Ideas
(21 Jul 13, 12:54AM)Luc@s Wrote:
(21 Jul 13, 12:03AM)TheNihilanth Wrote: In fact, thinking it better, I can't really accept that.
No way. Too much time for such a simple feature to add!
It's kind of disappointing to see 70+ pages with ideas most them not implemented.
But that is going to change. In my limited spare time I'll code the ideas (from the Ideas thread) I like and think can be funny/etc/etc (I have some in progress) and post the patches.
If you have by any chance and artistic skill send me pm if you want to help in some way.

To begin with, below is the code patch which allows the addbot and addnbot commands to add a bot which spawns with a specific weapon.
Valid weapon parameters are (case-insensitive): knife, pistol, carbine,
shotgun, subgun, sniper, assault, grenade and akimbo. Default is 'assault'.

Example:

/addbot CLA bad kkk sniper

/addnbot 300 CLA bad shotgun

[For Rev. 7505]

Sorry but i can't accept that either.
The main reason is that it was not implemented because it's not our priority. We would like next version to be released ASAP, hence feature freeze.
Actually the code for the following features is already done (it's somewhere on my computer), (however untested)
  • spawn a bot with the desired primary weapon (which can be later changed, once he is dead)
  • spawn a bot at a desired location (x, y)
  • disable auto respawn for a bot
  • prevent a bot from attacking other bots (in this case, he will only attack the local player)

The other reason is that your code can't be accepted now :
  • You're using iostream while using it for 1 single little feature is useless.
  • Actually there is no point storing the primary weapon as a string
  • some pieces of your code could be reduced to one line
  • i doubt that void ReAddBot(CStoredBot *bot) will work as you wish because it doesn't send correct weapon names (but their IDs (GUN_SNIPER, etc.) as a 1 char string (...))
  • you're allowing non primary weapons as primary weapons !!
  • etc.;
  • anyway my code is ready and offers many more possibilites

Maybe i sound harsh, i'm happy that you're willing to help, but /you/ did sound harsh.
Oh wow, how far superior seems your code.... :)

Well this is my implementation I did see on the ideas thread, if there is another implementation you talked I don't know about that. Sorry not to fulfill your desires, it not my intention to do so, just to contribute in some way, if lucas had told he was implementing it I would have saved me the bother doing it for myself.

The code can be iterated and it is a good starting point, considering it took me lees than 3 days to what (it seems) it took you more than 3+ years. And if we are going to talk about 'how to code' Why don't you put your name to changes you make so I can evaluate you too?

I didn't mean to sound harsh maybe you are too sensible and took it this way.
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(21 Jul 13, 01:08AM)TheNihilanth Wrote: Oh wow, how far superior seems your code....

The code can be iterated and it is a good starting point, considering it took me lees than 3 days to what (it seems) it took you more than 3+ years. And if we are going to talk about 'how to code' Why don't you put your name to changes you make so I can evaluate you too?

I didn't mean to sound harsh maybe you are too sensible and took it this way.

my patch was done in 1 day, also if you want to evaluate my changes you can still check all the commits i did to the SVN.
it is getting ridiculous.
i told you why your patch could not be accepted, why the feature would be added later, and even other features.
I told you the code was almost ready (still needs to be tested).
why are you still unhappy
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(21 Jul 13, 12:58AM)ExodusS Wrote:
(21 Jul 13, 12:03AM)TheNihilanth Wrote: It's kind of disappointing to see 70+ pages with ideas most them not implemented.
But that is going to change. In my limited spare time I'll code the ideas (from the Ideas thread) I like

In fact, most of the ideas and suggestions are just explained with a single sentense, it's cool to share an idea but it's even better to show some advices, some positive and negative aspects about your idea. And if your idea is so great, nobody disable you to create a thread about it, it avoids the usual mess in the idea thread, and you can show to everyone your idea with more details, screenshots, tests and even a public poll etc...

This is what I did in the past for the Sniper balance and also for the list of server (the new redesigned list of servers was ready to be implemented, but the coder left the game and the forum before devs could ask him the sources lol).

Pretty much this, I'm agree 100%. The idea was composed of a single statement and perhaps it should have had more detail and discussed further. It seems the idea was talked and developed off the forums that's why new features where added and the reason Lucas thinks its implementation is better than mine. A more polished idea so to speak.
On the other hand, I'm looking forward the day he releases the code to take a look at it :)
This is an open source game and I'm entitled to alter the game however the way I want farily because I can and I want to do it and I won't stop doing mods. This is my implementation and I wanted to shared it (others are coming) because it seemed no one was given a dime about Mael's idea, the fact it doesn't make it onto the game doesn't bother me at all or make me 'unhappy', this works for me, this is the way I want it, sorry to not fulfill your expectations, it's not my intention to do so, by the way, you can or not use my code it's up to you. For the next ideas I'll try to post some more info about them before releasing them so maybe you can help polish it a bit more.
If Lucas has already the code good for all of us. Just can't accept long delays sorry.

