map bug-er-rific |
by SirLiveAlot
on 05/04/2002 17:34, 28 messages, last message: 08/10/2006 00:25, 5118 views, last view: 05/05/2024 10:52 |
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There is a problem with doors in multiplayer.. If one person gets a dorrk and walk thought the 2nd person who hasn't got the switch sees the first person walkinf through a wall. I hope that made sense:-)
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#9: .. |
by SkAzZ
on 07/26/2006 17:55
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in UT its got a "last person shot" for a cirten amount of seconds, so that if anything happends to that person who HAS been shot in thoes seconds will count as a kill to the last person who shot him.
I hope that made sense.. made more than 1st post i think :D
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#10: Re: .. |
by djRobbieF
on 07/26/2006 21:10, refers to #9
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Hmmm... interesting indeed! Anyone able to implament this kinda thing into Sauer?
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#11: Re: .. |
by Pxtl
on 07/26/2006 23:24, refers to #10
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The problem is that the "knock off" damage would still not help for deathtraps. Let's say we have a switch that opens a hole in the floor under player X - then there's no impact to use for the "impact score". At that point your score calculation becomes more and more complex, defeating the simplistic goals of Aard.
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#12: Re: .. |
by Quin
on 07/27/2006 15:35, refers to #11
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The trigger would activate a region which would clear a space of cubes, and anything directly above that point would get the tag of the person hitting the trigger?
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#13: .. |
by SanHolo
on 07/27/2006 17:54
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Hmmm. The game for example knows, who shot the grenades; couldn't the same mechanism be used to traps? Triggering a trigger "shoots" a trap, and whoever walks in gets damage from the trap the other player "shot" off?
What I like is being able to see how much damage I made to someone. Couldn't this score appear in the playerlist? I'd really like to see that.
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#14: Re: .. |
by djRobbieF
on 07/27/2006 19:49, refers to #13
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You've got my vote for this feature, too. It can make the game so much more intense.
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#15: .. |
by SimMarine
on 07/29/2006 02:34
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I am actually using the idea of having triggers activate separately for players, but that's only because my map isn't exactly the deathmatch type. I'd hate to rework my map a bit if the triggers would apply to all players, but it'd also open up lots of new ideas for mappers in general. So, I'm fine either way.
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#16: Re: .. |
by djRobbieF
on 07/29/2006 17:24, refers to #15
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But is anyone able to get triggers to work on multiplayer maps? I was under the impression that they only work in single-player mode. Please, correct me if I'm wrong - I'd LOVE to be wrong about this.
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#17: .. |
by SimMarine
on 07/30/2006 05:03
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IIRC from my Cube testing, they worked in multiplayer. I have no idea about Sauerbraten, though.
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#18: Re: .. |
by MeatROme
on 07/30/2006 14:15, refers to #17
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Triggers have stopped working in Sauerbraten since the 20060611 release.
Too bad since this means we can't have doors in MP maps ... maybe they'll be activated again later down the trail?
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#19: Re: .. |
by djRobbieF
on 08/01/2006 13:21, refers to #18
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I sure hope so... that's not even a "feature" if you ask me... it's pretty important. Pretty darned important. ;)
More than just doors; but being able to set up special music for different parts of a map, or being able to set up switches to unlock other areas of a map, etc.
I had to rework a few of my best maps because Triggers don't work in multiplayer; which I hated to do... some of the coolest features in those maps were due to the triggers.
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#20: triggers, and/or doors... |
by kurtis84
on 08/04/2006 00:44, refers to #19
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...were only intended for single player mode. The fact that they might have worked in MP, in some earlier version, afaik would have been an accident.
My opinion is, I don't care whether or not doors and triggers work in MP. BUT, if they did, I would use them in my maps too :)
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#21: Re: triggers, and/or doors... |
by Passa
on 08/04/2006 08:34, refers to #20
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It would allow for intresting MP scripting too.. I think it would be a wise idea to bring it back imho.
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#22: Play Quake2 |
by Pxtl
on 08/04/2006 16:18
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Play Quake2 DM with low ping and you'll see why multiplayer triggered doors are bad - the lag makes going through a door unbearable. Whereas in SP you just touch the door and it promptly opens, in multiplay you have to patiently wait for the door messages to go through. Very annoying.
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#23: bah. |
by Pxtl
on 08/04/2006 16:18
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I meant high ping.
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#24: Re: Play Quake2 |
by djRobbieF
on 08/05/2006 14:06, refers to #22
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>>Play Quake2 DM with low ping and you'll see why multiplayer triggered doors are bad
So then, do it better than Quake2... Sauer already has a better response for Internet users, as far as the docs claim.
But despite Internet users, I use games mostly for LAN parties, NOT Internet play (which usually sucks). There is no reason why a door trigger, or any other trigger should make the game 'very annoying', as you say.
And people; triggers are for MUCH MORE than just doors!!
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#25: .. |
by makkE
on 08/05/2006 14:37
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Robbie, why don´t you just implement it in your game then?
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#26: Re: .. |
by Passa
on 08/06/2006 09:11, refers to #25
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Pwned.
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#27: Re: Play Quake2 |
by CrazyTB
on 08/08/2006 04:19, refers to #22
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Like the other guy said, "Do it better than quake".
I never played quake online, but I played UT (classic version) sometimes when I had 56K dial-up. Some maps had "jump triggers", which throws the player on air (like cube/sauer jumppad). However, they were activated server-side, and only after one or two seconds that I was thrown at air. Really, not a good thing.
Cube/Sauer tends to do everything client-side, and almost nothing server-side. This explains why jumppads work well (well, not so well on cube, but this is another problem).
My suggestion for triggers is to make the server notify all players that the trigger was activated.
I believe (or I hope) this will be implemented (maybe the same way as I said at previous paragraph) whenever coop sp is implemented. Well, I hope coop sp will be ever implemented... :)
And about frag counting and death-triggers, or traps, that's really difficult to do and keep things generic (and simple).
And about triggers on Cube on MP (noticeable when playing SP maps as FFA at internet), they were activated only on player that triggered it. Others players would see nothing different. I mean, every player could have his own set of trigger states, and the game does not even try to synchronize them.
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#28: Re: .. |
by djRobbieF
on 08/10/2006 00:25, refers to #25
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>>Robbie, why don´t you just implement it in your game then?
I intend to, but if it could be a part of the Sauer distribution, I think then it could benefit the entire community (rather than just Teleport).
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