FORUM
MANUAL
GET TREMULOUS
Tremulous forum
June 18, 2013, 05:19:59 AM
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
News
: Come Chat with us live! Learn how
HERE!
Home
Help
Search
Login
Register
T R E M U L O U S
>
General
>
Feedback
>
RC/repeater ''power rings''
Pages:
1
[
2
]
3
4
5
6
7
Go Down
Print
Author
Topic: RC/repeater ''power rings'' (Read 10578 times)
TANK
Turrets: +0/-0
Posts: 54
Re: RC/repeater ''power rings''
«
Reply #30 on:
March 25, 2011, 05:18:18 PM »
Nice idea. It must be in Trem 1.2.
At Unlimited will be easier(in time) to play
-> and me return back on CZ server
.
Logged
Long live Official EU SerVer
Nux
Turrets: +257/-69
Posts: 1737
Re: RC/repeater ''power rings''
«
Reply #31 on:
March 25, 2011, 07:09:47 PM »
Quote from: gimhael on March 25, 2011, 03:24:43 PM
Quote from: Nux on March 25, 2011, 02:23:34 PM
Since you're just spawning the model separately with new code, it's best that you make an axis-aligned cylinder which extends all the way up and down, as that's how the powered-range works. The only reason I suggested a sphere is for when it's fixed to the model's orientation, which it doesn't seem to be here.
No, power works by measuring the 3d distance, so a sphere is correct.
So it is! My mistake. I guess trem maps are just flatter than I thought.
Quote from: /dev/humancontroller on March 25, 2011, 05:02:49 PM
who is this cocksucker named gimhael? he is showing features (including models and source code) from the Amsterdam Unlimited server, as if they were his work.
Care to elaborate?
Logged
http://img826.imageshack.us/img826/4831/sigflamew00t5.png
'Nux sux'.. Man, that's catchy!
/dev/humancontroller
Turrets: +19/-376
Posts: 865
Re: RC/repeater ''power rings''
«
Reply #32 on:
March 25, 2011, 07:36:28 PM »
Quote from: Nux on March 25, 2011, 07:09:47 PM
Quote from: /dev/humancontroller on March 25, 2011, 05:02:49 PM
who is this cocksucker named gimhael? he is showing features (including models and source code) from the Amsterdam Unlimited server, as if they were his work.
Care to elaborate?
the power area and buildable range display is implemented on Amsterdam Unlimited (two 1.2 servers). upon connecting to AU, u will download client-side mods, including the icosphere model, the AU cgame&ui with the said functionality, and (due to GPL licensing) the source code for client-side mods. gimhael stole the models and source code from there.
Logged
RAKninja-Decepticon
Turrets: +14/-673
Posts: 768
:dretch: :basilisk: :tyrant: and Decepticon
Re: RC/repeater ''power rings''
«
Reply #33 on:
March 25, 2011, 07:47:28 PM »
Quote from: /dev/humancontroller on March 25, 2011, 07:36:28 PM
the power area and buildable range display is implemented on Amsterdam Unlimited (two 1.2 servers). upon connecting to AU, u will download client-side mods, including the icosphere model, the AU cgame&ui with the said functionality, and (due to GPL licensing) the source code for client-side mods. gimhael stole the models and source code from there.
post the source, lets compare the code. i'm not saying it wouldent happen, but in an open source community, i'm skeptical someone would be that blatent about ripping something off without giving proper credit. i mean you even said it was GPLed, simplicity itself to use it and give proper credit.
Logged
Note 4: The best, although not always easiest, way to deal with trolls is thus: do not respond at ALL in the thread.
Main Rules
4.) No spamming or advertising (includes useless multi-posts and bumps.)
6b.) Do NOT harass other members.
6c.) Do NOT troll!
/dev/humancontroller
Turrets: +19/-376
Posts: 865
Re: RC/repeater ''power rings''
«
Reply #34 on:
March 25, 2011, 08:55:39 PM »
Quote from: RAKninja-Decepticon on March 25, 2011, 07:47:28 PM
post the source, lets compare the code.
at the time of this writing, the latest, relevant files are
au12-data-007.pk3
(this actually contains the models) and
au12-qvms-012.pk3
; the latter pk3 file contains the patch:
diff-r2186gpp.patch
.
