Merging shaped_arenas into HEAD (complete)

What do you want to see in Armagetron soon? Any new feature ideas? Let's ponder these ground breaking ideas...
Luke-Jr
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Post by Luke-Jr »

z-man wrote:How about if we add some development options to configure, like

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--enable-development: adds "-Wall -Werror" to CXXFLAGS
--enable-debug: like above, plus "-ggdb -DDEBUG" to CXXFLAGS and plus the the leak finding memory manager
Those ( minus -Wno-unused-variables, see below ) are the settings the external build module for eclipse uses.
How about something that gives -g w/o -DDEBUG? (doesn't -DDEBUG making the game much slower?)
z-man wrote:The wall "transparency" and stretchyness are known general problems, too. The rendering and texturing code was not yet adapted to the new possibilities. Luke and philippe: Should this be my job? I think I know what has to be done.
I certainly don't know how to handle it ;)
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philippeqc
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Post by philippeqc »

z-man wrote: The wall "transparency" and stretchyness are known general problems, too. The rendering and texturing code was not yet adapted to the new possibilities. Luke and philippe: Should this be my job? I think I know what has to be done.
If its not too much effort for you, yes thanks. Textures stretching should be fixed. But before you make a decision about "transparency", play a few games on a mapped server (on maps such as repeat, inaktek and HexaTRON). It has changed my perception of the situation from "a painfull annoyance" to "a joyfull blessing".


-ph
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Luke-Jr
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Winzones fixed

Post by Luke-Jr »

Winzones are fixed. Credit for breaking them goes to z-man for assuming no objects used InteractWith and disabling it. ;)
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dlh
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Post by dlh »

philippeqc wrote:It has been decided that the game server shouldn't server "resources". But you aren't forced to host your own webserver, you can point to files hosted on any webserver, including this forum. You can attach a file to a post, and simply point to it. Also, Luke-jr has a web server where he seem to take great pride to host all the maps currently available.

I understand that the current model (uri and filename) is quite unfriendly. It is sadly only core functionality that has been exposed, and wasnt supposed to be more than that. A more convenient interface might come from the "resource management" discussion/development.

-ph
What about LAN games? It'd be quite annoying to have to run a webserver just to host a map.
Luke-Jr
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Post by Luke-Jr »

nemostultae wrote:What about LAN games? It'd be quite annoying to have to run a webserver just to host a map.
Webservers aren't (all) huge inefficient programs needing a mainframe to run.
Anyway, share your map directory on the LAN and have people copy it out of there...
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Re: Winzones fixed

Post by Z-Man »

Luke-Jr wrote:Winzones are fixed. Credit for breaking them goes to z-man for assuming no objects used InteractWith and disabling it. ;)
:oops: That must have been some other Z-Man.
Looks like I'll have to find a better way to keep the spark interaction from eating away all of the CPU time.

About the transparency: I think I'll offer two options:
- Render the rim walls first with Z-buffer compares so they look correct by themselves, then clear the Z-buffer again to make the walls transparent
- Render the rim wall with a reduced height when you look at it from the "outside"

Both will let you keep the overview while giving you less of a headache from visual paradoxa :)

About the debugging settings: yes, currently -DDEBUG runs much slower because very expensive consistency tests on the data structures are done. I could move these tests to be activated only on another option, say -DEXPENSIVE_DEBUG? The assertions and simple tests are relatively harmless.
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philippeqc
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Re: Winzones fixed

Post by philippeqc »

z-man wrote:About the transparency: I think I'll offer two options:
- Render the rim walls first with Z-buffer compares so they look correct by themselves, then clear the Z-buffer again to make the walls transparent
- Render the rim wall with a reduced height when you look at it from the "outside"
z-man wrote: The z-buffer operation would greatly improve the visual aspect.
About the "outside" part, a small wall in the middle of the arena would be rendered differently depending on the position of the camera.
Both will let you keep the overview while giving you less of a headache from visual paradoxa :)
Your_mom, through the map pacmapnew.xml, has given us a new level of visual paradoxa!

-ph
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Luke-Jr
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Re: Winzones fixed

Post by Luke-Jr »

z-man wrote:
Luke-Jr wrote:Winzones are fixed. Credit for breaking them goes to z-man for assuming no objects used InteractWith and disabling it. ;)
:oops: That must have been some other Z-Man.
Looks like I'll have to find a better way to keep the spark interaction from eating away all of the CPU time.
Or perhaps eliminate the need of InteractWith for zones...
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Re: Winzones fixed

Post by andrea »

Luke-Jr wrote:
z-man wrote:
Luke-Jr wrote:Winzones are fixed. Credit for breaking them goes to z-man for assuming no objects used InteractWith and disabling it. ;)
:oops: That must have been some other Z-Man.
Looks like I'll have to find a better way to keep the spark interaction from eating away all of the CPU time.
Or perhaps eliminate the need of InteractWith for zones...
Please, make the sparks less CPU-suckers so that I'll be able to use them on my PB!
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