MantisBT - Zandronum
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0001824Zandronum[All Projects] Suggestionpublic2014-06-09 07:112018-09-30 23:51
JKist3 
Watermelon 
normalminorhave not tried
closedfixed 
 
1.41.4 
0001824: Client option to show spawns on map
there should be a client controlled variable to show spawn points in the map with a particle fountain. This helps players learn and play maps they are not familiar with.

alexmax has implemented this as a mod for his servers, and Dusk has started work on implementing this into zandronum as a whole i believe.
No tags attached.
duplicate of 0001533closed  Add a cheat to make spawn points visible (on the automap?) 
Issue History
2014-06-09 07:11JKist3New Issue
2014-06-09 11:06ArcoRelationship addedduplicate of 0001533
2014-06-09 11:06ArcoStatusnew => closed
2014-06-09 11:06ArcoResolutionopen => duplicate
2014-06-09 16:06WatermelonNote Added: 0008965
2014-06-09 16:06WatermelonStatusclosed => acknowledged
2014-06-09 17:00JKist3Note Added: 0008968
2014-06-25 14:16DuskNote Added: 0009742
2014-06-25 14:16DuskStatusacknowledged => needs review
2014-06-25 14:24JKist3Note Added: 0009743
2014-06-25 15:21EsumNote Added: 0009744
2014-06-25 16:10JKist3Note Added: 0009745
2014-06-25 22:23DuskResolutionduplicate => open
2014-06-25 22:23DuskResolutionopen => reopened
2014-06-29 11:32Torr SamahoNote Added: 0009780
2014-07-29 03:25WatermelonNote Added: 0010067
2014-07-29 03:25WatermelonAssigned To => Watermelon
2014-07-29 03:25WatermelonStatusneeds review => assigned
2014-10-10 03:50WatermelonNote Added: 0010446
2014-10-10 03:50WatermelonStatusassigned => needs review
2014-10-10 09:47Konar6Note Added: 0010447
2014-10-10 17:36FritsNote Added: 0010458
2014-10-11 06:42CatastropheNote Added: 0010465
2014-10-11 06:44CatastropheNote Edited: 0010465bug_revision_view_page.php?bugnote_id=10465#r5670
2014-10-11 08:49Torr SamahoNote Added: 0010469
2014-10-11 08:49Torr SamahoStatusneeds review => feedback
2014-10-11 11:30DuskNote Added: 0010475
2014-10-11 11:31DuskNote Edited: 0010475bug_revision_view_page.php?bugnote_id=10475#r5676
2014-10-11 11:32DuskNote Edited: 0010475bug_revision_view_page.php?bugnote_id=10475#r5677
2014-10-11 11:32DuskNote Edited: 0010475bug_revision_view_page.php?bugnote_id=10475#r5678
2014-10-11 12:52WatermelonNote Added: 0010479
2014-10-11 12:52WatermelonStatusfeedback => needs review
2014-10-11 15:26Torr SamahoNote Added: 0010487
2014-10-11 15:26Torr SamahoStatusneeds review => feedback
2014-10-11 15:59WatermelonNote Added: 0010495
2014-10-11 15:59WatermelonStatusfeedback => needs review
2014-10-11 16:08WatermelonNote Edited: 0010495bug_revision_view_page.php?bugnote_id=10495#r5695
2014-10-11 16:08WatermelonNote Edited: 0010495bug_revision_view_page.php?bugnote_id=10495#r5696
2014-10-11 16:37Torr SamahoNote Added: 0010499
2014-10-11 16:37Torr SamahoStatusneeds review => feedback
2014-10-11 16:53DuskNote Added: 0010500
2014-10-11 17:06Torr SamahoNote Added: 0010503
2014-10-12 01:42WatermelonNote Added: 0010520
2014-10-12 01:42WatermelonStatusfeedback => needs review
2014-10-12 08:03Torr SamahoNote Added: 0010524
2014-10-12 08:04Torr SamahoStatusneeds review => feedback
2014-10-12 23:06WatermelonNote Added: 0010560
2014-10-12 23:06WatermelonStatusfeedback => needs review
2014-10-12 23:06WatermelonNote Edited: 0010560bug_revision_view_page.php?bugnote_id=10560#r5748
2014-10-13 19:28Torr SamahoNote Added: 0010574
2014-10-13 19:28Torr SamahoStatusneeds review => feedback
2014-10-14 00:14StrikerMan780Note Added: 0010579
2014-10-14 16:52WatermelonNote Added: 0010582
2014-10-14 16:52WatermelonStatusfeedback => needs review
2014-10-14 18:32Torr SamahoNote Added: 0010584
2014-10-14 18:33Torr SamahoStatusneeds review => feedback
2014-10-14 21:57WatermelonNote Added: 0010586
2014-10-14 21:57WatermelonStatusfeedback => needs review
2014-10-18 16:43Torr SamahoNote Added: 0010626
2014-10-18 16:43Torr SamahoStatusneeds review => feedback
2014-10-25 03:00WatermelonStatusfeedback => assigned
2014-10-26 19:44WatermelonNote Added: 0010696
2014-10-26 19:44WatermelonStatusassigned => needs review
2014-10-26 21:26WatermelonStatusneeds review => assigned
2014-10-27 02:19WatermelonStatusassigned => needs review
2014-10-27 02:20WatermelonSummaryclient option to show spawns on map => Client option to show spawns on map
2014-10-29 14:52WatermelonNote Added: 0010711
2014-10-29 20:31Torr SamahoNote Added: 0010722
2014-10-29 20:32Torr SamahoStatusneeds review => needs testing
2014-10-29 20:35cobaltTarget Version => 1.4
2014-10-29 20:35cobaltDescription Updatedbug_revision_view_page.php?rev_id=5883#r5883
2014-10-29 20:35cobaltNote Added: 0010724
2015-01-18 02:56StrikerMan780Note Added: 0011417
2015-01-18 03:06ArcoStatusneeds testing => resolved
2015-01-18 03:06ArcoFixed in Version => 1.4
2015-01-18 03:06ArcoResolutionreopened => fixed
2018-09-30 23:51Blzut3Statusresolved => closed