Logged
gimhael
Turrets: +70/-16
Posts: 546
Re: RC/repeater ''power rings''
«
Reply #35 on:
March 25, 2011, 09:40:26 PM »
I don't play on AU, so I didn't know you already had this. If I knew I wouldn't have bothered to code it myself.
The CG_AddSphere/CG_DrawSphere code looks similar, but the function just initializes a refEntity and passes it on to the renderer, I wouldn't expect much variation there.
Logged
F50
Turrets: +16/-26
Posts: 740
Re: RC/repeater ''power rings''
«
Reply #36 on:
March 25, 2011, 10:33:29 PM »
Quote from: /dev/humancontroller on March 25, 2011, 05:02:49 PM
who is this cocksucker named gimhael? he is showing features (including models and source code) from the Amsterdam Unlimited server, as if they were his work.
*sigh*
Dude, first of all I don't see why conceptually gimhael could not have coded this himself, its not particularly complicated, assuming he already knew roughly what he was doing. As for the model, its a freaking sphere, I think it would be prudent to assume that someone could have created a sphere sufficiently similar to someone else's sphere, don't you?
Secondly, why are you so vehement about this? I do my best to adhere to hanlon's razor, "Never attribute to malice that which is adequately explained by
in
competence." Even if this is code-stealing, as you put it, it is minimal, and conceivable, and relatively unimportant (we are not talking about monetary damages, I assume), I submit that given no way to prove that the code is in fact stolen, it is wise to assume that it is not.
Finally, gimhael's code conforms to tremulous naming conventions, not the naming conventions of your code.
Also, it seems that your patch has stubs for trapper range visualization, nice.
Logged
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law
RAKninja-Decepticon
Turrets: +14/-673
Posts: 768
:dretch: :basilisk: :tyrant: and Decepticon
Re: RC/repeater ''power rings''
«
Reply #37 on:
March 25, 2011, 10:49:40 PM »
Quote from: F50 on March 25, 2011, 10:33:29 PM
Also, it seems that your patch has stubs for trapper range visualization, nice.
that's something i was going to bring up. having a rough estimate "cone of fire" for alien structures would be nice.
Logged
Note 4: The best, although not always easiest, way to deal with trolls is thus: do not respond at ALL in the thread.
Main Rules
4.) No spamming or advertising (includes useless multi-posts and bumps.)
6b.) Do NOT harass other members.
6c.) Do NOT troll!
/dev/humancontroller
Turrets: +19/-376
Posts: 865
Re: RC/repeater ''power rings''
«
Reply #38 on:
March 25, 2011, 11:43:25 PM »
Quote from: gimhael on March 25, 2011, 09:40:26 PM
I don't
[usually]
Quote from: gimhael on March 25, 2011, 09:40:26 PM
play on AU, so I didn't know you already had this.
sure, the plausibility of that is high. i can't say the same about its probability.
Quote from: F50 on March 25, 2011, 10:33:29 PM
I do my best to adhere to hanlon's razor
i do my best to adhere to Occam's razor.
however, i do have to agree that all this is
Quote from: F50 on March 25, 2011, 10:33:29 PM
relatively unimportant
.
Logged
SirDude
Turrets: +3/-33
Posts: 182
Re: RC/repeater ''power rings''
«
Reply #39 on:
March 25, 2011, 11:51:49 PM »
make the Bubble Cell-Shaded? i think that would improve edge visibility.
Logged
Menace13
Turrets: +12/-41
Posts: 518
Proud Sir| Clan Member
Re: RC/repeater ''power rings''
«
Reply #40 on:
March 26, 2011, 12:01:03 AM »
Quote from: /dev/humancontroller on March 25, 2011, 11:43:25 PM
Quote from: gimhael on March 25, 2011, 09:40:26 PM
I don't
[usually]
Quote from: gimhael on March 25, 2011, 09:40:26 PM
play on AU, so I didn't know you already had this.
sure, the plausibility of that is high. i can't say the same about its probability.
Quote from: F50 on March 25, 2011, 10:33:29 PM
I do my best to adhere to hanlon's razor
i do my best to adhere to Occam's razor.
however, i do have to agree that all this is
Quote from: F50 on March 25, 2011, 10:33:29 PM
relatively unimportant
.
