Author Topic: saving base layout  (Read 23481 times)

vcxzet

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saving base layout
« on: December 10, 2006, 03:55:19 pm »
I badly want to save my great base layout and load it
edit:
::IDEA::

it is really boring to play the same map with the same base layout all the time
but if you had base layouts saved you could load a different base layouts for the same map
which means different strategies for the same map each time it is loaded

Thorn

  • Guest
saving base layout
« Reply #1 on: December 10, 2006, 04:02:25 pm »
I badly want you to stop spamming.

vcxzet

  • Guest
saving base layout
« Reply #2 on: December 10, 2006, 06:46:17 pm »
Quote from: "Thorn"
I badly want you to stop spamming.

damn this is no spam I want to save my base layout I dont want hardcoded layout in map anymore
sigh
stop flaming ppl

Paradox

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saving base layout
« Reply #3 on: December 10, 2006, 08:21:20 pm »
Vcxzet, normally your posts aren't so crappy, but lately, you have been a troll.

∧OMG ENTROPY∧

kevlarman

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saving base layout
« Reply #4 on: December 10, 2006, 08:24:56 pm »
Quote from: "Paradox"
Vcxzet, normally your posts aren't so crappy, but always, you have been a troll.
fixed
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

  • Guest
saving base layout
« Reply #5 on: December 10, 2006, 09:53:18 pm »
Is it trolling to want a new feature in the feedback forum?
I am just requesting that feature
I call trolling what you are doing right now.
You are not doing anything useful for tremulous by calling me troll
you are wellcome to say my idea sucks but you just say troll troll blah blah

should I create a new account request new features from that account?
...
what is wrong with you

AND I STILL THINK SAVING BASE LAYOUT WOULD BE COOL

PIE

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saving base layout
« Reply #6 on: December 10, 2006, 09:56:41 pm »
... for use in actual games? (instant building a whole base is bad)
Load it into what/why?
Don't really get this idea atm.. please elucidate.

vcxzet

  • Guest
saving base layout
« Reply #7 on: December 10, 2006, 10:04:36 pm »
it is really boring to play the same map with the same base layout all the time
but if you had base layouts saved you could load a different base layouts for the same map
which means different strategies for the same map each time it is loaded

PIE

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saving base layout
« Reply #8 on: December 10, 2006, 10:07:56 pm »
Ah.. so you mean when the map loads it can load with a specific layout... might confuse the hell out of some people but I don't really see any problem with it as long as it happens at load, and not after.. sounds good to me :D!

Taiyo.uk

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saving base layout
« Reply #9 on: December 10, 2006, 10:36:47 pm »
Calm down people, this is not a troll thread!

Think about it - would it not make the game more interesting if each map could start with one of several "default bases" instead of always starting with the same hardcoded one every time? Wouldn't it make the debugging of building bugs easier if you could save the buildables layout? I like the idea, different servers could have their own sets of starting base locations, and the game could come with a set of example layouts of good bases as part of a building tutorial, etc.

Undeference

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saving base layout
« Reply #10 on: December 10, 2006, 10:46:58 pm »
Anyone here play Castles: Siege & Conquest? It's an old game published by Interplay in 1994. Anyway, in that game, you compete to be king of Bretagne. You can build castles on the different territories you capture. You can save your castle layouts to reuse for different territories if you are bored out of your mind of making a new castle for each of your territories.

I think for Tremulous it would make more sense to draw blueprints (so you know where to place things) than to actually start with the same base, otherwise it would just become like a saved game.
Need help? Ask intelligently. Please share solutions you find.

Thats what we need, helpful players, not more powerful admins.

rasz_pl

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saving base layout
« Reply #11 on: December 10, 2006, 11:17:42 pm »
+1
one thing than bothers me is some geniuses from some servers for noobs (letter S comes to mind) making 1000BP fortresses load at the start. But its not like I play there anyway :)

It could even be a simple text file

kozak6

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saving base layout
« Reply #12 on: December 10, 2006, 11:44:21 pm »
I don't know about saving base layouts...

But I am definitely behind the idea of having more than 1 default base.

It definitely would mix gameplay up a bit and make it a hell of a lot more interesting.

Bajsefar

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saving base layout
« Reply #13 on: December 11, 2006, 11:12:11 am »
Yes, this would make it exciting.
A number of random base locations at starting a map.

