FORUM
MANUAL
GET TREMULOUS
Tremulous forum
May 23, 2013, 07:27:30 PM
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 10372 times)
CreatureofHell
Turrets: +429/-123
Posts: 2351
Ash Nazg Durbatulūk, Ash Nazg Gimbatul.
Re: RC/repeater ''power rings''
«
Reply #60 on:
March 27, 2011, 09:03:47 PM »
Quote from: Qrntz 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!
img
+9001
«
Last Edit: March 27, 2011, 09:12:53 PM by CreatureofHell
»
Logged
Quote
<Timbo> posting on the trem forums rarely results in anything good
A Spork
Spam Killer
Turrets: +37/-230
Posts: 1010
rawr
Re: RC/repeater ''power rings''
«
Reply #61 on:
March 28, 2011, 01:58:59 AM »
Quote from: Qrntz 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!
rofl
Logged
Don't shoot friend
! Friend
only wants to give you hugz and to be your hat
Proud Member of the S.O.B.F.O.B.S.A.D: The Society Of Basilisks For Other Basilisks Safety and Dominance
RAKninja-Decepticon
Turrets: +14/-673
Posts: 757
:dretch: :basilisk: :tyrant: and Decepticon
Re: RC/repeater ''power rings''
«
Reply #62 on:
March 28, 2011, 02:05:52 AM »
Quote from: CreatureofHell on March 27, 2011, 09:03:47 PM
Quote from: Qrntz 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!
img
+9001
that's over nine thousand!
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!
sirshiz
Turrets: +3/-5
Posts: 75
Re: RC/repeater ''power rings''
«
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?
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
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
Spam Killer
Turrets: +41/-62
Posts: 555
Linux User!!
Re: RC/repeater ''power rings''
«
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
Logged
Slackware64 13.1
SlackersQVM/
Nux
Turrets: +257/-69
Posts: 1733
Re: RC/repeater ''power rings''
«
Reply #65 on:
March 28, 2011, 04:06:35 AM »
I'd like to see the humans get through that!
Logged
http://img826.imageshack.us/img826/4831/sigflamew00t5.png
'Nux sux'.. Man, that's catchy!
sirshiz
Turrets: +3/-5
Posts: 75
Re: RC/repeater ''power rings''
«
Reply #66 on:
March 28, 2011, 04:24:01 AM »
Quote from: SlackerLinux 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
Slacker, according to meisseli this has been discussed "numerous times".
See:
Quote from: Meisseli on March 23, 2011, 03:08:11 PM
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.
Quote from: SlackerLinux on March 28, 2011, 03:14:06 AM
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.
Logged
Meisseli
Spam Killer
Turrets: +83/-25
Posts: 765
Re: RC/repeater ''power rings''
«
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...
Logged
gimhael
Turrets: +70/-16
Posts: 546
Re: RC/repeater ''power rings''
«
Reply #68 on:
March 28, 2011, 08:44:43 AM »
Quote from: sirshiz on March 28, 2011, 04:24:01 AM
Quote from: SlackerLinux 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
Slacker, according to meisseli this has been discussed "numerous times".
See:
Quote from: Meisseli on March 23, 2011, 03:08:11 PM
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.
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.
Quote from: sirshiz on March 28, 2011, 04:24:01 AM
Quote from: SlackerLinux on March 28, 2011, 03:14:06 AM
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.
Logged
/dev/humancontroller
Turrets: +19/-376
Posts: 855
Re: RC/repeater ''power rings''
«
Reply #69 on:
March 28, 2011, 11:18:49 AM »
Quote from: sirshiz on March 28, 2011, 02:34:49 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.
Quote from: sirshiz on March 28, 2011, 02:34:49 AM
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
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
Tremulous Developers
Turrets: +120/-73
Posts: 1002
Watch for spinys
Re: RC/repeater ''power rings''
«
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?
Logged
/dev/humancontroller
Turrets: +19/-376
Posts: 855
Re: RC/repeater ''power rings''
«
Reply #71 on:
March 28, 2011, 06:42:24 PM »
Quote from: Lakitu7 on March 28, 2011, 05:41:17 PM
The links to the pk3s/patchfiles are down.
au12-qvms-013.pk3
au12-data-011.pk3
Quote from: Lakitu7 on March 28, 2011, 05:41:17 PM
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.
