FNF #167
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- Combinebobnt
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FNF #167
Discussion thread for FNF #167 on May 24th.
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Some stuff already on the table:
Team terminator
Uptightdm
32in24-8
atf? (might still have that crash thing)
freezetag
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Some stuff already on the table:
Team terminator
Uptightdm
32in24-8
atf? (might still have that crash thing)
freezetag
Last edited by Combinebobnt on Sun May 19, 2013 3:23 pm, edited 1 time in total.
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Catastrophe
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RE: FNF #167
hell yes to freezetag
- Hypnotoad
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RE: FNF #167
Hmm, I might be tempted to fix freezetag by Friday to include proximity based thawing and a local hudmessage. Depends how lazy I'm not feeling.
RE: FNF #167
I'd help with this if you need.Hypnotoad wrote: Hmm, I might be tempted to fix freezetag by Friday to include proximity based thawing and a local hudmessage. Depends how lazy I'm not feeling.
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- Hypnotoad
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RE: FNF #167
If you could think of a way to display "thawprogress" (which is basically their health minus 60) for individual frozen players as you unthaw them, despite frozen players on one team sharing a single tid between them, that would be great. I've been able to get proximity based thawing working.Ænima wrote:I'd help with this if you need.Hypnotoad wrote: Hmm, I might be tempted to fix freezetag by Friday to include proximity based thawing and a local hudmessage. Depends how lazy I'm not feeling.
RE: FNF #167
Well you could always do it by PlayerNumber, right?Hypnotoad wrote:If you could think of a way to display "thawprogress" (which is basically their health minus 60) for individual frozen players as you unthaw them, despite frozen players on one team sharing a single tid between them, that would be great. I've been able to get proximity based thawing working.Ænima wrote:I'd help with this if you need.Hypnotoad wrote: Hmm, I might be tempted to fix freezetag by Friday to include proximity based thawing and a local hudmessage. Depends how lazy I'm not feeling.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

- Hypnotoad
- Retired Staff / Community Team Member
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RE: FNF #167
Well the "hudmessageonactor" function needs an actor tid, it doesn't work with playernumber. But even if I did this without hudmessageonactor and just had it display on my screen when i'm in a certain range of them, I need an actor tid to retrieve health information.Ænima wrote:Well you could always do it by PlayerNumber, right?Hypnotoad wrote:If you could think of a way to display "thawprogress" (which is basically their health minus 60) for individual frozen players as you unthaw them, despite frozen players on one team sharing a single tid between them, that would be great. I've been able to get proximity based thawing working.Ænima wrote:I'd help with this if you need.Hypnotoad wrote: Hmm, I might be tempted to fix freezetag by Friday to include proximity based thawing and a local hudmessage. Depends how lazy I'm not feeling.
RE: FNF #167
Crap.Hypnotoad wrote:Well the "hudmessageonactor" function needs an actor tid, it doesn't work with playernumber. But even if I did this without hudmessageonactor and just had it display on my screen when i'm in a certain range of them, I need an actor tid to retrieve health information.Ænima wrote:Well you could always do it by PlayerNumber, right?Hypnotoad wrote:If you could think of a way to display "thawprogress" (which is basically their health minus 60) for individual frozen players as you unthaw them, despite frozen players on one team sharing a single tid between them, that would be great. I've been able to get proximity based thawing working.Ænima wrote:
I'd help with this if you need.
Why do all of one team's frozen players have to have the same TID?
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

- Hypnotoad
- Retired Staff / Community Team Member
- Posts: 528
- Joined: Tue May 29, 2012 8:50 pm
- Location: Britland
RE: FNF #167
So I can do things like this:Ænima wrote:Crap.Hypnotoad wrote:Well the "hudmessageonactor" function needs an actor tid, it doesn't work with playernumber. But even if I did this without hudmessageonactor and just had it display on my screen when i'm in a certain range of them, I need an actor tid to retrieve health information.Ænima wrote:Well you could always do it by PlayerNumber, right?Hypnotoad wrote:
If you could think of a way to display "thawprogress" (which is basically their health minus 60) for individual frozen players as you unthaw them, despite frozen players on one team sharing a single tid between them, that would be great. I've been able to get proximity based thawing working.
Why do all of one team's frozen players have to have the same TID?
if (GetTeamProperty(1, TPROP_NumLivePlayers) == ThingCount (T_NONE, FROZENRED_TID))
{
roundover=1;
delay(1);
SetPlayerProperty(FROZENRED_TID, 0, PROP_TOTALLYFROZEN);
SetActorProperty(FROZENRED_TID, APROP_RenderStyle, STYLE_normal);
Thing_destroy(FROZENRED_TID, 1, 0);
//printbold(s:"402");
}
among other functions. I'd have to rewrite the scripts if everyone were to have a unique TID, and it would make things a lot harder.
RE: FNF #167
I would give all nonfrozen red players TID 2000-2063, and all nonfrozen blue players 3000-3063. Frozen red players would be 2100-2163, and frozen blues would be 3100-3163.
Then just rewrite your property-setting scripts to use FOR loops.
Then just rewrite your property-setting scripts to use FOR loops.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

- Hypnotoad
- Retired Staff / Community Team Member
- Posts: 528
- Joined: Tue May 29, 2012 8:50 pm
- Location: Britland
RE: FNF #167
Maybe, but I'm using for loops and such elsewhere, I'm worried about using up too much bandwidth with all these iterations going on at once.Ænima wrote: I would give all nonfrozen red players TID 2000-2063, and all nonfrozen blue players 3000-3063. Frozen red players would be 2100-2163, and frozen blues would be 3100-3163.
Then just rewrite your property-setting scripts to use FOR loops.
RE: FNF #167
Nah don't worry about it. For loops are pretty insignificant when it comes to bandwidth usage, unless it has to go through like 4000 cycles. But 64 should be no problemo.Hypnotoad wrote:Maybe, but I'm using for loops and such elsewhere, I'm worried about using up too much bandwidth with all these iterations going on at once.Ænima wrote: I would give all nonfrozen red players TID 2000-2063, and all nonfrozen blue players 3000-3063. Frozen red players would be 2100-2163, and frozen blues would be 3100-3163.
Then just rewrite your property-setting scripts to use FOR loops.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

- Hypnotoad
- Retired Staff / Community Team Member
- Posts: 528
- Joined: Tue May 29, 2012 8:50 pm
- Location: Britland
RE: FNF #167
Well I did it. Anything else freezetag needs?Ænima wrote:Nah don't worry about it. For loops are pretty insignificant when it comes to bandwidth usage, unless it has to go through like 4000 cycles. But 64 should be no problemo.Hypnotoad wrote:Maybe, but I'm using for loops and such elsewhere, I'm worried about using up too much bandwidth with all these iterations going on at once.Ænima wrote: I would give all nonfrozen red players TID 2000-2063, and all nonfrozen blue players 3000-3063. Frozen red players would be 2100-2163, and frozen blues would be 3100-3163.
Then just rewrite your property-setting scripts to use FOR loops.
RE: FNF #167
ACS is executed on one peer only so only effective changes like action specials or stuff is transmitted across the network. A for-loop uses zero bandwidth.
