Author Topic: Location Tags for all "accepted" maps in 1.2?  (Read 9159 times)

player1

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Location Tags for all "accepted" maps in 1.2?
« on: July 03, 2007, 08:29:49 pm »
I believe that many maps currently in rotation at popular servers, as well as a few of the default maps, do not have location tags for teamchat.

Is there any plan to add these, at least to the default maps that were released without them, and the (very) few add-on maps "accepted" by the "community" that don't have them? Could these updates be bundled with the 1.2 release, and will devs encourage/urge/cajole/require mappers to add them to maps under consideration for that release?

I think location tags quickly aid n00bz to understand that Tremulous is all about real estate: where to stay, when to move, where to move to, how do I know when I'm there, how can I help my team, etc. I think the location tags encourage that communication and cooperation among players who have no other bond, as well as between players who come to the game with more (experience, friends, clan associations, etc).

ShadowNinjaDudeMan

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Location Tags for all "accepted" maps in 1.2?
« Reply #1 on: July 03, 2007, 08:33:04 pm »
Wat is a location tag?
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player1

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assuming you're not being funny...
« Reply #2 on: July 03, 2007, 09:01:21 pm »
When you use teamchat (default Y), the name of the room you are in (or nearest) appears in parentheses (like this):

PlayerOne: Attack! (Red Room)

OR

|TO|SNDM|3|: Defend OM! (East Pump Hall)

if the mapmaker added (and correctly distributed) location tag entities throughout the map (they can be color-coded, also). It shows where you are when you say something in teamchat, so we know what is going on where, or at least what your opinion is and where you are screaming it from. :P

Bajsefar

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Location Tags for all "accepted" maps in 1.2?
« Reply #3 on: July 03, 2007, 09:11:16 pm »
I think the first thing to do here is adding a location tag (if available) in your HUD, as it is hard to actually know and learn where these named locations actually are.

Survivor

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Location Tags for all "accepted" maps in 1.2?
« Reply #4 on: July 03, 2007, 09:58:38 pm »
Quote from: "Bajsefar"
I think the first thing to do here is adding a location tag (if available) in your HUD, as it is hard to actually know and learn where these named locations actually are.


Any map less bland than atcs has enough design distinction in it that this is fairly moot after a few games played. And atcs gets away with it since there are only like 8 locationnames needed, and that's pushing it way beyond the minimal 4.
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Plague Bringer

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Location Tags for all "accepted" maps in 1.2?
« Reply #5 on: July 04, 2007, 02:11:19 am »
Minimaps in 1.2.

Location on the HUD will probably be added if there's mroe emphasis on getting around (minimaps, required location tags, etc).

ATCS:

ABase
HBase
A Front Hall
H Front Hall
Corridor/Hallway
Bunker/Center

Where'd you get eight from. o.o
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player1

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what about these?
« Reply #6 on: July 04, 2007, 02:37:22 am »
bunker:
near room
far room
rooftop

courtyard

David

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Location Tags for all "accepted" maps in 1.2?
« Reply #7 on: July 04, 2007, 02:49:42 am »
near room?  near to where?

and the side should be 3
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player1

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Location Tags for all "accepted" maps in 1.2?
« Reply #8 on: July 04, 2007, 02:51:01 am »
Quote from: "Bajsefar"
I think the first thing to do here is adding a location tag (if available) in your HUD, as it is hard to actually know and learn where these named locations actually are.


go in any room
type "Y"
type "..."
playername: ... (room name)
appears in teamchat
now you know the name of the room
and your team knows nothing is happening there

player1

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this and that or here and there
« Reply #9 on: July 04, 2007, 02:52:37 am »
Quote from: "David"
near room?  near to where?

and the side should be 3


alien side bunker room
human side bunker room
bunker rooftop
courtyard

the side? what side?

