CTF / StyBall / Shooting Patch

Something else for Armagetron? Goody!
Luke-Jr
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Post by Luke-Jr »

here's a (new) patch to latest 0.2.8 code including automake fixes.
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~|FS|~ sherif
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Post by ~|FS|~ sherif »

that is all good, but is there anyway to put in shooting without the patch? :?
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Jonathan
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Post by Jonathan »

That's like asking whether you can play Armagetron without installing it in any way.
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philippeqc
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Post by philippeqc »

~|FS|~ sherif wrote:that is all good, but is there anyway to put in shooting without the patch? :?
Yes, all the clients can shoot. It is only the server that needs to be patched.

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
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Z-Man
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Post by Z-Man »

philippeqc wrote:As for making it a permanent addition, I dont think anybody would oppose it.
I would advise against putting too much work specifically towards this goal. IMHO, shooting is... untronny :) Of course, all the stuff we're doing will probably make shooting an easy addition (tie action key to spawning of a moving death zone), so feel free to ignore me.
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Lucifer
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Post by Lucifer »

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...
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philippeqc
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Post by philippeqc »

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!
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wrtlprnft
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Post by wrtlprnft »

laying mines already works with the pig patch :D

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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Post by .:Avl:.C10ud »

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.
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