Competitive stuff?

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Hypnotoad
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RE: Competitive stuff?

#21

Post by Hypnotoad » Fri Aug 23, 2013 3:19 pm

Ch0wW wrote: A feature that isn't correctly made for !4:3 res (text scaling) is something that isn't usable. I can't stand having a game with glitchy graphics (see: pic on my post above). And large frag messages are on too by default.
But it's nice someone agrees with the fact of a scoreboard customisation.
I have not seen any glitchy scaling problems for !4:3, I'm pretty sure your graphics settings are fucked. This is what the scoreboard looks like to me, and it looks perfectly fine and readable:

http://gyazo.com/9c1bbb4a9f2593882d598ce66246f5ba

Looking at the #euro people, I'm not so sure I'll find lots of people up for playing.
Nobody hangs around in #euro, just hang around on the clan channels and ask there.

Why are you being so presumptuous all the time?
And WHY would the bob be forced to ON while F12ing? That's crazy nonsense! If I put a setting so that I'm not bobbing, it should not bob EVERYWHERE!
This is such a trivial, oddly specific issue I'm amazed you're complaining about it.
In this case, I'll support the other people on another thread with optionnal wad downloads. I'm not for skins (Damn people, it's DOOM! Not Call of duty skins mania), so that I'll save up lots of gb for useless contents.
I've not seen any competitive servers that force you to download skins.

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RE: Competitive stuff?

#22

Post by Cruduxy » Fri Aug 23, 2013 3:32 pm

Fsn76 wrote:
And for people who don't think force colors is important, just think about colorblind people. League of legends thinked about it :)
Image
If someone really want to help color blind people they'd make it easier to tell units from each others with symbols on clothes and shapes under units.. instead of using COLOR
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Nothing to see here
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RE: Competitive stuff?

#23

Post by Qent » Fri Aug 23, 2013 3:39 pm

Hypnotoad wrote:
Ch0wW wrote: Especially when you can add .md3 models, that you can hack it to make fullbrightskins, even though the player was completely gray on a gray world. It makes skins disadvantages.
You can't apply skins to other players, only yourself, so if the other players have skins disabled then having a custom skin will have no advantage. Regardless, you can disable them with a wad as I already said,
You can replace the Base skin sprites.
Hypnotoad wrote: and I have been told that there is in fact a svar that enforces "pure" settings anyway.
No, that just enables the normal lump authentication you get on every server.

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RE: Competitive stuff?

#24

Post by Hypnotoad » Fri Aug 23, 2013 3:50 pm

Qent wrote: You can replace the Base skin sprites.
Are you sure? That should be patched then. Can a wad that forces a specific playerclass override this?
No, that just enables the normal lump authentication you get on every server.
I wasn't talking about sv_pure.

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RE: Competitive stuff?

#25

Post by Qent » Fri Aug 23, 2013 4:11 pm

I'm not 100% sure, but you ought to be able to, just as you can replace any other sprite with a hires version. And how else would the FreeDoom IWAD work?
Hypnotoad wrote: I wasn't talking about sv_pure.
Maybe you mean the cvar that disallows skins that Konar6 put on Grandvoid? (Actually now that I think about it, it wasn't a cvar at all.... It may have just checked for the title of the server and disabled skins if it had "Barrels o' Fun" in it.)

Movebob when you F12 comes from the person you are watching. If they watch you, then they will see your lack of movebob.
Last edited by Qent on Fri Aug 23, 2013 4:13 pm, edited 1 time in total.

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RE: Competitive stuff?

#26

Post by Ch0wW » Fri Aug 23, 2013 9:17 pm

I've not seen any competitive servers that force you to download skins.
I wasn't really talking about competitive servers, but servers that propose you those kind of things.
Nobody hangs around in #euro, just hang around on the clan channels and ask there.

Why are you being so presumptuous all the time?
Presomptuous? Hum. No, just wanting to get some flaws fixed, and having a better game than ever. Starting by fixing the obvious.
In every other case, I'm nice and helpful. Not when I'm hearing things like "your graphics are fucked" (below) when it's absolutely not the case, on 2 different PCs with equivalent graphics but from the opposite trends (ati vs nvidia ; amd vs intel).
So basically, this thread is "Why can't Zandronum be ZDaemon?" You already acknowledge that Odamex exists. Why not use that for your competitive needs? Go on Zandronum's IRC network and set something up with other competitive players.
Maybe because Zdaemon & Zandronum were there before the late-odamex came?
Zdaemon is only great for OS, and has only 1 feature that is great : color-overriding.
Zandronum, in term of those client-customisation, seems to be a little in late.
Movebob when you F12 comes from the person you are watching. If they watch you, then they will see your lack of movebob.
Sorry mate, but that's not true at all.
In this case, I've been watching Fsn76 on a duel yesterday. He has no bob when he plays. I've seen him bobbing.
He also told me that he had the same issue with me.
So if they watch someone who hasn't any bob, they see the bob set to 1, whenever its (and your) value?
This is such a trivial, oddly specific issue I'm amazed you're complaining about it.
If you implant something, make sure the implantation is at least correct EVERYWHERE. Else it's not polished, hence a lack of seriousness of the port. And you may know that players can easily complain for those lacked functions (I also did the same on Zdaemon & other OpenSource games such as Xonotic or War§oW, complaining about some errors that have to be fixed).
I remember the fiasco of Skulltag when they released the game on OpenGL (even now with some aTi cards though ... :) ). Hopefully that the project has become OpenSource ; I'll try to make some commits for those problems I'm highlighting through this thread.
I have not seen any glitchy scaling problems for !4:3, I'm pretty sure your graphics settings are fucked. This is what the scoreboard looks like to me, and it looks perfectly fine and readable:
Hem :) .
If you were watching my screenshot, it was NOT about the Scoreboard, but the text scaling issue.

