on mouse2), then thers no problem to patch cgame in svn (?!?!) ... so its a gray area :/


I told you twice already: Every patch has to be tested before it can be submitted to SVN. CGAME patches have too few testers because they require separate client release to get them working.
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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New alien radar with friendly units
« Reply #32 on: November 23, 2006, 01:45:40 pm »
Quote from: "next_ghost"
Quote from: "rasz_pl"
3 no idea, I still dont understand how the svn works in Tremulous. GAME.QVM patches go to svn, CGAME.qvm dont, ..... unless TJW makes them (MD zoom on mouse2), then thers no problem to patch cgame in svn (?!?!) ... so its a gray area :/


I told you twice already: Every patch has to be tested before it can be submitted to SVN. CGAME patches have too few testers because they require separate client release to get them working.


so who and when tested "MD zoom on mouse2"?

raf

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New alien radar with friendly units
« Reply #33 on: November 23, 2006, 02:10:56 pm »
the difference may be that tjw knows what he is doing ;-)

vcxzet

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New alien radar with friendly units
« Reply #34 on: November 23, 2006, 03:55:54 pm »
Quote from: rasz_pl
so who and when tested "MD zoom on mouse2"?

erm I dont think it needs testing just a small change
Quote from: "raf"
the difference may be that tjw knows what he is doing ;-)

:D he fixes bugs at light speed

techhead

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New alien radar with friendly units
« Reply #35 on: November 23, 2006, 04:02:07 pm »
Has anyone fixed the problem with models dropping below the hitbox yet?
Eg.
Hovel/booster on ramp in ATCS
Building inside boxes on Tremor
Building Armory/Medistation/Telenode overhanging some ledges
I'm playing Tremulous on a Mac!
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Techhead||TH
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Copy and paste Granger into your signature!

raf

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New alien radar with friendly units
« Reply #36 on: November 23, 2006, 04:14:54 pm »
iirc thats fixed in svn

Risujin

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New alien radar with friendly units
« Reply #37 on: November 23, 2006, 04:31:26 pm »
Quote from: "vcxzet"
Quote from: "rasz_pl"
so who and when tested "MD zoom on mouse2"?

erm I dont think it needs testing just a small change
Quote from: "raf"
the difference may be that tjw knows what he is doing ;-)

:D he fixes bugs at light speed

No one tested it. The first thing a trem player says when they play the SVN mdriver is "why is zoom broken?".

Balance mod has a lot of client side changes, including a new team-colored radar for both sides and zooming with +zoom AND mouse2. I had the idea to backport these as patches to SVN but I dont get the feeling that these kinds of changes are welcome in SVN yet. They are still focusing on fixing bugs and there are higher priority patches than client side appearance tweaks.

Stof

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New alien radar with friendly units
« Reply #38 on: November 23, 2006, 05:22:44 pm »
Quote from: "Risujin"
No one tested it. The first thing a trem player says when they play the SVN mdriver is "why is zoom broken?".

Ah! Stop keeping all that legacy crap. People will learn to use mouse2 fast enouth. And if not, then we should restore a +zoom which shows a big fat blinking popup that autocloses 60 seconds later and not a second less written : "Use mouse 2 stupid!" Additionally, you'll automaticaly starting running in circles to show all aliens around how defensless you are.

Now THAT will teach them fast enouth how to zoom with the MD.
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.

kevlarman

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New alien radar with friendly units
« Reply #39 on: November 23, 2006, 06:23:20 pm »
Quote from: "techhead"
Has anyone fixed the problem with models dropping below the hitbox yet?
Eg.
Hovel/booster on ramp in ATCS
Building inside boxes on Tremor
Building Armory/Medistation/Telenode overhanging some ledges
the building inside boxes on tremor is fixed, but models will still fall off of ledges, the only difference is that they will jump up onto anything that goes under the model (no more confusing people with 2 turrets inside each other, that was fun...)
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| #
|.@.-##
-----

vcxzet

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New alien radar with friendly units
« Reply #40 on: November 23, 2006, 06:30:23 pm »
Quote from: "kevlarman"
the only difference is that they will jump up onto anything that goes under the model (no more confusing people with 2 turrets inside each other, that was fun...)

looks strange though

rasz_pl

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New alien radar with friendly units
« Reply #41 on: November 23, 2006, 07:07:32 pm »
Quote from: "kevlarman"
Quote from: "techhead"
Has anyone fixed the problem with models dropping below the hitbox yet?
Eg.
Hovel/booster on ramp in ATCS
Building inside boxes on Tremor
Building Armory/Medistation/Telenode overhanging some ledges
the building inside boxes on tremor is fixed, but models will still fall off of ledges, the only difference is that they will jump up onto anything that goes under the model (no more confusing people with 2 turrets inside each other, that was fun...)