"Oh dear, seems the alien and human team started right next to  each others!"

...

interesting.

Neo

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saving base layout
« Reply #14 on: December 11, 2006, 12:00:11 pm »
Quote from: "Bajsefar"
Yes, this would make it exciting.
A number of random base locations at starting a map.

"Oh dear, seems the alien and human team started right next to  each others!"

...

interesting.


or due to a bug they start in the same room.

The random starting base idea would be fun to try out.

vcxzet

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saving base layout
« Reply #15 on: December 11, 2006, 01:05:51 pm »
you will form two bases and save the layout
it is easy to save and load
I dont see a reason for a bug
they cant start near to eachother if the one that saved the layout did not form them next to eachother

rasz_pl

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saving base layout
« Reply #16 on: December 11, 2006, 02:21:42 pm »
vcxzet look into the code what and where defines buildables placements at the beggining of the map

techhead

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saving base layout
« Reply #17 on: December 11, 2006, 09:02:08 pm »
The two question on any feedback post:
1. Is it feasible to code?
I hope so.
2. Is it worth adding as far as game-play concerns go?
Yes it is.
I'm playing Tremulous on a Mac!
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Undeference

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saving base layout
« Reply #18 on: December 11, 2006, 09:31:52 pm »
This would be an interesting designated builder ability (otherwise, you'll have 3 different people trying to use 4 different layouts -- unless they are chosen randomly at map start).
Need help? Ask intelligently. Please share solutions you find.

Thats what we need, helpful players, not more powerful admins.

rasz_pl

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saving base layout
« Reply #19 on: December 12, 2006, 01:53:43 am »
Quote from: "Undeference"
This would be an interesting designated builder ability (otherwise, you'll have 3 different people trying to use 4 different layouts -- unless they are chosen randomly at map start).


I see it as a set of premade layouts that MAPPER puts in the pk3 with the map, then server op can randomize/loop/set favourite layouts to kick in on every map load. Nothing to do with ckit users in the game. That way you could use current maps with new (fun/risky/surprising) layouts, and make new ones with multi base locations in mind. With /loadblueprint and /saveblueprint server ops could use custom layouts made by anybody.

wait, got another idea, commands:
/saveblueprint:
 Ability for a player to save own layouts locally. Lets call them blueprints. You build the base you like (or see the one you like in a game), go to console and to /saveblueprint myshittybase, do another base and do /saveblueprint myothershittybase.
 Now you have two files in your /base folder called myshittybase and myothershittybase. Files should be pure text for easy editing in text editor (to shuffle buildings order, you could use one blueprint for 100BP and 200BP server, server would just ignore the rest of the list after counting to currentBP), server would of course validate coordinates (just like it validates when you build).

/loadblueprint:
 available ONLY in /devmap mode, it would just load up the blueprint and place buildables accordingly. This way you could edit and fine tune your base layout. Just open console, devmp the mpa you like, then "/loadblueprint myshittybase" and you got whole base build. This command could be used by the server on every map load to load custop blueprints (reused code:P).

/hudblueprint:
 Now this is hot. You bind for example
bind F6 "/hudblueprint myshittybase"
bind F7 "/hudblueprint myothershittybase"
 you press F6 in the game and every time you get a granger/ckit you can see blue building shadows (you know, that stuff you see when placing buildable), now aiming ckit at one of those shadows and pressing LMB would build that particular structure (if you got BPs available). Basically it loads blueprint to an active buffer. You can see this buffer every time you are a builder.

/copyblueprint:
 Collaboration - every other player could just look at you (point his crosshair at you and press a magic button with binded /showblueprint) to see your layout on the map, every granger/ckit could press his bind for /copyblueprint to copy your blueprint to his active buffer. This would make possible for few builders to build ONE base and for other players to see what you want to build and say "i like it"/"get the F outa here" or just know what to expect from you.

/showblueprint:
 mentioned above.

5 commands to implement, first two need file parser for loading/saving buildable entities to a blueprinttable, /hudblueprint code for displaying that blueprinttable content + ability to build shit you aim at, /showblueprint could use simple "/m nick message" to send blueprint to asking player since blueprint is an ordinary text. /copyblueprint just copies from temporary blueprinttable to the actual blueprinttable.


