Author Topic: Tiled Building  (Read 34933 times)

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Re: Tiled Building
« Reply #30 on: July 02, 2008, 03:18:33 am »
spam spam spam, waste waste waste!

Bissig

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Re: Tiled Building
« Reply #31 on: July 02, 2008, 03:30:52 am »
I want grid players movement :D

OK, now really, i prefer fixing bug, that cause eggs exploding in unknown or for me invisible bad places...

That's still an open one, unfortunately. It happens when you build too close to the wall for people to spawn out of.

Maybe my suggestion sounds a bit too obvious, but.. can't the same code that checks for the ability "to spawn out of" be applied PRE building and thus the building process aborted?

Same annoyance: The infamous trapper distroys egg when reaching final size. Is it possible to fix it via having a check if the "final" size of the building would harm a building already in/near its place?

Taiyo.uk

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Re: Tiled Building
« Reply #32 on: July 02, 2008, 04:38:55 am »
All buildables only have one size as far as the collision detection goes - use cg_drawbbox 1 to see what I mean.

Though I do think that disallowing building within the spawnspace may be a good idea. At least it'll stop the nuppelkopfen from accidentally or deliberately destroying the spawns.

mooseberry

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Re: Tiled Building
« Reply #33 on: July 02, 2008, 09:15:46 am »
Quote from: Taiyo.uk link=topic=8545.msg131630#msg131630 date= ??? I fail
Though I do think that disallowing building within the spawnspace may be a good idea. At least it'll stop the nuppelkopfen from accidentally or deliberately destroying the spawns.

I agree also, though I do have to point out that if he wanted to deliberately kill them he could press E.
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Re: Tiled Building
« Reply #34 on: July 02, 2008, 09:44:07 am »
uhmmm, why not to build those structures... INTO each others then....?

i mean, instead of packing them next to each other, you could just add a tube for example to the trapper/egg/barricade/om, et cetera. same for humans, you could advance any structure with a defensive one. for build points of course.

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Taiyo.uk

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Re: Tiled Building
« Reply #35 on: July 02, 2008, 10:01:58 am »
I agree also, though I do have to point out that if he wanted to deliberately kill them he could press E.

There have been some morons who use this to destroy spawns after they have been denied building rights.

Lava Croft

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Re: Tiled Building
« Reply #36 on: July 02, 2008, 12:14:08 pm »
Thank you. That is the way I would have preferred you say it.
Odin, next time you make a thread, please also supply us with the information about how we should reply to it. That way, nobody can reply in a manner that might hurt your feelings.
« Last Edit: July 02, 2008, 03:40:17 pm by Lava Croft »

Warp Viper

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Re: Tiled Building
« Reply #37 on: July 02, 2008, 02:13:09 pm »
I hate this idea.
It would take the hardwork out of great building.

Building well is a skill - this will make it less of skill more of a task. And its already enough of a task.
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Re: Tiled Buildings
« Reply #38 on: July 02, 2008, 09:34:12 pm »
Thank you. That is the way I would have preferred you say it.
Odin, next time you make a thread, please also supply us with the information about how we should reply to it. That way, nobody can reply in a manner that might hurt your feelings.

I must admit, though: With constant brotherly admonishment, this has been a fairly civilized thread. The Sufis would remind us not to be proud.

Lava Croft

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Re: Tiled Building
« Reply #39 on: July 02, 2008, 10:51:51 pm »
Thank you. That is the way I would have preferred you say it.
Odin, next time you make a thread, please also supply us with the information about how we should reply to it. That way, nobody can reply in a manner that might hurt your feelings.

I must admit, though: With constant brotherly admonishment, this has been a fairly civilized thread. The Sufis would remind us not to be proud.
Which is exactly why his emo whining is out of place here.

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Re: Tiled Flooring
« Reply #40 on: July 02, 2008, 10:59:06 pm »
Thank you. That is the way I would have preferred you say it.
Odin, next time you make a thread, please also supply us with the information about how we should reply to it. That way, nobody can reply in a manner that might hurt your feelings.

I must admit, though: With constant brotherly admonishment, this has been a fairly civilized thread. The Sufis would remind us not to be proud.
Which is exactly why his emo whining is out of place here.

I think the whine has just about achieved balance with the cheese.

edit'd cuz i ignore spellcheck sumtimez

Odin

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Re: Tiled Building
« Reply #41 on: July 02, 2008, 11:52:27 pm »
Thank you. That is the way I would have preferred you say it.
Odin, next time you make a thread, please also supply us with the information about how we should reply to it. That way, nobody can reply in a manner that might hurt your feelings.

I must admit, though: With constant brotherly admonishment, this has been a fairly civilized thread. The Sufis would remind us not to be proud.
Which is exactly why his emo whining is out of place here.
And how does this add to the discussion? All I wanted was a civilized discussion about a suggested feature. I shouldn't have to ask for that.

player1

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Re: Tiled Building
« Reply #42 on: July 03, 2008, 12:05:16 am »
Thank you. That is the way I would have preferred you say it.
Odin, next time you make a thread, please also supply us with the information about how we should reply to it. That way, nobody can reply in a manner that might hurt your feelings.

I must admit, though: With constant brotherly admonishment, this has been a fairly civilized thread. The Sufis would remind us not to be proud.
Which is exactly why his emo whining is out of place here.
And how does this add to the discussion? All I wanted was a civilized discussion about a suggested feature. I shouldn't have to ask for that.