/me doesnt think so, I tested svn code earlier and it wasnt fixed + no patch in bugzilla (only "patched internally, will send patch later"
anyway current svn code is broken

src/cgame/cg_main.c:1720: unknown field `pmext' of `cg_t'
src/cgame/cg_main.c:1720: unknown field `pmext' of `cg_t'
make[1]: *** [build/release-linux-x86/base/cgame/cg_main.asm] Error 1
make[1]: Leaving directory `/home/rasz/source/trunk1'
make: *** [build_release] Error 2
rasz@capek:~/source/trunk1$ rasz@capek:~/source/trunk1/src/cgame$ svn update
At revision 848.

Risujin

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New alien radar with friendly units
« Reply #42 on: November 23, 2006, 08:08:40 pm »
Quote from: "rasz_pl"
src/cgame/cg_main.c:1720: unknown field `pmext' of `cg_t'
src/cgame/cg_main.c:1720: unknown field `pmext' of `cg_t'
make[1]: *** [build/release-linux-x86/base/cgame/cg_main.asm] Error 1
make[1]: Leaving directory `/home/rasz/source/trunk1'
make: *** [build_release] Error 2
rasz@capek:~/source/trunk1$ rasz@capek:~/source/trunk1/src/cgame$ svn update
At revision 848.

Haha .. maybe it should be pnext of cg_t? So much for testing before a commit. :D

vcxzet

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New alien radar with friendly units
« Reply #43 on: November 23, 2006, 08:10:31 pm »
Quote from: "rasz_pl"
Quote from: "kevlarman"
Quote from: "techhead"
Has anyone fixed the problem with models dropping below the hitbox yet?
Eg.
Hovel/booster on ramp in ATCS
Building inside boxes on Tremor
Building Armory/Medistation/Telenode overhanging some ledges
the building inside boxes on tremor is fixed, but models will still fall off of ledges, the only difference is that they will jump up onto anything that goes under the model (no more confusing people with 2 turrets inside each other, that was fun...)


/me doesnt think so, I tested svn code earlier and it wasnt fixed + no patch in bugzilla (only "patched internally, will send patch later"
anyway current svn code is broken

src/cgame/cg_main.c:1720: unknown field `pmext' of `cg_t'
src/cgame/cg_main.c:1720: unknown field `pmext' of `cg_t'
make[1]: *** [build/release-linux-x86/base/cgame/cg_main.asm] Error 1
make[1]: Leaving directory `/home/rasz/source/trunk1'
make: *** [build_release] Error 2
rasz@capek:~/source/trunk1$ rasz@capek:~/source/trunk1/src/cgame$ svn update
At revision 848.

I dont know what you are doing wrong but it compiles I got that error 2 months ago and tjw updated it in a minute and it was working  again
try getting a clean svn
edit:
svn 818
* my patch for bug 2758 neglected to add the new pmext struct into the
  cgame code causing client crash when pouncing (oops)
ok not the same but I compiled it successfully

rasz_pl

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New alien radar with friendly units
« Reply #44 on: November 23, 2006, 08:38:44 pm »
<br>


<br>

and the funny part, make those binds :
bind [ "team aliens; class builderupg; class builder"
bind ] "team humans; class ackit; class ckit"

fire up svn trem and press [ and ], you will hear HUMAN pain sound when spawning as granger and Granger pain sound when spawning as human ..

Quote from: "next_ghost"
tested before it can be submitted to SVN.


Im pretty sure its the cgame code making those sounds in wrong places :)

Quote from: "next_ghost"
CGAME patches have too few testers because they require separate client release to get them working.


too few testers, so lets NOT patch and test the code at all, brilliant, and so logical ! :)

kevlarman

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New alien radar with friendly units
« Reply #45 on: November 23, 2006, 08:41:11 pm »
Quote from: "rasz_pl"
Quote from: "kevlarman"
Quote from: "techhead"
Has anyone fixed the problem with models dropping below the hitbox yet?
Eg.
Hovel/booster on ramp in ATCS
Building inside boxes on Tremor
Building Armory/Medistation/Telenode overhanging some ledges
the building inside boxes on tremor is fixed, but models will still fall off of ledges, the only difference is that they will jump up onto anything that goes under the model (no more confusing people with 2 turrets inside each other, that was fun...)


/me doesnt think so, I tested svn code earlier and it wasnt fixed + no patch in bugzilla (only "patched internally, will send patch later"
anyway current svn code is broken

src/cgame/cg_main.c:1720: unknown field `pmext' of `cg_t'
src/cgame/cg_main.c:1720: unknown field `pmext' of `cg_t'
make[1]: *** [build/release-linux-x86/base/cgame/cg_main.asm] Error 1
make[1]: Leaving directory `/home/rasz/source/trunk1'
make: *** [build_release] Error 2
rasz@capek:~/source/trunk1$ rasz@capek:~/source/trunk1/src/cgame$ svn update
At revision 848.
i just checked out a clean copy of svn 848 and it compiled just fine.
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| #
|.@.-##
-----

rasz_pl

  • Guest
New alien radar with friendly units
« Reply #46 on: November 23, 2006, 08:49:55 pm »
Quote from: "kevlarman"
i just checked out a clean copy of svn 848 and it compiled just fine.


yes, it was pebkac, still my point about lack of cgame patches in svn and lack of proper testing stands