Poll

What do you think?

Yes We should
14 (82.4%)
No we should not
0 (0%)
Amongst those lines.
0 (0%)
Toasted waffles with samosa and barbeque.
3 (17.6%)

Total Members Voted: 16

Voting closed: September 22, 2007, 10:12:11 am

Author Topic: Building range  (Read 17063 times)

Shadowgandor

  • Posts: 826
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Building range
« Reply #30 on: September 24, 2007, 05:56:42 pm »
Quote from: "kevlarman"
Quote from: "Steely Ann"
Programmers using CRTL+C, CRTL+V are lazy too, I take it.

Though I suppose that analogy sucks since the guy who taught me Java said being lazy is half of a programmer's job.  Meh.
first of all, it's CTRL-W, CTRL-Y, and second of all, copy&paste is one of the most efficient methods of introducing bugs into your code.


Ctrl+C, Ctrl+V is for me, windows anyone?

techhead

  • Posts: 1496
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    • My (Virtually) Infinite Source of Knowledge (and Trivia)
Building range
« Reply #31 on: September 24, 2007, 07:57:04 pm »
The sphere would definitely intersect SOMETHING, you can't build on midair, to the best of my knowledge. If you can't see the sphere at all, then its because all the walls you can see are inside the building's range.
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

Nux

  • Posts: 1778
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Building range
« Reply #32 on: September 24, 2007, 08:26:21 pm »
Quote from: "kevlarman"
...you should have 0, pi/3, pi/4 and multiples of those memorized for sin/cos/tan.


Why should he? Did he say he was a mathematician? Engineers need only to know that the maths/science they use works, not why. Specialization of proffesion is how society got anywhere. Think how hard it would be to programme a game like Tremulous without the 'aid' of a computer.

Quote from: "kevlarman"
...about as often as not the answer from your calculator is considered wrong.


Though the vast majority of answers a calculator can give will be rounded and so will be technically false, this does not mean that an engineer would need to know that the circumference of a steel rod is 5pi/4 cm.

n00b pl0x

  • Posts: 2412
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Building range
« Reply #33 on: September 25, 2007, 06:09:44 am »
ctrl + c ctrl + v nubs
will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?

Plague Bringer

  • Posts: 3814
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Building range
« Reply #34 on: September 25, 2007, 12:29:41 pm »
Spam so.. tempting.

Must.. resist..
U R A Q T

Shadowgandor

  • Posts: 826
  • Turrets: +61/-66
Building range
« Reply #35 on: September 25, 2007, 03:50:13 pm »
Quote from: "Plague Bringer"
Spam so.. tempting.

Must.. resist..


join the darkside my son.

Haraldx

  • Posts: 373
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Building range
« Reply #36 on: September 28, 2007, 01:35:26 pm »
we need something like that ! So I Would Easy Put The Tubes And Turrets In The Right Place !
...princibles of judgement do not apply to me.
I JUST MINED ANIMATED CREATURES

UniqPhoeniX

  • Spam Killer
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  • Posts: 1376
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Building range
« Reply #37 on: October 26, 2007, 01:53:10 pm »
Definitely a good idea.
IMO when you are placing a turret you should see a very transparent sphere/cone (and surfaces in it would be slightly different colored) and the bright (or inverted color) line where it intersects something for all offensive structures. Also, if something is in the way, we would need to know only where the turret shoots from.

Another possibility is to make lines extending from that point until they intersect something, that would also show (with  which areas are closest to acid(which has damage based on distance) and how likely a trapper hits a moving player.
Building is currently very poor IMO and could be heavily improved.

BTW. how did you make the screenshot with damage boxes, Oblivion? That should be in options.

Bajsefar

  • Posts: 597
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Building range
« Reply #38 on: November 01, 2007, 12:33:49 am »
Quote from: "Lava Croft"
Or you can just play Tremulous and get a feel of the range of the buildings, but I have the feeling I'm talking to a very lazy brick wall here...


Although it is not needed in that way, it would be nice if you want to set up the perfect base and do not want to use ages to plot the distances just right.

fmart

  • Guest
Building range
« Reply #39 on: November 08, 2007, 10:26:18 am »
I knew one stupid think
you ca not evolv near human but you can build near human

Nux

  • Posts: 1778
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Building range
« Reply #40 on: November 08, 2007, 10:36:37 am »
Quote from: "fmart"
I knew one stupid think


I think you knew MANY stupid think.

Zsonic2

  • Posts: 5
  • Turrets: +0/-1
Re: Building range
« Reply #41 on: November 18, 2007, 10:37:14 am »
My idea is that you can only see the range before you build it, like when you select a  :tesla: telsa :tesla: youd see the limits of its attack BEFORE you actually start building.

Or maybe when your a builder you can see all offensive buildings range (on your own team obviously)

 :granger: :granger: :granger: PUUUUR
 :tyrant: RAAAAAAAAAAWRBARKBARK