Spawn placement, zone placement

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kyle
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Re: Spawn placement, zone placement

Post by kyle »

LOVER$BOY wrote:Custom axes don't really count as much unless you want to confuse the heck out of the player at to how you can turn your bike.
Who would not want to do that :)
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Jonathan
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Re: Spawn placement, zone placement

Post by Jonathan »

LOVER$BOY wrote:0.2.8 only supports circles though while in 0.4 trunk, you get poly shapes :)
We were talking about the map geometry. Zone shape has little to do with whether the zone can appear outside an oddly-shaped map.
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LOVER$BOY
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Re: Spawn placement, zone placement

Post by LOVER$BOY »

Jonathan wrote:
LOVER$BOY wrote:0.2.8 only supports circles though while in 0.4 trunk, you get poly shapes :)
We were talking about the map geometry. Zone shape has little to do with whether the zone can appear outside an oddly-shaped map.
Yes but you also need to consider what version of armagetron your dealing with here. Since the person in question didn't mention what version he is working with, we're talking about both current versions available.
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delinquent
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Re: Spawn placement, zone placement

Post by delinquent »

It's a pity that the current versions don't support much more than 16 axes, I had a nice idea about recursive key algorithms that would allow the player to simply hold down a key and turn for a set amount of time. For example, 360 axes, and one key press would turn a maximum of 45 degrees, but using multibinding one could turn an almost perfect circle. IMO it would add a great deal to the game, but not without great sacrifice.
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LOVER$BOY
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Re: Spawn placement, zone placement

Post by LOVER$BOY »

mmm... doesn't support more than 16 axes?

Who told you that?

I was certain that current system support all the way up to 180 (I shudder to think of anything higher).
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LOVER$BOY
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Re: Spawn placement, zone placement

Post by LOVER$BOY »

kyle wrote:
LOVER$BOY wrote:Custom axes don't really count as much unless you want to confuse the heck out of the player at to how you can turn your bike.
Who would not want to do that :)
haha, Kyle, you know Reverse Order High Rubber (R.O.H.R) deals with the wacky way of turning :P
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delinquent
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Re: Spawn placement, zone placement

Post by delinquent »

Well, technically such axes are supported, but many clients and servers alike cannot support them.
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LOVER$BOY
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Re: Spawn placement, zone placement

Post by LOVER$BOY »

delinquent wrote:Well, technically such axes are supported, but many clients and servers alike cannot support them.
I don't understand. Last year there was a server that contained racing maps from 4 axes to 180 axes. Sure, that server is not on anymore but still, it had that kind of map and it proves my point.
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Z-Man
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Re: Spawn placement, zone placement

Post by Z-Man »

Technically, all number of axes are supported. However, neither the engine nor the input routines are really suitable for anything above, say, 12 or 16.
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LOVER$BOY
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Re: Spawn placement, zone placement

Post by LOVER$BOY »

oh... is that why that server, whenever tried to load that map, went into turtle mode...
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Re: Spawn placement, zone placement

Post by Z-Man »

That may have something to do with it, yes.
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delinquent
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Re: Spawn placement, zone placement

Post by delinquent »

It needs a super stable server to work. I tried 180 and 360 axes and after a few minutes of each the server stopped responding.
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vov
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Re: Spawn placement, zone placement

Post by vov »

I remember some "Paintball" named server (yes, shooting ofc) which had 64 axes, I could bind the turns to my mouse and it worked fine. And even felt like paintball and didn't freak out too much.
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delinquent
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Re: Spawn placement, zone placement

Post by delinquent »

Heh, binding the brake to the mouse button... Instant tanks game.
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vov
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Re: Spawn placement, zone placement

Post by vov »

well of course, what else? :P
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