Logged
Lakitu7
Tremulous Developers
Turrets: +120/-73
Posts: 1002
Watch for spinys
Re: RC/repeater ''power rings''
«
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?
Logged
/dev/humancontroller
Turrets: +19/-376
Posts: 855
Re: RC/repeater ''power rings''
«
Reply #73 on:
March 28, 2011, 07:25:48 PM »
Quote from: Lakitu7 on March 28, 2011, 07:00:20 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)
.
Logged
F50
Turrets: +16/-26
Posts: 740
Re: RC/repeater ''power rings''
«
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
Spam Killer
Turrets: +249/-273
Posts: 3543
David
Re: RC/repeater ''power rings''
«
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.
Logged
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.
F50
Turrets: +16/-26
Posts: 740
Re: RC/repeater ''power rings''
«
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.
Logged
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law
/dev/humancontroller
Turrets: +19/-376
Posts: 855
Re: RC/repeater ''power rings''
«
Reply #77 on:
March 28, 2011, 08:37:04 PM »
Quote from: /dev/humancontroller on March 28, 2011, 07:25:48 PM
Quote from: Lakitu7 on March 28, 2011, 07:00:20 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)
.
Quote from: F50 on March 28, 2011, 07:41:21 PM
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.
Logged
Lakitu7
Tremulous Developers
Turrets: +120/-73
Posts: 1002
Watch for spinys
Re: RC/repeater ''power rings''
«
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
Turrets: +70/-16
Posts: 546
Re: RC/repeater ''power rings''
«
Reply #79 on:
March 28, 2011, 08:51:02 PM »
Quote from: F50 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.
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.
Logged
/dev/humancontroller
Turrets: +19/-376
Posts: 855
Re: RC/repeater ''power rings''
«
Reply #80 on:
March 28, 2011, 09:01:41 PM »
Quote from: Lakitu7 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.
u've got to be kidding me
.
Logged
sirshiz
Turrets: +3/-5
Posts: 75
Re: RC/repeater ''power rings''
«
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 93 times.)
Logged
Lakitu7
Tremulous Developers
Turrets: +120/-73
Posts: 1002
Watch for spinys
Re: RC/repeater ''power rings''
«
Reply #82 on:
March 28, 2011, 09:15:40 PM »
Quote from: /dev/humancontroller on March 28, 2011, 09:01:41 PM
Quote from: Lakitu7 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.
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.
Logged
Odin
Spam Killer
Turrets: +113/-204
Posts: 1764
omgwtfbbq
Re: RC/repeater ''power rings''
«
Reply #83 on:
March 29, 2011, 12:42:42 AM »
Quote from: Odin 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.
I ask again.
Logged
/dev/humancontroller
Turrets: +19/-376
Posts: 855
Re: RC/repeater ''power rings''
«
Reply #84 on:
March 29, 2011, 09:34:24 AM »
well, we're trying to extend a method we call "binary shaders". :]
Logged
David
Spam Killer
Turrets: +249/-273
Posts: 3543
David
Re: RC/repeater ''power rings''
«
Reply #85 on:
March 29, 2011, 10:32:14 AM »
Quote from: Odin on March 29, 2011, 12:42:42 AM
Quote from: Odin 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.
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.
Logged
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.
gimhael
Turrets: +70/-16
Posts: 546
Re: RC/repeater ''power rings''
«
Reply #86 on:
March 29, 2011, 07:02:35 PM »
Quote from: /dev/humancontroller on March 29, 2011, 09:34:24 AM
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.
Logged
UniqPhoeniX
Spam Killer
Turrets: +66/-32
Posts: 1376
Re: RC/repeater ''power rings''
«
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
Ingar's NetRadiant
David
Spam Killer
Turrets: +249/-273
Posts: 3543
David
Re: RC/repeater ''power rings''
«
Reply #88 on:
March 30, 2011, 08:36:16 AM »
*that* is what I want to see
.
Logged
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.
gimhael
Turrets: +70/-16
Posts: 546
Re: RC/repeater ''power rings''
«
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.
Logged
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...