Armagetron Advanced 2D

What do you want to see in Armagetron soon? Any new feature ideas? Let's ponder these ground breaking ideas...
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ed
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Armagetron Advanced 2D

Post by ed »

Been playing around with cockpits recently. Haven't experienced how far the minimap had come since I last touched it, and it got me thinking...
If it were possible to disable 3d rendering completely and just show the grid as a 2d minimap arma could then be far more usable on older systems. Perhaps even ported to handheld devices, psp, nds, etc. They even have built in wifi, I'd love to play an online game with one of those.

I have thrown together a cockpit mockup file. Although here, 3d is not disabled, it's simply hidden behind a black rectangle the size the screen. But the outcome is the same (without the fps increase). The game is easily playable, and with some tweaking I'm sure one could play very competitively.

The cockpit file can be used with this line (you will need a fairly recent trunk). Either entered into your autoexec.cfg or pasted into the console:

Code: Select all

COCKPIT_FILE ed/edpit-0.0.7.aacockpit.xml(http://eddie.plantpeanuts.co.uk/edpit-0.0.7.aacockpit.xml)
Just sharing my thoughts :wink:
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Last edited by ed on Sun Apr 13, 2008 1:36 pm, edited 1 time in total.
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DDMJ
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Post by DDMJ »

Sweet...Armagetron(r8396) quits on me when I hit enter after I pasted in the COCKPIT_FILE command :?
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Post by Infamous »

i'm not falling for this again....
Homer: Uh...it's like...did anyone see the movie "Tron"?
Dr. Hibbert: No.
Lisa: No.
Marge: No.
Wiggum: No.
Bart: No.
Patty: No.
Wiggum: No.
Ned: No.
Selma: No.
Prof. Frink: No.
Rev. Lovejoy: No.
Wiggum: Yes. I mean -- um, I mean, no. No, heh.
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ed
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Post by ed »

I've booted into windows (it's for the kids, honest :oops: ) and tried it with the latest 0.3 build (r8355) and that 0.0.6 cockpit did manage to crash arma. I removed some commented out stuff in the cockpit file regarding voodoo's experimental mirror widgets and it now works there too.
I've bumped the version with these changes, it should work now.

Infamous, I see what you mean. cube, 2d, etc. There's no ramps here, just old school snake in an arma world ;)
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DDMJ
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Post by DDMJ »

Nice ed :D.

(Note: Do not use this cockpit while playing (team) sumo)
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Post by Pathetique »

I like the idea. I have a friend with a Nokia Cellphone-Tablet-thing–upon further research I have discovered that it is a Nokia N800 or something and it runs maemo linux which is ARM-based–who was interested in seeing if it were possible to run tron on his tablet, albeit at a great detriment to his battery life. I told him it might have been possible, but I wasn't sure since I have no idea if openGL works on ARM architectures. But if a version of the game had the rendering disabled and not even included in the executable, but only drew lines, it would make the battery last a lot longer (ideally, in my brain anyway).

Heh. It would be really cool to have a version of it for the SideKick 3 on T-Mobile. lol

Hmm...wouldn't it be easy to do this with Java? A lot of cellphones run Java-based games, so with modifications, whether they be minor or major, along with converting to a different language, it might be possible for this to work.

But that's just the musings of someone who hasn't had much programming experience outside of a delightful program called Game Maker. :D :oops:
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Post by Tank Program »

I also have one of this Nokia Internet Tablet PCs. I've investigated getting Armagetron to run, and despite there being SDL, there just isn't a 3D library.

So I compiled one. Let me tell you, (or really, people that understand this and can translate into human,) 5fps in glxgears is _not_ cool. It's just not going to happen without some major changes to configure and a specifically 2d sans opengl sdl interface.

(Edit, but yes, this would be awesome.)
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Post by K-Yo »

I tried, it, I find the Idea interesting and it's development should be considered.
I tried the cockpit on my computer but the zomm is too far (maybe did I miss a configuration :/ but the zoom out when taking speed makes the map too small...)
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ed
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Post by ed »

That's because the zoom is proportional to the cycle speed.
Perhaps if there were a max_zoom and min_zoom setting which the zoom would be bound to this would help.

on the cockpit look at the line

Code: Select all

<MapMode mode="cycle" rotation="camera" zoomFactor="10"/>
Change it to something lower perhaps.

Plus, you can bound yourself a cockpit button 1 and use it to scroll between different types of minimap.
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