Notes
(0008965)
Watermelon   
2014-06-09 16:06   
I think Dusk has some code ready, but it needs testing
(0008968)
JKist3   
2014-06-09 17:00   
dont know if this is a duplicate of 0001533... this is for showing the spawns via particle fountain in game, not in the automap.
(0009742)
Dusk   
2014-06-25 14:16   
I think the automap feature would be more useful in general because it shows all starts in the map while particle fountains are limited to the player's current field-of-view. On the other hand, fountains let the player see starts more precisely without the need of the automap in the first place.

Do we really need both this and automap asterisks for starts?
(0009743)
JKist3   
2014-06-25 14:24   
For my uses an automap spawn display is not a suitable replacement for this. The in game spawn displays show where the spawns are in a way you can process much better than using the automap. Also and pretty importantly, the in game displays allow you to play more precisely than without them as you noted.

as far as the automap displays? This is not something I care about one way or the other as I see it of little use. Maybe enough people would want it in addition to this? I certainly wouldnt care.
(0009744)
Esum   
2014-06-25 15:21   
No matter how the spawns are shown I think there should be a server option to disable it (similarly to chasecam) because it would allow the player to see things that weren't meant to be.
(0009745)
JKist3   
2014-06-25 16:10   
a server option is fine with me. Although since effectively this is purely a clientside display issue, any server option could easily be circumvented by someone who wanted to i would think...
(0009780)
Torr Samaho   
2014-06-29 11:32   
I don't see why we'd need a server option for this. The position of the starts is no secret information. Why should players who look at the map in a map editor get an advantage over players who don't?
(0010067)
Watermelon   
2014-07-29 03:25   
I have finished the code for this, I will post a diff when I get the chance to extract it from the code properly.
(0010446)
Watermelon   
2014-10-10 03:50   
I found a better way of doing my solution. This supports teams and normal spawns with minimal amounts of code compared to what I did.

Need a code review:
'https://bitbucket.org/ChrisKOmg/zandronum-stable/commits/f1d53cc9cca768db3a963f6a73e006028e4ee4c2 [^]'
(0010447)
Konar6   
2014-10-10 09:47   
Is it meant to be off by default? I find this feature particularly significant if it can be enabled by players in competitive modes. It's true that anyone can view the spawns in a wad editor, but that's not comparable to blatantly seeing them in the game itself, and studying the map in a wad editor when the game's just started isn't a viable option in place of knowing the map beforehand or having the spawns shown.

I think you shouldn't be discouraged to make changes to default settings of the game if it's an improvement or feature that players might prefer and is not trivial for new players to find or even know about. If someone doesn't like it, they can turn it off.
(0010458)
Frits   
2014-10-10 17:36   
IMHO I would file this as a cheat command, learning a map and it's spawns is something that takes time and practice.
It's useful to practice but it has no place in an actual comp game.
That's how i see it though.
(0010465)
Catastrophe   
2014-10-11 06:42   
(edited on: 2014-10-11 06:44)
Imho it should stay off by default, but it should NOT be treated as a cheat command. It simply allows new players to learn the maps faster, it's not an unfair advantage.

As for reasoning behind keeping it off by default is because not everyone in the port is a competitive player. And in cooperative games it is almost pointless to have it on.