Firstly, all you're going to do is start a flame war. You have no proof that he stole this from AU, and since the codes are different it kinda gives his case more reliability. If AU has Tremstats (I couldn't find any) you could simply check that for him. If he's not there, he's never connected. End of story. Also, why would you randomly add "[usually]" into there? You don't KNOW that he has EVER gone there, do you? Also, you are taking little pieces of peoples' posts and manipulating them to your advantage. That's always a bad idea. Lastly, if you have nothing positive to say, don't say anything at all. You are making accusations without knowing whether or not they are true. That's never a good idea.
Quote from: SirDude on March 25, 2011, 11:51:49 PM
make the Bubble Cell-Shaded? i think that would improve edge visibility.
Probably easier said than done SirDude.
Logged
Quote from: amz181 on September 08, 2011, 11:32:07 AM
but a small twisty barrel will have small pew pew's, and small pew pew's can hurt mr.tyrant.
SirDude
Turrets: +3/-33
Posts: 182
Re: RC/repeater ''power rings''
«
Reply #41 on:
March 26, 2011, 12:17:42 AM »
One word.
Warsow.
Its Q3 engine based.
http://www.youtube.com/watch?v=vtJKrIngTIs
Logged
/dev/humancontroller
Turrets: +19/-376
Posts: 865
Re: RC/repeater ''power rings''
«
Reply #42 on:
March 26, 2011, 12:22:30 AM »
Quote from: Menace13 on March 26, 2011, 12:01:03 AM
You have no proof that he stole this from AU
and it is generally true that one can only know and possibly be wrong, or be at most certain.
Quote from: Menace13 on March 26, 2011, 12:01:03 AM
You don't KNOW that he has EVER gone there, do you?
in fact i do (unless someone named gimhael/Matthias was an impostor).
Logged
Tremulant
Spam Killer
Turrets: +370/-58
Posts: 1037
It's not over 'til the tremulant sings...
Re: RC/repeater ''power rings''
«
Reply #43 on:
March 26, 2011, 12:29:00 AM »
Quote from: /dev/humancontroller on March 25, 2011, 07:36:28 PM
(due to GPL licensing)
Even if gimhael did happen to use your code(and i'm not suggesting for a moment that he did), he's stealing nothing.
Quote from: SirDude on March 26, 2011, 12:17:42 AM
One word.
Warsow.
Its Q3 engine based.
One word, Qfusion. That ain't no Q3.
I believe cell shading is possible in q3, but quite what you want cell shaded or what that would achieve, i don't know.
Logged
Quote from: Firstinaction on April 07, 2011, 02:36:46 AM
my knees by my face and my ass is being hammered
Menace13
Turrets: +12/-41
Posts: 518
Proud Sir| Clan Member
Re: RC/repeater ''power rings''
«
Reply #44 on:
March 26, 2011, 12:33:20 AM »
Quote from: Tremulant on March 26, 2011, 12:29:00 AM
Quote from: SirDude on March 26, 2011, 12:17:42 AM
One word.
Warsow.
Its Q3 engine based.
One word, Qfusion. That ain't no Q3.
I believe cell shading is possible in q3, but quite what you want cell shaded or what that would achieve, i don't know.
Celshading is possible, but having just one thing celshaded might be hard. Some clients have celshading in them, but I dunno if you can have only certain things celshaded. Having everything celshaded seems like it would be easier. I dunno.
Logged
Quote from: amz181 on September 08, 2011, 11:32:07 AM
but a small twisty barrel will have small pew pew's, and small pew pew's can hurt mr.tyrant.
gimhael
Turrets: +70/-16
Posts: 546
Re: RC/repeater ''power rings''
«
Reply #45 on:
March 26, 2011, 06:32:54 AM »
Quote from: /dev/humancontroller on March 26, 2011, 12:22:30 AM
Quote from: Menace13 on March 26, 2011, 12:01:03 AM
You have no proof that he stole this from AU
and it is generally true that one can only know and possibly be wrong, or be at most certain.
Quote from: Menace13 on March 26, 2011, 12:01:03 AM
You don't KNOW that he has EVER gone there, do you?
in fact i do (unless someone named gimhael/Matthias was an impostor).
You're right, I checked my .tremulous folder and I do have a au/ subfolder with your pk3 dated 2010-08-21, so I have to admit that I did in fact connect to AU.
Logged
Odin
Spam Killer
Turrets: +113/-204
Posts: 1764
omgwtfbbq
Re: RC/repeater ''power rings''
«
Reply #46 on:
March 26, 2011, 09:14:56 AM »
Couldn't you use OpenGL's stencil features to draw lines where the sphere intersects with the walls/floor? I'm pretty sure I've seen this done in a bunch of other games from Q3's era.
