FNF #167

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Combinebobnt
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FNF #167

#1

Post by Combinebobnt » Sun May 19, 2013 3:17 pm

Discussion thread for FNF #167 on May 24th.

---

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.

Catastrophe
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RE: FNF #167

#2

Post by Catastrophe » Sun May 19, 2013 3:47 pm

hell yes to freezetag

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Hypnotoad
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RE: FNF #167

#3

Post by Hypnotoad » Sun May 19, 2013 6:08 pm

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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RE: FNF #167

#4

Post by Ænima » Sun May 19, 2013 6:47 pm

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.
I'd help with this if you need.
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RE: FNF #167

#5

Post by Hypnotoad » Sun May 19, 2013 11:58 pm

Ænima wrote:
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.
I'd help with this if you need.
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.

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RE: FNF #167

#6

Post by Ænima » Mon May 20, 2013 12:06 am

Hypnotoad wrote:
Ænima wrote:
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.
I'd help with this if you need.
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.
Well you could always do it by PlayerNumber, right?
Reinforcements: midgame Survival joining/respawning
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RE: FNF #167

#7

Post by Hypnotoad » Mon May 20, 2013 12:12 am

Ænima wrote:
Hypnotoad wrote:
Ænima wrote:
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.
I'd help with this if you need.
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.
Well you could always do it by PlayerNumber, right?
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.

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RE: FNF #167

#8

Post by Ænima » Mon May 20, 2013 12:14 am

Hypnotoad wrote:
Ænima wrote:
Hypnotoad wrote:
Ænima wrote:
I'd help with this if you need.
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.
Well you could always do it by PlayerNumber, right?
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.
Crap.

Why do all of one team's frozen players have to have the same TID?
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RE: FNF #167

#9

Post by Hypnotoad » Mon May 20, 2013 12:21 am

Ænima wrote:
Hypnotoad wrote:
Ænima wrote:
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.
Well you could always do it by PlayerNumber, right?
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.
Crap.

Why do all of one team's frozen players have to have the same TID?
So I can do things like this:

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.

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RE: FNF #167

#10

Post by Ænima » Mon May 20, 2013 12:50 am

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.
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Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
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RE: FNF #167

#11

Post by Hypnotoad » Mon May 20, 2013 1:20 am

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.
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.

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RE: FNF #167

#12

Post by Ænima » Mon May 20, 2013 2:16 am

Hypnotoad wrote:
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.
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.
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.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
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Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
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RE: FNF #167

#13

Post by Qent » Mon May 20, 2013 4:18 am

Wouldn't everything in the for loop stay on the server anyway?

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RE: FNF #167

#14

Post by Hypnotoad » Mon May 20, 2013 8:59 pm

Ænima wrote:
Hypnotoad wrote:
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.
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.
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.
Well I did it. Anything else freezetag needs?

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RE: FNF #167

#15

Post by Dusk » Mon May 20, 2013 10:31 pm

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.

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