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Author Topic: RC/repeater ''power rings''  (Read 16172 times)
CreatureofHell


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Ash Nazg Durbatulūk, Ash Nazg Gimbatul.


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« Reply #60 on: March 27, 2011, 09:03:47 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!
img
+9001
« Last Edit: March 27, 2011, 09:12:53 PM by CreatureofHell » Logged


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<Timbo> posting on the trem forums rarely results in anything good
A Spork
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« Reply #61 on: March 28, 2011, 01:58:59 AM »

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!

rofl
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RAKninja-Decepticon


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« Reply #62 on: March 28, 2011, 02:05:52 AM »

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!
img
+9001

that's over nine thousand!
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sirshiz


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« Reply #63 on: March 28, 2011, 02:34:49 AM »

Anyone else find it weird/amusing that so many people including some devs thought implementing this was impossible or very hard to do... and an Unlimited Server has had it for awhile?  Lips Sealed

a dretch is trolling below the turning range of a badly placed turret


Is this turret visual range indicator currently implemented on your server? If so it isn't working for me.

The building visual indicator is working and it doesn't lag at all. It should definitely be used for the Official Servers.
« Last Edit: March 28, 2011, 02:47:36 AM by sirshiz » Logged
SlackerLinux
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« Reply #64 on: March 28, 2011, 03:14:06 AM »

i dont find it weird that people thought it could be hard this suggestion was posted less then a week ago noone even knew about this already being done on another server

as for not lagging well i think it needs to be tested alot before you can claim that performance changes with hardware/drivers/os and just because a small group doesn't lag it doesn't mean that say someone with an Intel Gfx card will be lag free too
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Slackware64 13.1
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« Reply #65 on: March 28, 2011, 04:06:35 AM »



I'd like to see the humans get through that!
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sirshiz


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« Reply #66 on: March 28, 2011, 04:24:01 AM »

i dont find it weird that people thought it could be hard this suggestion was posted less then a week ago noone even knew about this already being done on another server

Slacker, according to meisseli this has been discussed "numerous times".
See:

It has been suggested numerous times IIRC, each time the answer being something close to: "it's not possible with the quake renderer".

That's why I found it strange that a week after I posted this we find a solution... then we find out it's already been solved.  Shocked



as for not lagging well i think it needs to be tested alot before you can claim that performance changes with hardware/drivers/os and just because a small group doesn't lag it doesn't mean that say someone with an Intel Gfx card will be lag free too

This is true, although I did test it on high settings on a shit computer. If it could handle unlimited BP bubbles I'm sure other computers could handle Official Servers BP bubbles.
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Meisseli
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« Reply #67 on: March 28, 2011, 07:02:04 AM »

Oh dear, I don't think we want it to turn up into a horrible disco version of Tremulous, now do we...
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gimhael


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« Reply #68 on: March 28, 2011, 08:44:43 AM »

i dont find it weird that people thought it could be hard this suggestion was posted less then a week ago noone even knew about this already being done on another server

Slacker, according to meisseli this has been discussed "numerous times".
See:

It has been suggested numerous times IIRC, each time the answer being something close to: "it's not possible with the quake renderer".

That's why I found it strange that a week after I posted this we find a solution... then we find out it's already been solved.  Shocked

It was asked if it was possible to mark the floor/walls where the power ends, and this is in fact not possible with the Q3 engine.


as for not lagging well i think it needs to be tested alot before you can claim that performance changes with hardware/drivers/os and just because a small group doesn't lag it doesn't mean that say someone with an Intel Gfx card will be lag free too

This is true, although I did test it on high settings on a shit computer. If it could handle unlimited BP bubbles I'm sure other computers could handle Official Servers BP bubbles.

If this feature is spammed all over the place it will put high demands on the GPU fill rate while the additional CPU and vertex load is quite low. So if your system was already running close to it's fill rate limit, which is often the case on embedded GPUs, you'll definately see a drop in FPS.

PS: I think /dev/hc did a great job making this possible, and as I already said I wouldn't have started if I knew he was working on the same concept.
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/dev/humancontroller


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« Reply #69 on: March 28, 2011, 11:18:49 AM »

an Unlimited Server has had it for awhile
Amsterdam Unlimited's name has nothing to do with unlimited buildpoints, though it does have higher than stock buildpoint settings.
a dretch is trolling below the turning range of a badly placed turret


Is this turret visual range indicator currently implemented on your server? If so it isn't working for me.
oh, i forgot to tell everyone how to enable that.

the cg_buildableSpaces cvar setting determines which buildables will have effectivity spaces displayed.
0: don't show buildable spaces;
1: show spaces for only "support" buildables: reactor, repeater, defence computer, overmind, egg;
2: show spaces for only "offensive" buildables: machinegun turret, tesla generator, acid tube, trapper, hive;
3: show spaces for all of the above buildables.
« Last Edit: March 28, 2011, 06:29:18 PM by /dev/humancontroller » Logged
Lakitu7
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Watch for spinys


« Reply #70 on: March 28, 2011, 05:41:17 PM »

The links to the pk3s/patchfiles are down. Do the patchfiles have the code for the game.qvm components or are there no game.qvm components?
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/dev/humancontroller


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« Reply #71 on: March 28, 2011, 06:42:24 PM »

The links to the pk3s/patchfiles are down.
au12-qvms-013.pk3
au12-data-011.pk3
Do the patchfiles have the code for the game.qvm components or are there no game.qvm components?
the patchfiles do not have the code for the game module, and the code itself is not open, yet.
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Lakitu7
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« Reply #72 on: March 28, 2011, 07:00:20 PM »

So you stopped Gimhael from continuing to work on his implementation because there exists another implementation that does not even distribute its source code?

