Parkour Mode
#1
Hi all

Please see this feature request regarding an official Parkour Mode for AC:

https://github.com/assaultcube/AC/issues/258

What are your thoughts?

Please post your comments in this thread and not on github.

Thank you for your feedback in advance.
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#2
If u want to make it looking decently i think teleports, jump-pads and death-clips may be added back from cube1, it will make maps in that mode way more beautiful, since mappers wont have to deal with traps or back-roads if u fail ur run. If u played cube1, u probably remember the official parkour map, something in that way gonna be awesome imho (plus it wont take much time to copy/paste code, and allow maps with suchs things only in that mode)
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#3
I think that'd be fun, also can help people practice their movements I guess!
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#4
Seems nice. It would really bring back like minecraft vibes and I personally enjoy jumping on blocks. Definitely consider adding it i'd like it
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#5
F1
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#6
This is a great idea! The specification on GitHub is a good start.

Good points:

  - Clear distinction between gema and normal modes - means less confusion/problems for new players.

  - Easy accessibility - currently, most gema servers aren't listed on the MS (because of modifications) making them hard to find.

  - Dedicated gema settings (no damage etc.)

Questions:

  - If hax-jumps are removed from the game :( will it also be removed from gema servers?

  - If there are future changes to game physics, will gema be exempted?

  - Will there be separate rules regarding server modifications? For example: auto flag return, different respawn logic etc. Will these be allowed?
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#7
> If hax-jumps are removed from the game :( will it also be removed from gema servers?

If this would be the final decision, then yes.

> If there are future changes to game physics, will gema be exempted?

I can not speak on behalf of future ac development teams. It is not always easy to keep "glitches" when the code base is generally being overhauled/refactored/improved.

> Will there be separate rules regarding server modifications? For example: auto flag return, different respawn logic etc. Will these be allowed?

There should be no additional/modified gameplay logic in the servers. The proper way would be to extend the Parkour mode in future AC releases.
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#8
You guys forgot to mention the feature about shooting through mapmodels/clips:
https://github.com/assaultcube/AC/commit...9801d1a702

Basically in some modern gema maps if there is a tunnel or section blocked off by a clip or platform you are able to nade crouch your way through that barrier once the nade explodes above you and pushes you through to the other side.

Also, I noticed this in the github issue:
Quote:[*]The server browser will have a switch or radio buttons with two options: "game servers" and "parkour servers"
  • The default selection is "game servers", the selection is reset to default whenever the game is restarted
  • If "parkour servers" is selected, the list will show all servers that have a server description starting with "[Parkour]"
    If "game servers" is selected, the list will show all servers except the ones above
[*]The masterserver will not check map restrictions for servers where the server description starts with "[Parkour]".
  • Parkour servers must only allow for parkour mode - other game modes are not allowed. Abuse may result in delisting.
[*]
If you are willing to do this for gema then why not simplify these filters/section by just having 2 different ones. A possible rule of distinction for official servers would be to disable map uploads by non-admin players. You could have one section for official maps/modes/everything officially supported by the competitive community (players that do clan matches/inters), and then another section for custom maps/modes(gema) that don't have any map restrictions and retain backwards compatibility with old maps/map formats?
[*]
The reason I'm suggesting this path as a solution is mainly because of everything said in this thread:
https://forum.cubers.net/thread-8875.html
If you read through it you'll see that its obvious that the more competitive part of the community doesn't not want to see custom maps or so called crap maps on the server list. There are also a few references to past attempts to bring attention to gema and custom map restriction related issues that were always ignored by the dev team.

Earlier I mentioned backwards compatibility why? As far as I understood from Stef was that a new entity type was being brought into ac which for some reason requires for the entity scaling code to be changed via this commit:
https://github.com/assaultcube/AC/commit...7c27b5ae16
[*]
Here you'll see the result of this and how it was treated:
https://github.com/assaultcube/AC/issues/174
[*]I can show you another example with a classic map ac_magic-school.

before:
[Image: 8IiRBJS.png]

[*]after:
[Image: R38k25I.png]

The screenshots are from the current ac1.3 alpha btw and I don't remember anyone ever voting on this or asking for this to be implemented. I can guarantee you that this entity scaling change will brake a lot of tall maps including gema maps if it is pushed out for release the way it is now and it will require people to go through another cycle of manually fixing maps again.
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#9
Quote:If you are willing to do this for gema then why not simplify these filters/section by just having 2 different ones. A possible rule of distinction for official servers would be to disable map uploads by non-admin players. You could have one section for official maps/modes/everything officially supported by the competitive community (players that do clan matches/inters), and then another section for custom maps/modes(gema) that don't have any map restrictions and retain backwards compatibility with old maps/map formats?

First of all, thanks for your feedback. My opinion is as follows:
- As far as I know it has been discovered that map restrictions are mostly or completely gone in v1.3. 
- Another section that allows *any game mode* would be an extreme move. To guarantee a consistent experience for users the game logic should be governed by the game and not by the server hoster. I am aware that there are games that do have a different philosophy in this regard.
- Generally speaking retaining backward compatibility with maps should be supported as far as geometry is concerned. Backward compatibility regarding glitches in physics are typically not easy to retain if the code base is improved/refactored.

Quote:The reason I'm suggesting this path as a solution is mainly because of everything said in this thread:
https://forum.cubers.net/thread-8875.html
If you read through it you'll see that its obvious that the more competitive part of the community doesn't not want to see custom maps or so called crap maps on the server list. There are also a few references to past attempts to bring attention to gema and custom map restriction related issues that were always ignored by the dev team.

I see that the thread is eleven years old. I can not tell if those positions are still held by a relevant portion of the community today. If we review the the reactions in our own thread here the feedback seems to be rather positive towards rehabilitating gema into a Parkour mode.

Quote:The screenshots are from the current ac1.3 alpha btw and I don't remember anyone ever voting on this or asking for this to be implemented. I can guarantee you that this entity scaling change will brake a lot of tall maps including gema maps if it is pushed out for release the way it is now and it will require people to go through another cycle of manually fixing maps again.

If I understand you correctly there is a problem related to mapmodels when converting maps to the new format. Could you please create a github issue for this so that we can analyse this further? Thank you very much.
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