Author Topic: Area Names  (Read 5139 times)

Kaleo

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Area Names
« on: June 27, 2007, 01:50:23 am »
You know how in Gloom2, for example, all the areas have names <pic *clicky-clicky*>. How do I do this? I have search fruitlessly...

Please help.
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TRaK

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Area Names
« Reply #1 on: June 27, 2007, 01:53:53 am »

Kaleo

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Area Names
« Reply #2 on: June 27, 2007, 02:08:59 am »
Sweetz... Thaks TRaK

So biasically, If I put a target_location entity, it will name the room by a set radius (like the light entity) or will it name it by where the brushes are in the room?
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LinuxManMikeC

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Area Names
« Reply #3 on: June 27, 2007, 02:32:24 am »
Quote from: "GtkRadiant"
Location marker used for team chats. The closest target_location in sight is used for the location. If none is in sight, the closest in distance is used.


"In sight" means there are no structural brushes between the player and the target_location.
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Survivor

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Area Names
« Reply #4 on: June 27, 2007, 09:50:39 am »
Quote from: "LinuxManMikeC"
Quote from: "GtkRadiant"
Location marker used for team chats. The closest target_location in sight is used for the location. If none is in sight, the closest in distance is used.


"In sight" means there are no structural brushes between the player and the target_location.


Am actually not so sure about that. Might also be vis area.
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Paradox

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Area Names
« Reply #5 on: June 27, 2007, 04:31:18 pm »
The engine will use the nearest target_location if it cannot directly "see" one. Still a good idea to double them up in some areas, ie a room with multiple rooms, so that it doesn't get confused. The first beta maps did this, but it doesn't seem to be done anymore.  You can have multiple ents with the same text.

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player1

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« Reply #6 on: June 27, 2007, 04:47:03 pm »
Are they in all the default maps (I think they are not)? If not, could they be added to 1.2 to enable teamplay and communication? It's so much easier than typing while being shot at.

@Trak: great link!

LinuxManMikeC

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Area Names
« Reply #7 on: June 27, 2007, 05:07:41 pm »
Quote from: "Paradox"
The engine will use the nearest target_location if it cannot directly "see" one. Still a good idea to double them up in some areas, ie a room with multiple rooms, so that it doesn't get confused.


But as noted at that link posted by TRaK, it is best to try and keep it down to 1 per area.  Test your map with a singe target_location per area first.  If anything needs tweaking, try moving the entity first.  Play with distances between locations and line-of-sight.  Work with the algorithm instead of against it.  If all else fails and you really want the area labeling perfect, go ahead and add some redundant entities.  Remember though that even on todays hardware, performance could suffer.  That link also talks about increased network traffic with extra locations, so just be careful.
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Survivor

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Area Names
« Reply #8 on: June 27, 2007, 06:22:38 pm »
Quote from: "LinuxManMikeC"
Quote from: "Paradox"
The engine will use the nearest target_location if it cannot directly "see" one. Still a good idea to double them up in some areas, ie a room with multiple rooms, so that it doesn't get confused.


But as noted at that link posted by TRaK, it is best to try and keep it down to 1 per area.  Test your map with a singe target_location per area first.  If anything needs tweaking, try moving the entity first.  Play with distances between locations and line-of-sight.  Work with the algorithm instead of against it.  If all else fails and you really want the area labeling perfect, go ahead and add some redundant entities.  Remember though that even on todays hardware, performance could suffer.  That link also talks about increased network traffic with extra locations, so just be careful.


Tbh unless you go nuts with them it's hardly a concern. Just imagine them as a conflict area with the entity as a dot centre of an expanding circle. <40 should be easily attainable on most maps while being far sufficient for most areas.
And since most maps are fairly straightforward in shapes you should be able to apply the half rule between these points where the halfdistance between them determines the switchpoint for the locationmessage.
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Paradox

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« Reply #9 on: June 27, 2007, 08:26:29 pm »
Or lets say you have a duct moving across a hallway.  The algorithm would say that the one in the hall is closer, but you wanted to share the same one. Stick one in the duct, and your fine.

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Kaleo

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Area Names
« Reply #10 on: June 28, 2007, 12:29:11 am »
Awsome help. Thanks guys. :D
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
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