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Wish-list for ZDaemon development #2
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WeaponX
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Joined: 21 Apr 2006
Location: Great Britain

PostPosted: Sun Feb 01, 2009 3:52 pm    Post subject: Reply with quote

Dynamic Lights.
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spacepirate
AssPants


Joined: 25 Jan 2005
Location: que pasa

PostPosted: Sun Feb 01, 2009 6:15 pm    Post subject: Reply with quote

Ban all emo's.
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pErf3ct _DaRk_
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Joined: 07 Oct 2007
Location: France - Teh 21

PostPosted: Sun Feb 01, 2009 6:56 pm    Post subject: Reply with quote

A release date.
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Miami_vice
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Joined: 06 Sep 2008
Location: Lithuania, Vilnius

PostPosted: Mon Feb 16, 2009 10:11 pm    Post subject: Improving ZDaemon Reply with quote

Zdaemon is not as good as ZDOOM or even Skulltag. Though sometimes GZDOOM is better than Skulltag. Here are some things I want that developers would make possible in the next ZDaemon version:

1. Enable camera thing and set its view to a texture. All necessary information regarding cameras ant textures are here: SetCameraToTexture

=============================================

2. Not all ACS scripts is supported. There is script that launches projectiles. Thing_Projectile is supported, but Thing_ProjectileAimed isn't supported. Link

Furthermore, This function doesn't work very well. For example if there are many demons with appropriate ThingID then Point is launching many rockets to all demons, even dead ones. Example:

#include "zcommon.acs"
Script 2 open
{
int n;
n = 0;
while(n<3)
{
delay(35*5);
Thing_ProjectileAimed(1, T_Rocket, 180, 7, 0);
n++;
}
if(ThingCount(0, 7)==0)
{
delay(35*5);
}
restart;
}

Good thing is that it will launch a rocket 3 times to things with the ID=7 in every 5 seconds. Bad thing is that it will launch as many rockets at one moment as there are demons. If there are 10 demons, It will launch 10 rockets at a time. And no matter if demon is behind wall or somewhere. What is more, this function will work with dead monsters. If there is dead monsters and alive ones, it will launch to all of them. If there are 4 alive monsters and 3 dead monsters, script will launch (3+4) 7 rockets directly to each. Dead monsters have same ThingID. Then Script will wait untill other monsters will spawn whose ThingID is seven and then all process is the same.
In my opinion, Script should work a little bit differently. It should launch projectiles to alive monsters. Dead monsters should loose their ID. Script must determine how many demons to shoot. The best would be one monster and the nearest one. Moreover, if monster is behind wall or on the other side from mapspot then script should ignore it.

==============================================

3. Ambient sound things are used to create some sounds in the map. In SNDINFO lump we attach sound lumps to ambient things. Then we place ambient things on the map. I found that 2 same ambient things in one point amplify sound two times. I thing because of resonance. If we add more then 2 then it doesn't play. Play but only some seconds. Sinusoide countervail with cosinusoide and no sound.
Lets play on ZDaemon. If we approach and cross sound barrier that is about 1024 pixel from the origin, game interrupt a bit due to a sound catch. Then as we go near the sound is getting bigger. At the ambient sound thing the sound is the strongest. Now let demons come inside. We start shooting demons. Firing gun makes a lot of noise. Suddenly the sound from ambient thing STOPS. Some time there is no sound at all. Then after several moments whole record is starting again from the beginning. This is bad. It even start over and over again as we cross the sound limit.

In GZDOOM this doesn't happen. If there are demons inside and we shoot, the sound doesn't stop. It is playing continuously. It's good. Make this possible in ZDaemon.
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cha0tix
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Joined: 04 Dec 2006
Location: Chicago, IL Hangout: #DarkAlley @ OFTC

PostPosted: Tue Feb 17, 2009 11:03 am    Post subject: Reply with quote

All that fancy shamncy shit doesn't hold up. ZD is stable, has GOOD netcode, and plenty of players which is all that really matters for a good multiplayer experience. Its simplicity and reliability make it leagues ahead of bug infested shit tanks like Skulltag. Remember the new version that was gonna rock the world with OpenGL and other shiny new features?



