CTF / StyBall / Shooting Patch
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Luke-Jr
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here's a (new) patch to latest 0.2.8 code including automake fixes.
- Attachments
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- pigsty-061021-ljr3.patch.bz2
- (31.58 KiB) Downloaded 345 times
- ~|FS|~ sherif
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- philippeqc
- Long Poster - Project Developer - Sage
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Yes, all the clients can shoot. It is only the server that needs to be patched.~|FS|~ sherif wrote:that is all good, but is there anyway to put in shooting without the patch? :?
As for making it a permanent addition, I dont think anybody would oppose it. At the moment, all that is zone related is under heavy rework, so any serious study of that merge will probably be delayed until it gets a bit more stable.
-ph
Canis meus id comedit.
I would advise against putting too much work specifically towards this goal. IMHO, shooting is... untronnyphilippeqc wrote:As for making it a permanent addition, I dont think anybody would oppose it.
Well, I have to agree that I don't like shooting light cycles, but those aren't the only objects that can be on a game grid...
Check out my YouTube channel: https://youtube.com/@davefancella?si=H--oCK3k_dQ1laDN
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- philippeqc
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No worries! I'm still busy enough cleaning up my mess^H^H^H^Himprovements, I haven't given much thoughts on the shooting. But in my absence, it seems wrt and pig added other types of zones. I own it to them to at least see how they intersect with zone v2, and if their behaviors can be added.
On the actual shooting and CTF, the more I think about it, the more it just scream scripting. They are not new effects, just changes on the behavior. The flag basically sits there waiting for some cycle to enter it, then sets its position as the cycle position until either the cycle dies, or the cycle enters another specified zone. Also, having it in that form would eliminate all (most) the trouble (and support expended to reduce the trouble) would really suit our goals.
If we play our card right, and zones v2 and scripting finally meet on the same branch, it might never be of our control anymore to declare the canonical laws defining the tronnyness of AA. ;) (And Oh! We Shall regret it!)
-ph
zone-shooting double-grinding wall-jumping fortress-conquering shield-activating flag-bearing mine-laying lightcycles...
... after though, maybe we should worry, and consider paniquing!
On the actual shooting and CTF, the more I think about it, the more it just scream scripting. They are not new effects, just changes on the behavior. The flag basically sits there waiting for some cycle to enter it, then sets its position as the cycle position until either the cycle dies, or the cycle enters another specified zone. Also, having it in that form would eliminate all (most) the trouble (and support expended to reduce the trouble) would really suit our goals.
If we play our card right, and zones v2 and scripting finally meet on the same branch, it might never be of our control anymore to declare the canonical laws defining the tronnyness of AA. ;) (And Oh! We Shall regret it!)
-ph
zone-shooting double-grinding wall-jumping fortress-conquering shield-activating flag-bearing mine-laying lightcycles...
... after though, maybe we should worry, and consider paniquing!
Canis meus id comedit.
- wrtlprnft
- Reverse Outside Corner Grinder
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laying mines already works with the pig patch 
Anyways, voodoo and me (mostly voodoo actually, I just helped out a bit) didn't add any new zones, we basically added the SPAWN_ZONE command z-man suggested, but hacked it further, so you can spawn any type of zone, specify the color (or team/target for zones that require one), speed and direction, whether they should bounce off rim walls or not, target size (so they grow and shrink until they reach that size, then stop), and a simple polygon path for them to follow.
Actually it's fun to spawn ball zones on normal last man standing maps, as they're totally poinless but you can still watch them bounce around.
Anyways, voodoo and me (mostly voodoo actually, I just helped out a bit) didn't add any new zones, we basically added the SPAWN_ZONE command z-man suggested, but hacked it further, so you can spawn any type of zone, specify the color (or team/target for zones that require one), speed and direction, whether they should bounce off rim walls or not, target size (so they grow and shrink until they reach that size, then stop), and a simple polygon path for them to follow.
Actually it's fun to spawn ball zones on normal last man standing maps, as they're totally poinless but you can still watch them bounce around.
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- .:Avl:.C10ud
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I agree that shooting is un-tron-ish, but I really enjoy CTF. I would like to see that as part of the permanant code. It would be much easier.
Quick question: can anybody help me figure out why my CTF server crashes every few days? I am still not very good with probing for info in core dumps. Here is the last core dump it gave. Can anyone figure out what is causing this? I compiled using this code. My servers both run FreeBSD.
Quick question: can anybody help me figure out why my CTF server crashes every few days? I am still not very good with probing for info in core dumps. Here is the last core dump it gave. Can anyone figure out what is causing this? I compiled using this code. My servers both run FreeBSD.