I personally quite respect the way you define and defend the parameters within which you choose to discuss the subject, and as the OP, I consider that fully within your purview. Do, good sir, please continue.

Lava Croft

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Re: Tiled Building
« Reply #43 on: July 03, 2008, 01:57:20 am »
Ending this subject, I think Taiyo's first reply along the lines of "Let's make Tremulous isometric too" was a fairly friendly, timid and tongue-in-cheek reply, that was met with an over-emotional reaction from someone who should have expected much worse when posting anything here. The fact that the thread was and still is so friendly is enough reason to not whine about this tongue-in-cheek post by Taiyo.

Now back on the topic of confining buildings to a predetermined grid!

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Re: Community Building
« Reply #44 on: July 03, 2008, 04:45:39 am »
That idea sucks... I mean, um, I find that it is not a feature which I currently desire.

Taiyo.uk

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Re: Tiled Building
« Reply #45 on: July 03, 2008, 06:07:03 am »
The entire team must be consulted before any structure can be built. After the initial team consultation the proposed structure can be reviewed by the team leader and a final structure placement specification can be written. Should the specification be shown to describe an efficient use of building points then planning permission may be granted by the building point allocation bureau. Once planning permission has been granted the structure may be built under supervision of the elected team leader to ensure that its construction is compliant with the approved specification.


I think it could be a good idea to show a "no power" message on the ckit screen when a builder moves outside of powered areas. Likewise the grangers could have some kind of "no creep" indication on their HUD.

Lava Croft

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Re: Tiled Building
« Reply #46 on: July 03, 2008, 06:41:23 am »
Taiyo, stop trying to add so much realism to Tremulous!

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Re: Required Setbacks
« Reply #47 on: July 03, 2008, 06:58:28 am »
I think it could be a good idea to show a "no power" message on the ckit screen when a builder moves outside of powered areas. Likewise the grangers could have some kind of "no creep" indication on their HUD.

I like this idea.

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Re: Tiled Building
« Reply #48 on: July 03, 2008, 09:51:24 am »
ckit screen +1
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Divmax

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Re: Tiled Building
« Reply #49 on: July 03, 2008, 03:00:22 pm »
I want grid players movement :D

OK, now really, i prefer fixing bug, that cause eggs exploding in unknown or for me invisible bad places...

That's still an open one, unfortunately. It happens when you build too close to the wall for people to spawn out of.
Easy solution, actually increase the bbox of the egg for the entire model.

Back on topic:
If you had the experience in building, you wouldn't need a sphere telling you how far can that turret hit or how far the Reactor can power up to. I would only say yes to this if it can be toggled, so that people can sooner or later memorise how far.
Grid building = no no. None of the default map's geometry is fit for grid building.
For example:
__|__|__|_|WALL|
You won't be able to build right beside the wall as the grid does not allow it, unless you can set the grid to 0.25 game units.
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kevlarman

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Re: Tiled Building
« Reply #50 on: July 03, 2008, 05:44:48 pm »
I want grid players movement :D

OK, now really, i prefer fixing bug, that cause eggs exploding in unknown or for me invisible bad places...

That's still an open one, unfortunately. It happens when you build too close to the wall for people to spawn out of.
Easy solution, actually increase the bbox of the egg for the entire model.
two problems with that: 1) that's nowhere near big enough to prevent this from happening, and 2) there's a reason you can't spawn with anything blocking the area where you spawn, and this includes the egg you're spawning from.
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Re: Tiled Building
« Reply #51 on: July 03, 2008, 09:40:51 pm »
DO NOT WANT.

Tiled building would make Tremulous so much less fun. It would be much harder to put turrets in genius places. Not to mention the space dilemma that would soon result.

Lava Croft

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Re: Tiled Building
« Reply #52 on: July 03, 2008, 11:08:14 pm »
Why is there no smart person that can code it, since Odin can surely make a map for it.

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Re: Tiled Building
« Reply #53 on: July 04, 2008, 03:12:25 am »
Why is there no smart person that can code it, since Odin can surely make a map for it.
Sure, why not.

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Re: Tiled Building
« Reply #54 on: July 04, 2008, 12:47:45 pm »
There is an easy alternative.

Called Snapping. If you hover over the turret, the building that you want to build snaps to the side of it, where it can be built, and does not become red and merge with the real building.

Hence you can easily place buildings 0 units away from each other and do not need to spend half an hour aligning it, moreover it leaves you with all the freedom you had before.

David

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Re: Tiled Building
« Reply #55 on: July 04, 2008, 01:03:25 pm »
I like that idea.
Would need a bind to toggle it, could be very useful.
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Odin

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Re: Tiled Building
« Reply #56 on: July 04, 2008, 07:18:56 pm »
Or just make the bounding box prevent the builder from building inside it, but force the preview model to be outside the bounding box, at all times.

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Re: Tiled Building
« Reply #57 on: July 04, 2008, 07:47:39 pm »
Or just make the bounding box prevent the builder from building inside it, but force the preview model to be outside the bounding box, at all times.

That is exactly equivalent to my description on keeping the model "where it can be built".

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Re: Tiled Building
« Reply #58 on: July 05, 2008, 08:22:03 am »
But my description is without a keybind, as I was explaining to David.

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Re: Snapped Building
« Reply #59 on: July 05, 2008, 08:28:21 am »
This is a somewhat cooler idea than the grid idea. How hard would it be to implement? I don't see the need for a keybind, however. Couldn't it be bundled with a future client release and simply be universal?