*flushes toilet*
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Tuomio
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Joined: 28 Mar 2005
Location: Finland

PostPosted: Tue Feb 17, 2009 11:12 am    Post subject: Re: Improving ZDaemon Reply with quote

Miami_vice wrote:
Zdaemon is not as good as ZDOOM or even Skulltag. Though sometimes GZDOOM is better than Skulltag.


aaand stopped reading right there. What makes it better? OPENGL ?

rofl.
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andymun
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Joined: 13 Mar 2006

PostPosted: Tue Feb 17, 2009 11:12 am    Post subject: Reply with quote

LAST.MAN.STANDING.

/me hides in exit
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Cybershark
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Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Tue Feb 17, 2009 2:08 pm    Post subject: Reply with quote

Lol Miami_vice, I'm amazed you didn't get flamed more than this after an opening statement like that.
This may be a 'wish list' thread but that doesn't mean you shouldn't show some manners.

You ever hear the phrase "That's like comparing apples to oranges"? Nobody is stupid enough to say that one type of fruit is 'better' than another Laughing
Zdaemon is a multi-player port and so the focus is always going to be on making it shine in that regard rather than adding 1001 fancy features with each new version.

Honestly, I mean I'm a pretty serious mapper and I don't give a fuck about 'camera textures'. So why would anyone care if you want them? Laughing

Anybody who's spent 5 minutes using ACS knows what does and does not work online. Aimed projectiles don't and neither do projectiles with gravity. Not yet anyway. Things like that have been raised plenty of times and are totally planned to be better supported in the future.

The ambient sound bug sounds like it deserves some looking into although it may be something as simple as you having OS sound DMFLAGs enabled.
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Doomination
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Joined: 23 Oct 2006
Location: It's NOT lupus. Posts: 6.022 x 10^23

PostPosted: Tue Feb 17, 2009 10:44 pm    Post subject: Reply with quote

there is a 1.06 source code laying around on the intarweb somewhere, if you want all that shit, you program it, and send it to the developers. I'm sure they'd be glad to implement it.

the developers arent our slaves.. you dont pay them anything, therefore they have every right to shut ZD down right now, so don't be an ass and demand things like that.
else
{
you get flamed
}
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theDooMguy
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Joined: 07 Feb 2009
Location: Installing ZDaemon on the school computers

PostPosted: Tue Feb 17, 2009 11:39 pm    Post subject: Reply with quote

flats on walls/textures on ceilings (like doombuilder does)
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TheCupboard
Generic Title


Joined: 25 Feb 2007
Location: USA

PostPosted: Wed Feb 18, 2009 12:35 am    Post subject: Reply with quote

If you don't want Doom Builder to mix textures and flats when you are mapping:

1. In the Doom Builder folder, open the .cfg file of the format you are mapping in (open ZDoom_DoomHexen.cfg if you are mapping in the Doom in Hexen format).

2. About twenty lines down from the top is a line that says "mixtexturesflats = 1;". Erase the one and put in a zero.

3. Your textures and flats will no longer mix.

4. You're all done. Wink


Last edited by TheCupboard on Wed Feb 18, 2009 1:46 am; edited 1 time in total
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theDooMguy
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Joined: 07 Feb 2009
Location: Installing ZDaemon on the school computers

PostPosted: Wed Feb 18, 2009 1:34 am    Post subject: Reply with quote

oh, didn't know that. I'll change that for whenever I'm mapping for ZDaemon

EDIT: although I still think they should add this capability


Last edited by theDooMguy on Fri Feb 20, 2009 4:53 pm; edited 1 time in total
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Titan_66
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Joined: 20 Jun 2004