(0010469)
Torr Samaho   
2014-10-11 08:49   
Sounds to me as if it's not clear whether the competitive scene views this as a cheat or not. Can somebody try to find out how the majority of the competitive scene thinks about this? Before we know this, IMO we cannot decide in which form we add this feature.
(0010475)
Dusk   
2014-10-11 11:30   
(edited on: 2014-10-11 11:32)
I think it's dumb to think that something that allows a map to be learned faster by anyone would be cheating. Exactly why is it bad to have a feature like this? Because the current competitive players cannot allow new players to actually having a reasonable learning curve? And they wonder why competition is dying?

That said I agree it should be off by default, though it should have an option in automap settings. This only is of relevance in a competitive setting (or things like map testing).

(0010479)
Watermelon   
2014-10-11 12:52   
Quote
Can somebody try to find out how the majority of the competitive scene thinks about this?


A vast majority don't, and the rest probably don't care. Other ports have it off by default and allow people to turn it on in any mode.

If you want I can get people to support it though if you don't want to take my word for it.



Quote
though it should have an option in automap settings.

Do you mean draw an icon on the minimap as well, or put it in the automap options?
(0010487)
Torr Samaho   
2014-10-11 15:26   
Quote from Watermelon
A vast majority don't, and the rest probably don't care. Other ports have it off by default and allow people to turn it on in any mode.

Alright, then we don't need to a server option to disable it and just have a client option that's of by default.

Regarding automap: I think either the fountains or marks on the automap are fine, but we shouldn't have both. So, what does the majority prefer?
(0010495)
Watermelon   
2014-10-11 15:59   
(edited on: 2014-10-11 16:08)
I'd be willing to bet a majority would rather have fountains in game. Of course I'm not opposed to both, but if I had to pick, visually in game is what I'd wager most people would prefer.



EDIT:
I just realized spawn Z heights screw up fountains. I will fix this while waiting for your response.

(0010499)
Torr Samaho   
2014-10-11 16:37   
Dusk, are the fountains sufficient for you?
(0010500)
Dusk   
2014-10-11 16:53   
I'm OK with that.
(0010503)
Torr Samaho   
2014-10-11 17:06   
Alright, let's go for the fountains then.

Let's talk about the implementation: I think MakeFountainParticleSpawn shares too much code with MakeFountain. How about generalizing MakeFountain instead? Replace the Actor argument of it with X, Y, Z, Height and Radius, and create a new actor version of MakeFountain that calls the other one by reading the five values from the actor.
(0010520)
Watermelon   
2014-10-12 01:42   
Pull request sent.
(0010524)
Torr Samaho   
2014-10-12 08:03   
Please do not change the indentation / spacings in ZDoom code, but limit your changes in ZDoom code to the absolute minimum necessary.
(0010560)
Watermelon   
2014-10-12 23:06   
Pull request updated as requested with not tinkering w/ zdoom code:
'https://bitbucket.org/Torr_Samaho/zandronum-stable/pull-request/76/added-cl_showspawns-which-creates-a/diff [^]'

(0010574)
Torr Samaho   
2014-10-13 19:28   
Please see my comment in the pull request.
(0010579)
StrikerMan780   
2014-10-14 00:14   
Odamex has the feature to show player spawns with particle fountains, and I particularly like it, so I'd be all for this.
(0010582)
Watermelon   
2014-10-14 16:52   
Updated to requested stuff.
(0010584)
Torr Samaho   
2014-10-14 18:32   
Please see my new comment on the pull request.
(0010586)
Watermelon   
2014-10-14 21:57   
All updated. Hopefully this is good :)
(0010626)
Torr Samaho   
2014-10-18 16:43   
Almost ;). I left a new comment.
(0010696)
Watermelon   
2014-10-26 19:44   
Hopefully now! :)
(0010711)
Watermelon   
2014-10-29 14:52   
HOPEFULLY NOW! Haha
(0010722)
Torr Samaho   
2014-10-29 20:31   
Looks good now! I compressed everything into a single changeset, made a few cosmetic fixes (can you try to prevent your editor from adding trailing tabs?) and pushed it.
(0010724)
cobalt   
2014-10-29 20:35   
Issue addressed by commit 18fcb3e0651f: Added cl_showspawns, which creates a particle fountain at active spawns (fixes 1824).
Committed by WChrisK [Watermelon] on Wednesday 29 October 2014 10:55:49

Changes in files:
 docs/zandronum-history.txt | 1 +
 src/m_options.cpp | 2 +
 src/p_effect.cpp | 74 ++++++++++++++++++++++++++++++++++++++++++---
 3 files changed, 71 insertions(+), 6 deletions(-)
(0011417)
StrikerMan780   
2015-01-18 02:56   
cl_showspawns appears to work fine for me.