And didn't meant to hurt Lucas's fragility.

Lucas, release the code you tell you have please, I'm sure other and I will be willing to test it :)

Edit:

Lucas:
By the way of your response on how you reviewed my code (It wouldn't be the first time I do some mistakes, in fact, my development cycle is more like Run.Compile. Fix errors. Repeat. So I'm far yet to be a good coder and it certainly makes me be more careful when reviewing someone else code, so I appreciate you did it It makaes me be a better coder) I was naturally intrigued by the way how you could code so that I could learn something, so I headed straight to sourceforge svn and searched thru all your revisions.

The only thing I'll say is this: Do you dare to ditch and dismiss my code the way you did after all of that poor programming you do there? Really?
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^contact Nightmare lol
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(21 Jul 13, 01:59AM)ExodusS Wrote: ^contact Nightmare lol

Pardon? Care to elaborate, please?

Do you even code?
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do you even code bro
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Just contact Nightmare, speak with him about your project(s), then you'll see why I said that.
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(21 Jul 13, 01:45AM)TheNihilanth Wrote: Lucas, release the code you tell you have please, I'm sure other and I will be willing to test it :)
there you go
http://pastebin.com/QxYz7esE

(21 Jul 13, 01:45AM)TheNihilanth Wrote: The only thing I'll say is this: Do you dare to ditch and dismiss my code the way you did after all of that poor programming you do there? Really?

my post wasn't a personal attack
i took the time to read your patch because i'm happy with ppl posting patches
however about your last sentence : if you have something specific to say that could improve them, say it, otherwise this kind of poor criticism is nothing but a personal attack. and will be treated as such.
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Well if it wasn't a personal attack I'll take it as very bad attempt to give a feedback. I'll try your code. From an skim at your code, I don't agree you allow primary weapons only, perhaps people would like to play against bots that use knife, grenades or even pistol in a mode where this secondary weapons are not the main intend( pistol frenzy, lss, etc) also spawning a bot in a specific (x,y) location in my opinion it would be improved more if you can spawn a bot in the position you select with the mouse pointer this way you could guarantee a valid location and to avoid the default position which is the center of the map (d->o.x = d->o.y = ssize/2) as you put it (or let the engine guess the 'safe' position, with a certain function I don't remember atm).
Yes Lucas, there is something specific about your coding I would like to say and why it is bad written in plenty of cases, but I think this not the place to enlist them all (perhaps this is more appropriately for a SVN comment or something like that), however I'd rather to focus on new improvements rather than correcting you, after all, the code compiles miraculously and it works despite well or bad written and that is a win situation for me.

In the future, rest assure I'll try to be more involved in the developing process to avoid this lack of communication so I can share (if I decide to) patches that are not yet already coded and already talked in a non public environment and agreed to add more features than those read in the public ideas thread (which most of them are a single statement and as such they lack of more features or a more detailed explanation)

Cheers
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(21 Jul 13, 06:14PM)TheNihilanth Wrote: Well if it wasn't a personal attack I'll take it as very bad attempt to give a feedback. I'll try your code. From an skim at your code, I don't agree you allow primary weapons only, perhaps people would like to play against bots that use knife, grenades or even pistol in a mode where this secondary weapons are not the main intend( pistol frenzy, lss, etc)
it's not the question, just don't affect a non primary weapon as primary weapon, it doesn't make sense, or change more code
(21 Jul 13, 06:14PM)TheNihilanth Wrote: also spawning a bot in a specific (x,y) location in my opinion it would be improved more if you can spawn a bot in the position you select with the mouse pointer this way you could guarantee a valid location
it's made for scripts, especially to allow singleplayer campaigns to be created with cubescript only.
(21 Jul 13, 06:14PM)TheNihilanth Wrote: and to avoid the default position which is the center of the map (d->o.x = d->o.y = ssize/2) as you put it (or let the engine guess the 'safe' position, with a certain function I don't remember atm).
??? it would use the center of the map as default position IF the spawn location isn't define and no spawns are available; read it again carefully

(21 Jul 13, 06:14PM)TheNihilanth Wrote: Yes Lucas, there is something specific about your coding I would like to say and why it is bad written in plenty of cases, but I think this not the place to enlist them all (perhaps this is more appropriately for a SVN comment or something like that), however I'd rather to focus on new improvements rather than correcting you, after all, the code compiles miraculously and it works despite well or bad written and that is a win situation for me

haha
that's ludicrous
just tell me here if there is something wrong, give examples and details.
otherwise it's too easy (and useless)
i'd say you're just trolling right now
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[Image: vNu6cgP.png]