PostPosted: Fri Feb 20, 2009 9:15 am    Post subject: Reply with quote

add the possibility to name CTF team by the captain instead of Red and Blue Smile
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twipley
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Joined: 16 Mar 2009

PostPosted: Wed Mar 18, 2009 5:03 pm    Post subject: Reply with quote

cha0tix wrote:
ZD is stable, has GOOD netcode, and plenty of players which is all that really matters for a good multiplayer experience.

backed up.
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spacepirate
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Joined: 25 Jan 2005
Location: que pasa

PostPosted: Wed Mar 18, 2009 8:44 pm    Post subject: Reply with quote

Titan_66 wrote:
add the possibility to name CTF team by the captain instead of Red and Blue Smile


Fuck that. Seriously. Razz Then I would give you more credit if you want to change the colours of all the maps and teams.
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Welkin
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Joined: 15 Aug 2006

PostPosted: Fri Mar 20, 2009 2:34 am    Post subject: Reply with quote

add the possibility to timout a match for some reason..if a guy get crash or something like that. during a match team can change player like in football.

a systeme of Sub player for prevent spectatore cheat (or stupid accusation) in ctf match.
all player from a "clan" or a team are sub from red or blue team..so they can't spectating opponent.

warmup for match = connect to the game and the server show the match will begin after 20 seconde or 10. after it everybody respawn and the match begin..
for prevent the reset map of server >>sometime i get slow connection to the server during a reset and enemy are already in my base when i respawn at first
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Stealth
Gone with the wind


Joined: 09 Nov 2004

PostPosted: Mon Mar 23, 2009 2:31 pm    Post subject: Reply with quote

I'll go through these with you:

Welkin wrote:
add the possibility to timout a match for some reason..if a guy get crash or something like that. during a match team can change player like in football.

I don't really get this one. Can't you do this yourself? You'll not know a player times out until he does - there's no means to detect that (which is why they time out in the first place)

Welkin wrote:
a systeme of Sub player for prevent spectatore cheat (or stupid accusation) in ctf match.
all player from a "clan" or a team are sub from red or blue team..so they can't spectating opponent.

I like the idea, but I can think of a simpler solution to reduce the problem - a server CVAR that disallows spyview on spectators.

Welkin wrote:
warmup for match = connect to the game and the server show the match will begin after 20 seconde or 10. after it everybody respawn and the match begin..
for prevent the reset map of server >>sometime i get slow connection to the server during a reset and enemy are already in my base when i respawn at first

That was suggested before, I'm not sure what the status is on that, however your best bet is to use a referee before the start of each match - surely someone can shout 'GO' and everyone joins?
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Welkin
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Joined: 15 Aug 2006

PostPosted: Mon Mar 23, 2009 7:44 pm    Post subject: Reply with quote

the timeout is something like freeztime

that timeout must be ask by one team
all player get freez time in same time after a chronocount

and during that time player can switch with some roster

disable spypreview..yes but its always cool to spy player in match
just poeple from the same team must be sub


a referee and go? i don't think its a good way to do it..for me a systeme more fair will be great.
and you need to have referee for the match..its already difficult to get all player for the match..so a referee will complicate the organisation
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Kilgore
Air Cavalry


Joined: 17 Jun 2003
Location: Up the river

PostPosted: Tue Mar 24, 2009 12:27 am    Post subject: Reply with quote

1. There is no need for warmup/timeout etc. Just vote to reset the map when both players are ready: that's the main reason for that vote's existence.

2. There will be a dmflag that restricts spectators to "own teams". You can expect it pretty soon.
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Welkin
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Joined: 15 Aug 2006

PostPosted: Tue Mar 24, 2009 12:56 am    Post subject: Reply with quote

Quote:
sometime i get slow connection to the server during a reset and enemy are already in my base when i respawn at first


was what i explained
if everybody respawn in sametime its more fair

with reset you reset score and time
if you timout you just "pause the match" you stay with the timeleft and score you had during th match.. its different no?
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