Speaking of which, here is what seem to be affected by scaling problem on non-4:3 rs:
- Printed texts (not centered)
- Teamed Scoreboard
- Scoreboard too!

And to actually prove this, some screenshots!
1280x720, non-scaled : http://baseq.fr/coding/DOOM/720pBase.png
1280x720, Scaled to 400x300: http://baseq.fr/coding/DOOM/720pSca400x300.png
1280x720, Scaled to 600x480: http://baseq.fr/coding/DOOM/720pSca640x480.png

This is a now a declarable problem, sorry to declare because of my "fucked" graphics that happens on 2 computers, Ati based card and nViDia based card, same resolution.

Anyway. Back on one point ;
I've seen that on the source code, it was possible to create a masterserver. Going to compile it soon, and release it on "proplay.baseq.fr" . However, I am not sure if through the masterhostname cvar, we can add multiple masterservers (separated with ';' )
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RE: Competitive stuff?

#27

Post by Catastrophe » Fri Aug 23, 2013 9:21 pm

@op, the whole thing about sprite replacing is honestly not a problem. Any good player can easily spot you by sound alone, which is more than enough.

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RE: Competitive stuff?

#28

Post by Hypnotoad » Fri Aug 23, 2013 9:46 pm

Ch0wW wrote: Not when I'm hearing things like "your graphics are fucked" (below) when it's absolutely not the case
I didn't say your graphics are fucked, I said your graphics settings (ie in zandronum), are fucked.

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RE: Competitive stuff?

#29

Post by Ch0wW » Fri Aug 23, 2013 9:58 pm

Try it by yourself. That's the only thing I might say.
reset your ini file, 1280x720 , same settings only as said, and notice that my settings aren't "fucked". The code handling the text scaling, however, may be, as it seem to be stucked to 4:3 res only.

Just my 2 cents of a game-tester ;)
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RE: Competitive stuff?

#30

Post by Medicris » Sat Aug 24, 2013 8:54 am

About HUD text scaling, yes, Ch0wW's right. All onscreen text aligns to a virtual 4:3 space instead of using the whole screen when any sort of scaling is on, which the scoreboard overlaps with and becomes cluttered. His settings aren't wrong, the scaling method doesn't seem to take aspect ratios into account.

I think maybe a "pixel multiplier" approach could do the same thing, instead of "virtual resolutions". IIRC, GZDoom and Zdoom feature that. For example, I run 1440x900 (16:10) and my results with trying 16:10 scaling are here:

[spoiler]
Text Scaling off: http://i.imgur.com/rcifk56.jpg
768x480 (true 480p 16:10): http://i.imgur.com/vFYimQm.jpg
720x480 (which is apparently a 16:10 resolution according to Z&, it's 3:2): http://i.imgur.com/46WP3pS.jpg
1280x800, a standard 16:10 resolution for years that it still doesn't detect: http://i.imgur.com/1DQWbog.jpg

And a mod's HUD that scales while keeping everything lined up:
http://i.imgur.com/JpJpMn0.jpg
[/spoiler]
This happens on every machine and every monitor I've played on, so it's not a fault on our end.

As for everything else, meh. Besides the colourblindness thing for those who are afflicted by it, couldn't care less.
Last edited by Medicris on Sat Aug 24, 2013 9:10 am, edited 1 time in total.

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RE: Competitive stuff?

#31

Post by Qent » Sat Aug 24, 2013 2:00 pm

Oh that's weird. I could have sworn I'd heard people point out others' movebob settings online.

You're right, I just tested it on my own server. And although it's seen in playerinfo, it's not updated correctly.
Last edited by Qent on Sat Aug 24, 2013 2:23 pm, edited 1 time in total.

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RE: Competitive stuff?

#32

Post by Torr Samaho » Sun Aug 25, 2013 5:38 pm

Ch0wW wrote: Sorry mate, but that's not true at all.
In this case, I've been watching Fsn76 on a duel yesterday. He has no bob when he plays. I've seen him bobbing.
He also told me that he had the same issue with me.
So if they watch someone who hasn't any bob, they see the bob set to 1, whenever its (and your) value?
That's because the clients don't report their movebob value to the server (and the server then of course can't pass the movebob values to the other players). I consider this to be a minor cosmetic issue. The ticket is here
Ch0wW wrote: However, I am not sure if through the masterhostname cvar, we can add multiple masterservers (separated with ';' )
Zandronum servers only advertise themselves to a single master server and I think that's fine (unless you want them to support two master servers for backup purposes). What you actually need is support for more than one master server on the launchers.