Adding these basic shapes to the models list would give mappers quite a few new options for making maps, as they're just basic building blocks that could be used in numerous ways. Having them scalable and rotatable on all 3 axis would be perfect. They wouldn't need to be fine scalable, just by a cube. I'm sure you can see that you could build a lot of stuff with them, that are very hard to build with the current editor.
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A /pause or /stop command only allowed in mastermode 2
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^ Please.
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(13 Nov 13, 12:05PM)RKTnoob Wrote: [Image: vNu6cgP.png]

Adding these basic shapes to the models list would give mappers quite a few new options for making maps, as they're just basic building blocks that could be used in numerous ways. Having them scalable and rotatable on all 3 axis would be perfect. They wouldn't need to be fine scalable, just by a cube. I'm sure you can see that you could build a lot of stuff with them, that are very hard to build with the current editor.

This would lead to too much abuse by the mapper. Mapmodels shouldn't enhance geometry for the most part.
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(13 Nov 13, 12:45PM)Million Wrote: A /pause or /stop command only allowed in mastermode 2

Great idea, can't believe no one has thought of this before.
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(13 Nov 13, 04:33PM)Ronald_Reagan Wrote: This would lead to too much abuse by the mapper. Mapmodels shouldn't enhance geometry for the most part.

If the models were scalable, you wouldn't need much of them.

For instance, a basic pipe a player could walk through would need only 4 pieces, no matter the length, and making a pipe is currently impossible without very serious amounts of effort and a large object number.

Making a car, a van or a truck out of these pieces would be quite possible, with needing 8 pieces for a simple depiction of a car, 7 for a van and 9 for a truck. Of course, you could make them from more pieces so they look more detailed.

Enhanced geometry made available with using objects to further the limited abilities of the editor would make possible some currently very hard to do elements, like two holes above each other in a single wall for example. I'm sure I don't need to list more examples.

I can see why you would want lag free maps as official maps, but I don't see what restricting maps that aren't endorsed as official would be good. After all, the players don't choose official maps, so there's no chance a map could be official without your approval, and I don't believe you would pass any maps that are too laggy or over cluttered with useless objects that don't enhance a given map in a meaningful way.

If a map doesn't over use objects, enhancing geometry with objects shouldn't be an issue IMO.
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(13 Nov 13, 05:07PM)Rainbow Wrote:
(13 Nov 13, 12:45PM)Million Wrote: A /pause or /stop command only allowed in mastermode 2

Great idea, can't believe no one has thought of this before.
it was suggested a couple of times already.
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(13 Nov 13, 08:21PM)Luc@s Wrote:
(13 Nov 13, 05:07PM)Rainbow Wrote:
(13 Nov 13, 12:45PM)Million Wrote: A /pause or /stop command only allowed in mastermode 2

Great idea, can't believe no one has thought of this before.
it was suggested a couple of times already.

and will be added in 1.3: Pause Edition
Hopefully.
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Or just with the next update :3
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Need more dev-based release codenames.
1.2 Ragin' Reagan
1.3 Kiwi's Cookie
etc.
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/muzzle cn
If the vote passed, the player shouldn't be able to use the T and Y, also can't call a vote to kick/ban others players. Is basically to prevent annoying players that want to ruins the gameplay of others. idk.
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I like that ^
Even though I can't think of any better names right now that functionality would be appreciated. Assuming the AC players have learned how to vote intelligently between versions.
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Are there any circumstances where muzzle would be more useful than just kicking/banning them?
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If someone is just saying annoying things, there's always /ignore for those who care, but it would be nice to have a way to stop someone voting without having to ban them if they aren't doing anything else.

Quote:Assuming the AC players have learned how to vote intelligently between versions.

Voting still works the same as always. When a vote comes up, first you press F1 as fast as you can, then you read it.
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(20 Nov 13, 01:20AM)Jack Wrote:
Quote:Assuming the AC players have learned how to vote intelligently between versions.

Voting still works the same as always. When a vote comes up, first you press F1 as fast as you can, then you read it.

I know how easy it is. I'm referring to the players themselves. In my experience pub players are too dense to acknowledge the most blatant of team killers etc.
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Maybe a section on Assault Cube Multiplayer section ingame called Clan Match Search and you can put in that your clan is searching for a match so other people/clans can see which clans are looking for matches and try to get one faster. It can also be used for players to say they want an inter. This will help people get matches faster, easier, and could possibly get more competitive players in Assault Cube. I say it can help get competitive players is because when you are a TOSOK nighap, you don't even know that there is a competitive seen so this could show other players what Assault Cube is really about.
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interesting idea...
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How about a clip that set the survival zone?
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it's more flexible if it has to be scripted
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Analpanda made a Clan Match Search webpage a while back, it was pretty good.
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