Do you follow my drift? Anyone up for a fight with this? I can code it if someone decides to help me.

and BTW vcxzet, for all the trolling and spamming you do (even I do less :P) this IDEA makes me repent all your sins :). Making base layous independent from the map is a suggestion of the year imo!

Mispeled

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saving base layout
« Reply #20 on: December 12, 2006, 02:34:53 am »
I think this is a very good idea. Certain base spots, like lamer spot on Niveus or slow door at karith, shouldn't be default spots though, you should still have to move there.


Another idea: reactor and OM are each placed on a completely random place in the map. :P

rasz_pl

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saving base layout
« Reply #21 on: December 12, 2006, 07:41:30 am »
Quote from: "rasz_pl"
vcxzet look into the code what and where defines buildables placements at the beggining of the map


src/renderer/tr_bsp.c
R_LoadEntities
But its a magic to me :(

vcxzet

  • Guest
saving base layout
« Reply #22 on: December 12, 2006, 08:35:51 am »
Quote from: "rasz_pl"
Quote from: "rasz_pl"
vcxzet look into the code what and where defines buildables placements at the beggining of the map


src/renderer/tr_bsp.c
R_LoadEntities
But its a magic to me :(

not that far

rasz_pl

  • Guest
saving base layout
« Reply #23 on: December 12, 2006, 11:48:09 am »
Quote from: "vcxzet"
Quote from: "rasz_pl"
Quote from: "rasz_pl"
vcxzet look into the code what and where defines buildables placements at the beggining of the map


src/renderer/tr_bsp.c
R_LoadEntities
But its a magic to me :(

not that far


not that far WHAT?

Dj_Pong

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saving base layout
« Reply #24 on: December 12, 2006, 01:14:26 pm »
Hi  8)
img]http://img77.imageshack.us/img77/3550/slapneger7qc.gif[/img]

vcxzet

  • Guest
saving base layout
« Reply #25 on: December 12, 2006, 02:15:31 pm »
Quote from: "rasz_pl"
Quote from: "vcxzet"
Quote from: "rasz_pl"
Quote from: "rasz_pl"
vcxzet look into the code what and where defines buildables placements at the beggining of the map


src/renderer/tr_bsp.c
R_LoadEntities
But its a magic to me :(

not that far


not that far WHAT?

/renderer is just the visualization part It is related with /game . /game adds behavior to entities  (g_spawn.c maybe I didnt have the time )

rasz_pl

  • Guest
saving base layout
« Reply #26 on: December 12, 2006, 04:06:18 pm »
Quote from: "vcxzet"
Quote from: "rasz_pl"
Quote from: "vcxzet"
Quote from: "rasz_pl"
Quote from: "rasz_pl"
vcxzet look into the code what and where defines buildables placements at the beggining of the map


src/renderer/tr_bsp.c
R_LoadEntities
But its a magic to me :(

not that far


not that far WHAT?

/renderer is just the visualization part It is related with /game . /game adds behavior to entities  (g_spawn.c maybe I didnt have the time )


not in Q3, renderer is the game engine, it loads bsp tree and stuff, and manages it, game/cgame/ui are only talking to the renderer and manipulate rendered world, anyway this is the only place I found that loads stuff from the bsp file, and since there is no file for base layout in pk3 it must be in the bsp. Someone who knows how this works could really speak up now :) please :P

vcxzet

  • Guest
saving base layout
« Reply #27 on: December 12, 2006, 05:32:45 pm »
so I change renderer code to make new entities for my mod :P

rasz_pl

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saving base layout
« Reply #28 on: December 12, 2006, 05:40:04 pm »
blah, i commented out that function and the game runs like nothing happened, loads base and everything, SHIT :)

Voidling

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saving base layout
« Reply #29 on: December 12, 2006, 05:53:45 pm »
If you're going to make it, I'll be happy. :)
 But I don't understand one thing: do you want multiple default base spots, from which one would be picked at random (as in Gloom, I think), saving of blueprints for base(es) at your computer, saving the blueprints server-side by admins or what?
As far as I'm concerned, all of these have some merit in them.
 I'm in favor of saving your personal blueprints, having random bases, and server side foolproof tested blueprints - all at once. :D
And one more thing: while you apparenly figured out a way of technically managing them, how would they load? Server side mod, or is it going too deep for it?
And how would you see blueprints ingame, like ghost-buildings in specific spots?
All around, I think it is a brilliant idea, especially with all those lame builders around.