Paradox

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Location Tags for all "accepted" maps in 1.2?
« Reply #10 on: July 04, 2007, 05:28:47 am »
Or better yet, use one of the useless tell_attacker functions, and you get to see it without spamming anyone.

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kevlarman

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Location Tags for all "accepted" maps in 1.2?
« Reply #11 on: July 04, 2007, 05:55:54 am »
the stock maps will be recompiled with location entities for 1.2
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?
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Lava Croft

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Location Tags for all "accepted" maps in 1.2?
« Reply #12 on: July 04, 2007, 06:30:53 am »
Quote from: "kevlarman"
the stock maps will be recompiled with location entities for 1.2

And correct me if I'm wrong, but any 3rd part maps wanting to be part of Tremulous 1.2 release also need to have location ents.

So mappers, add those target_locations to your (un)creations!

kevlarman

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Location Tags for all "accepted" maps in 1.2?
« Reply #13 on: July 04, 2007, 06:39:40 am »
Quote from: "Lava Croft"
Quote from: "kevlarman"
the stock maps will be recompiled with location entities for 1.2

And correct me if I'm wrong, but any 3rd part maps wanting to be part of Tremulous 1.2 release also need to have location ents.

So mappers, add those target_locations to your (un)creations!
i don't know if that's true or not, but at this point i think not adding them would be silly.
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| #
|.@.-##
-----

Lava Croft

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Location Tags for all "accepted" maps in 1.2?
« Reply #14 on: July 04, 2007, 02:04:17 pm »
Lets say a certain mapper from TremDev said this to me.

Death On Ice

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Location Tags for all "accepted" maps in 1.2?
« Reply #15 on: July 31, 2007, 06:30:12 pm »
How about something related to Risujin's team overlay which displays locations.

I.e:

     ______________________________________________
     | ClientNum|PlayerName: [Health] [Weapon] [Location]|
     | ClientNum|PlayerName: [Health] [Weapon] [Location]|
     | ClientNum|PlayerName: [Health] [Weapon] [Location]|
     | ClientNum|PlayerName: [Health] [Weapon] [Location]|
     | ClientNum|PlayerName: [Health] [Weapon] [Location]|
     ----------------------------------------------------------------

Odin

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Location Tags for all "accepted" maps in 1.2?
« Reply #16 on: July 31, 2007, 07:51:44 pm »
When I tried adding target_locations to my map they never worked correctly.

I would be in the "west hall" but it would still say "main laboratory."

techhead

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Location Tags for all "accepted" maps in 1.2?
« Reply #17 on: July 31, 2007, 09:29:30 pm »
There are probably online tutorials for that...
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player1

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Location Tags for all "accepted" maps in 1.2?
« Reply #18 on: August 01, 2007, 08:07:01 pm »
Quote from: "Odin"
When I tried adding target_locations to my map they never worked correctly.

I would be in the "west hall" but it would still say "main laboratory."


According to the tutorial I read, it's not which room you are in, but which location entity you are closest to, plus there are some line of sight issues.

Odin

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Location Tags for all "accepted" maps in 1.2?
« Reply #19 on: August 01, 2007, 11:57:58 pm »
I would be literally inside the entity.

player1

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yeah, i figured u might know that, so...
« Reply #20 on: August 02, 2007, 02:46:20 am »
I will defer to your much greater knowledge of the related issues.

Survivor

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Location Tags for all "accepted" maps in 1.2?
« Reply #21 on: August 02, 2007, 10:14:20 am »
Quote from: "Odin"
I would be literally inside the entity.


Send over a .map
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Lava Croft

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Location Tags for all "accepted" maps in 1.2?
« Reply #22 on: August 02, 2007, 01:29:41 pm »
Straight from the (I MUST BE CRAZY) Quake3 Radiant manual:

Code: [Select]
target_location
Game Function: Location marker used by bots and players for team orders and team chat in the course of Teamplay games. The closest target_location in sight is used for the location. If none is in sight, the closest in distance is used.