Author Topic: Tiled Building  (Read 34923 times)

Lava Croft

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Re: Tiled Building
« Reply #60 on: July 05, 2008, 08:52:08 am »
The keybind is needed to disable any kind of snapping that is being done, because if you force buildings to snap to other buildings you basically are back at Odin's idea for grid-confined buildings.

player1

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Re: Snapped Building
« Reply #61 on: July 05, 2008, 09:27:29 am »
Thank you. I see what you mean.

David

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Re: Tiled Building
« Reply #62 on: July 05, 2008, 11:13:56 am »
Code: [Select]
+----+
|  A |+----+
|    ||  B |
+----+|    |
      +----+

     <--- Builder stood here.

Should building B snap up to be in-line with A?  If it does it allows that perfect alignment, but would screw you.   Thus a toggle bind is needed.  And the whole scroll wheel to change range thing would help too.
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Lava Croft

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Re: Tiled Building
« Reply #63 on: July 05, 2008, 11:32:36 am »
Over-adding functionality in the form of mousewheel controlled range of the snapping is a really bad idea that will just overly complicate things.

Oh, and it will break my builder binds.

==Troy==

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Re: Tiled Building
« Reply #64 on: July 05, 2008, 11:56:42 am »
3 methods of snapping :

1) Snap to the last green position if the current one is red.

2) Snap to the last green position, align rotation to the current obstruction. and snap the position to the obstruction

3) Snap to the last green position, align rotation and position to the centre of current obstruction. and snap the position to the obstruction



Id go for the first.
« Last Edit: July 05, 2008, 12:05:57 pm by ==Troy== »

David

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Re: Tiled Building
« Reply #65 on: July 05, 2008, 12:10:03 pm »
4) Snap to the last green position, align rotation and position to the [near|far] edge of current obstruction.
Also, aligning the rotation doesn't matter, as all buildings are square anyway.

And the changing the distance thing doesn't have to be the mouse wheel, you could put it anywhere.  I would probably have it while I hold some button.
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I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Lava Croft

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Re: Tiled Building
« Reply #66 on: July 05, 2008, 01:04:39 pm »
@Troy: The first type of snapping sounds the 'easiest' all around.

@David: That does not combat the fact that it's a case of too much functionality. If people are in need of an extra button to set the distance of the snapping, maybe the initial snapping code just needs to be better.
[EDIT] Just to be sure, you want the obvious added control to turn snapping off alltogether, and an added control to set the range of the snapping, right?
« Last Edit: July 05, 2008, 02:04:13 pm by Lava Croft »

David

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Re: Tiled Building
« Reply #67 on: July 05, 2008, 02:07:59 pm »
Its not too much functionality, just ignore it and it will work like v1 / like now / whatever.
More flexibility is, IMO, never a bad thing, as long as it can be disabled.
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I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Lava Croft

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Re: Tiled Building
« Reply #68 on: July 05, 2008, 05:47:02 pm »
Well, I guess I'm going a bit off-topic here, but adding an extra control is the cheap way of solving a problem that should be solved in a much more graceful way. Now people have to bind 2(?) additional keys, just for the 'snapped' building. Tremulous is an FPS-game, not a flight simulator. Look for example at something completely different, namely DOOM3 and it's way of handling computer screens and what not. No extra controls required, only a lot of extra coding. That's the way a situation like this should be solved in my view, instead of going down the obvious 'let's add another control' route.

Odin

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Re: Tiled Building
« Reply #69 on: July 05, 2008, 06:31:52 pm »
I don't see why you would ever want to turn it off.

Lava Croft

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Re: Tiled Building
« Reply #70 on: July 05, 2008, 06:41:07 pm »
I don't see why you would ever want to turn it off.
Player freedom of choice. Just like you can buy a Jetpack and a Flamer, if you desire. This freedom is what makes Tremulous such a neat game!

David

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Re: Tiled Building
« Reply #71 on: July 05, 2008, 06:58:05 pm »
This freedom is what makes Tremulous such a neat game!
And yet you are arguing to remove a feature that adds more freedom.
And how does an extra control cause any problems?  You don't want it, you ignore it.  Its not like there's a limit.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Lava Croft

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Re: Tiled Building
« Reply #72 on: July 05, 2008, 07:19:14 pm »
How is not adding a certain feature 'limiting freedom'? I'm just saying there are probably far more elegant solutions for this 'problem' than just blindly adding an extra control. And that I am a strong believer in as little controls as possible.
If you really do not see the simple math behind "extra controls=bad", then I will stop using this thread for trying to convince you. Let's just see what comes out of the person who is actually going to code this all.

David

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Re: Tiled Building
« Reply #73 on: July 05, 2008, 08:23:45 pm »
Extra unneeded controls are bad.  Removing functionality is worse.
If you don't want to talk about it, that's fine by me.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Lava Croft

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Re: Tiled Building
« Reply #74 on: July 06, 2008, 07:02:08 am »
If you don't want to talk about it, that's fine by me.
Not adding a certain functionality in the form of an added control is different from removing said functionality. You keep on saying I want to remove functionality, while all I am saying is that adding said functionality in the form of an added control is a bad solution.
If you really, really want to keep on talking about this, just start a new thread!

Odin

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Re: Tiled Building
« Reply #75 on: July 07, 2008, 04:17:56 am »
Fine give users an option to have it set as a bind, or on all the time. That way, the one Lava Croft out there can have his bind, and the rest of us can enjoy the extra feature at no cost to us.

dan003400

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Re: Tiled Building
« Reply #76 on: July 07, 2008, 11:53:56 am »
i don't like the tiled building other than the glow range, the rest of this idea will just mess up gameplay, although it could be used to make a completely separate rts q3 mod that would be fun