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RE: Competitive stuff?

#33

Post by Ch0wW » Sun Aug 25, 2013 6:17 pm

Torr Samaho : I see for the masterserver then, and I was trying to implant multi-masterservers since today; even if it is not a priority.
Actually, I have created my own masterserver (was an occasion to read a little the code days ago) ; so I litterally jumped in implanting it.
I think it's not an easy task, because of the different ways it can be done...

But here's mine:
- in the masterhostname cvar, separating masterserver with ";" so that may look like this:

Code: Select all

 masterhostname "master.zandronum.com:13500 ; promod.baseq.fr:13500" 
- When calling the string of the master, "explode" values into an array of masterservers (thanks to the ";" )
- Make heartbeats on those masterservers simultaneously

It may be simple looking at it, but I have yet no "stable" possibility to do it.

Also, I have added too a sv_nomedals cvar has been fairly easy to implant ; I should give a ticket with what to do soon.

For the movebob, will it be forced to those client values, or could it be disabled (again, with movebob 0) whatever his bob value?
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RE: Competitive stuff?

#34

Post by Frits » Mon Aug 26, 2013 4:00 pm

I agree the scoreboard looks tedious, especially for team matches.

Something like this would look infinitely better:
[spoiler]Image
Image
[/spoiler]
much cleaner than just a big list of names.
and you might as well put spectators in one line below so they don't hog up the screen.

in the end it all boils down to preference and habits i guess
Last edited by Frits on Mon Aug 26, 2013 4:05 pm, edited 1 time in total.

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RE: Competitive stuff?

#35

Post by Torr Samaho » Mon Aug 26, 2013 7:31 pm

Ch0wW wrote: But here's mine:
- in the masterhostname cvar, separating masterserver with ";" so that may look like this:

Code: Select all

 masterhostname "master.zandronum.com:13500 ; promod.baseq.fr:13500" 
- When calling the string of the master, "explode" values into an array of masterservers (thanks to the ";" )
- Make heartbeats on those masterservers simultaneously
Actually, I think sending heartbeats to multiple servers should be easy, but one has to think about the conceptual influence multiple master servers have on the server. For instance, the server is receiving a banlist form the master sever. What should a server do if it receives two (potentially contradicting) banlists from two servers? But if you want to discuss technical details, let's do this on the tracker.
Ch0wW wrote: Also, I have added too a sv_nomedals cvar has been fairly easy to implant ; I should give a ticket with what to do soon.
Actually, after reading your original post I went ahead and added sv_nomedals since it's a trivial change that may have a noticeable effect. So you don't need to create a patch for this. Sorry for not mentioning this in my original reply.
Ch0wW wrote: For the movebob, will it be forced to those client values, or could it be disabled (again, with movebob 0) whatever his bob value?
Which client values? Those that are not sent to the server and the other clients? Anyway, details should be discussed on the tracker.

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RE: Competitive stuff?

#36

Post by Ch0wW » Mon Aug 26, 2013 11:58 pm

No problem Torr ; I'm going to search the newest trackers ; and talk a bit about that.

Anyway Frits, the CPMA / OSP / EXC+ teamscoreboards are looking kinda nice, and may be a source of inspiration :)

I'll try to remake one of those scoreboards through an alt cvar (hud_scoreboardstyle 1), and send it to the tracker.
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RE: Competitive stuff?

#37

Post by -Jes- » Tue Aug 27, 2013 4:33 am

Wasn't there talk in the first 64-player test (that hit, what, 40?) about a customizable scoreboard lump?
Last edited by -Jes- on Tue Aug 27, 2013 4:33 am, edited 1 time in total.

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RE: Competitive stuff?

#38

Post by Catastrophe » Tue Aug 27, 2013 4:40 am

-Jes- wrote: Wasn't there talk in the first 64-player test (that hit, what, 40?) about a customizable scoreboard lump?
Yeah and custom medals, but I doubt we'll be seeing those anytime soon.

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RE: Competitive stuff?

#39

Post by Ch0wW » Tue Aug 27, 2013 11:48 am

Custom medals would be really difficult to implant...
You'd have to modify the whole behaviour of the game ; and that won't be easy at all...
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RE: Competitive stuff?

#40

Post by Lollipop » Tue Aug 27, 2013 1:02 pm

You wouldn't have to modify the behaviour of the game, just define a medal and award it, preferably through acs, to the player who achived it.

EDIT: I can't see that scoreboard is any good, it will fill whole screen and you can't hold an eye on what is going on behind it in the same way.
The curren't scoreboard is also way more direct and easy to read, just use 20 seconds to read what the different lists mean, and you know wtf you're doing.
Last edited by Lollipop on Tue Aug 27, 2013 1:03 pm, edited 1 time in total.
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