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.
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.
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.
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.
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.