Logged
ziplocpeople
Turrets: +23/-20
Posts: 345
Re: RC/repeater ''power rings''
«
Reply #47 on:
March 26, 2011, 03:44:43 PM »
Quote from: Menace13 on March 26, 2011, 12:33:20 AM
Celshading is possible, but having just one thing celshaded might be hard. Some clients have celshading in them, but I dunno if you can have only certain things celshaded. Having everything celshaded seems like it would be easier. I dunno.
If you want to be literal, there aren't any clients with _celshading_. Your client simply modifies the textures while loading the map to make it look celshaded.
Logged
Quote from: Sir|Periculosus
yes yes spam a little more and heyll understand! yes yes
मैं स्पैम बॉट समर्थन
मैं हिन्दी का समर्थन
~The Medistation
sirshiz
Turrets: +3/-5
Posts: 75
Re: RC/repeater ''power rings''
«
Reply #48 on:
March 26, 2011, 06:54:57 PM »
F50, what is the possibility of testing these ideas ("power rings" and defensive structure ranges) on your test server?
These would be excellent additions to Tremulous if they work well.
Logged
F50
Turrets: +16/-26
Posts: 740
Re: RC/repeater ''power rings''
«
Reply #49 on:
March 27, 2011, 01:48:31 AM »
Very possible. For the very moment, I'd like to keep the number of changes on my server to an reasonably minimal level, but this will be added to the list of upcomming mods. That will also give some time for this to progress, perhaps to trapper cones etc.
«
Last Edit: March 27, 2011, 01:51:31 AM by F50
»
Logged
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law
sirshiz
Turrets: +3/-5
Posts: 75
Re: RC/repeater ''power rings''
«
Reply #50 on:
March 27, 2011, 04:02:12 AM »
Thank you F50. I look forward to it.
Logged
Anonymoose
Turrets: +5/-17
Posts: 145
Re: RC/repeater ''power rings''
«
Reply #51 on:
March 27, 2011, 06:38:34 AM »
Quote from: /dev/humancontroller on March 25, 2011, 05:02:49 PM
who is this cocksucker named gimhael? he is showing features (including models and source code) from the Amsterdam Unlimited server, as if they were his work.
I wrote a 'hello world' program once, my friend must have copied my code because he wrote it after i did mine. i know how you feel man.
Logged
Quote from: dobruiyyk on May 09, 2011, 10:56:58 PM
Don't you mind to tell me what you nickname meens, cause in my vocabulary there is only anon and a moose
RAKninja-Decepticon
Turrets: +14/-673
Posts: 768
:dretch: :basilisk: :tyrant: and Decepticon
Re: RC/repeater ''power rings''
«
Reply #52 on:
March 27, 2011, 07:38:12 AM »
Quote from: Anonymoose on March 27, 2011, 06:38:34 AM
Quote from: /dev/humancontroller on March 25, 2011, 05:02:49 PM
who is this cocksucker named gimhael? he is showing features (including models and source code) from the Amsterdam Unlimited server, as if they were his work.
I wrote a 'hello world' program once, my friend must have copied my code because he wrote it after i did mine. i know how you feel man.
any morrowind companions scripted after the late part of last year are obviously stolen from my scripts.
Logged
Note 4: The best, although not always easiest, way to deal with trolls is thus: do not respond at ALL in the thread.
Main Rules
4.) No spamming or advertising (includes useless multi-posts and bumps.)
6b.) Do NOT harass other members.
6c.) Do NOT troll!
Qrntz
Turrets: +204/-12
Posts: 846
BE VIGILANT
Re: RC/repeater ''power rings''
«
Reply #53 on:
March 27, 2011, 05:36:32 PM »
Quote from: RAKninja-Decepticon on March 27, 2011, 07:38:12 AM
Quote from: Anonymoose on March 27, 2011, 06:38:34 AM
Quote from: /dev/humancontroller on March 25, 2011, 05:02:49 PM
who is this cocksucker named gimhael? he is showing features (including models and source code) from the Amsterdam Unlimited server, as if they were his work.
I wrote a 'hello world' program once, my friend must have copied my code because he wrote it after i did mine. i know how you feel man.
any morrowind companions scripted after the late part of last year are obviously stolen from my scripts.