How exactly is a usable complete implementation coming into existence then?
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/dev/humancontroller


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« Reply #73 on: March 28, 2011, 07:25:48 PM »

How exactly is a usable complete implementation coming into existence then?
obviously by someone coding it, and releasing it when it's done (TM).
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F50


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« Reply #74 on: March 28, 2011, 07:41:21 PM »

So qvms are not considered derivative of the tremulous code? I would find that rather confusing. I apologize for the hostility inherent in saying this, but unfortunately your participation in this thread so far, /dev/humancontroller, has been encouraging in someways, but destructive in most. I'm afraid I don't think DNF is a joke in the tremulous community.
« Last Edit: March 28, 2011, 07:48:10 PM by F50 » Logged

"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law

David
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« Reply #75 on: March 28, 2011, 07:57:04 PM »

The QVM is derivative, but you only have to share the code if you share the binary.  The game and server are never distributed, so no code needs to be released.  The cgame is distributed and AFAIK a patch is in the pk3.
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F50


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« Reply #76 on: March 28, 2011, 08:17:41 PM »

So does distribution of a cgame.qvm require the availability of the source code, or is cgame.qvm not considered a binary (although I would find that somewhat absurd)? Perhaps this is something that should go in a FAQ somewhere, being an important but frequently unasked question.
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/dev/humancontroller


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« Reply #77 on: March 28, 2011, 08:37:04 PM »

How exactly is a usable complete implementation coming into existence then?
obviously by someone coding it, and releasing it when it's done (TM).
I'm afraid I don't think DNF is a joke in the tremulous community.
and ind33d it's not a joke. i meant to say: give me some time to polish the implementation (and explore new possibilities), and i will release the full source code later.
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Lakitu7
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« Reply #78 on: March 28, 2011, 08:50:21 PM »

DevHC, you already stopped other people from working on AMP so that you could pretend to do that too. Are you going to actually produce any of these things or just prevent others from doing them?

As for the qvm/OSS thing, I am no lawyer, but the consensus around here has been that things that only run on the server (i.e. game.qvm) can be modified without making the source available if they are not distributed. This is not the thread to discuss that in, however, and people who want to discuss that should take it to another thread.
« Last Edit: March 28, 2011, 08:52:54 PM by Lakitu7 » Logged
gimhael


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« Reply #79 on: March 28, 2011, 08:51:02 PM »

So does distribution of a cgame.qvm require the availability of the source code, or is cgame.qvm not considered a binary (although I would find that somewhat absurd)? Perhaps this is something that should go in a FAQ somewhere, being an important but frequently unasked question.

Yes, you have to distribute the source code of a modified cgame.qvm, but the game.qvm is used only on the server, so you can keep the modifications secret.
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/dev/humancontroller


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« Reply #80 on: March 28, 2011, 09:01:41 PM »

DevHC, you already stopped other people from working on AMP so that you could pretend to do that too.
u've got to be kidding me.
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sirshiz


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« Reply #81 on: March 28, 2011, 09:09:16 PM »

The offensive building indicators are interesting but not nearly as useful as I thought they would be. They show the absolute ranges of the turrets without regard to the environment it seems, at least in the cases I tested with on ATCS.

In this case, that turret can obviously not shoot through walls though the indicator seems to ... indicate ... so.


* turret.jpg (61.5 KB, 1280x800 - viewed 120 times.)
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Lakitu7
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« Reply #82 on: March 28, 2011, 09:15:40 PM »

DevHC, you already stopped other people from working on AMP so that you could pretend to do that too.
u've got to be kidding me.

You haven't touched that since the 16th despite knowing well better than to think that's anywhere near usable, but I'll respond more specifically there and leave it out of here.
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Odin
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« Reply #83 on: March 29, 2011, 12:42:42 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.
I ask again.
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/dev/humancontroller


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« Reply #84 on: March 29, 2011, 09:34:24 AM »

well, we're trying to extend a method we call "binary shaders". :]
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David
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« Reply #85 on: March 29, 2011, 10:32:14 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.
I ask again.

I don't know anything about the stencil stuff, but I'm pretty sure that would require client changes.

Although I guess that doesn't matter for 1.2.
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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.
gimhael


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« Reply #86 on: March 29, 2011, 07:02:35 PM »

well, we're trying to extend a method we call "binary shaders". :]

Do you mean dynamically loading shader functions from a DLL or QVM ? I don't think that's such a great idea for security.
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UniqPhoeniX
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« Reply #87 on: March 30, 2011, 08:05:04 AM »

"Binary shaders" are 2 shaders, 1 of which is only visible on top of the other. This allows making some very interesting things, including lines on map geometry where spheres intersect them.

However, this one requires 6 spheres and has some limitations, I'm still working on it.
« Last Edit: March 30, 2011, 08:07:32 AM by UniqPhoeniX » Logged

David
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David


« Reply #88 on: March 30, 2011, 08:36:16 AM »

*that* is what I want to see Smiley.
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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.
gimhael


Turrets: +70/-16
Posts: 546


« Reply #89 on: March 30, 2011, 12:13:22 PM »

Does it work correctly when the camera is *inside* the sphere ? That is usually the problem case for stencil volumes.
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