Any sentence beginning in 'any' is stolen from me. No exceptions.
Logged
Quote from: {FoT|PeDrO} on December 14, 2011, 02:07:41 PM
You make up Qrntz, u always angry, just calmdown.
Quote from: Loki on March 13, 2013, 10:27:57 AM
I am stupid idiot who dares to open mouth and start debating
Lakitu7
Tremulous Developers
Turrets: +120/-73
Posts: 1002
Watch for spinys
Re: RC/repeater ''power rings''
«
Reply #54 on:
March 27, 2011, 05:47:31 PM »
Gimhael this looks like it's on its way so please do not let DevHC freaking out discourage you from continuing to work on it. Thanks for the work so far.
Logged
/dev/humancontroller
Turrets: +19/-376
Posts: 865
Re: RC/repeater ''power rings''
«
Reply #55 on:
March 27, 2011, 06:04:01 PM »
Let's assume nothing happened, and continue with showing off!
Logged
/dev/humancontroller
Turrets: +19/-376
Posts: 865
Re: RC/repeater ''power rings''
«
Reply #56 on:
March 27, 2011, 06:21:43 PM »
building the 5th repeater on niveus, in a small, non-powered zone
a trapper and a hive is covering the window room door
a small forward base is built on the edge of a creep zone provided by a distant egg
spectators can see buildable spaces of both teams; reactor power is shown coming out of the red base, creep is shown coming out of the tunnel
a dretch is trolling below the turning range of a badly placed turret
welcome to the disco zone, a reactorless, 24-buildpoint base; every buildable is supported by the DC in the back
a greedy lisk
contrary to popular will, UBP will not cause significant degradation of visibility xD
«
Last Edit: March 27, 2011, 07:13:17 PM by /dev/humancontroller
»
Logged
/dev/humancontroller
Turrets: +19/-376
Posts: 865
Re: RC/repeater ''power rings''
«
Reply #57 on:
March 27, 2011, 06:26:37 PM »
by the way, all this is available at the Amsterdam Unlimited servers.
«
Last Edit: March 27, 2011, 07:12:56 PM by /dev/humancontroller
»
Logged
CreatureofHell
Turrets: +429/-123
Posts: 2356
Ash Nazg Durbatulūk, Ash Nazg Gimbatul.
Re: RC/repeater ''power rings''
«
Reply #58 on:
March 27, 2011, 07:28:56 PM »
Quote from: /dev/humancontroller on March 27, 2011, 06:21:43 PM
a dretch is trolling below the turning range of a badly placed turret
Be careful! If you don't place your turrets correctly Dretches will troll you!
Logged
Quote
<Timbo> posting on the trem forums rarely results in anything good
Qrntz
Turrets: +204/-12
Posts: 846
BE VIGILANT
Re: RC/repeater ''power rings''
«
Reply #59 on:
March 27, 2011, 09:02:19 PM »
Quote from: CreatureofHell on March 27, 2011, 07:28:56 PM
Quote from: /dev/humancontroller on March 27, 2011, 06:21:43 PM
a dretch is trolling below the turning range of a badly placed turret
Be careful! If you don't place your turrets correctly Dretches will troll you!
«
Last Edit: March 27, 2011, 09:11:33 PM by Qrntz, Reason: fixed pic
»
Logged
Quote from: {FoT|PeDrO} on December 14, 2011, 02:07:41 PM
You make up Qrntz, u always angry, just calmdown.
Quote from: Loki on March 13, 2013, 10:27:57 AM
I am stupid idiot who dares to open mouth and start debating
Pages:
1
[
2
]
3
4
5
6
7
Go Up
Print
Jump to:
Please select a destination:
-----------------------------
General
-----------------------------
=> Announcements
=> General Discussion
=> Troubleshooting
=> Feedback
=> Official Servers
-----------------------------
Community
-----------------------------
=> Servers
===> Server Admin Contacts
=> Clans
===> Individual Clan Threads
=> Strategies and Tactics
=> Mod Ideas and Desires
=> Off Topic
-----------------------------
Media
-----------------------------
=> Mapping Center
=> Map Releases
=> Modeling Center
=> Other Tremulous Media
-----------------------------
Mods
-----------------------------
=> Modding Center
=> Mod Releases
===> HUDs
===> Gameplay Changing
===> Non-Gameplay Changing
===> Tools and Utilities
Loading...