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Oxyde Dominating!
Joined: 01 Feb 2012 Location: France (67) Host: Zero Dawn
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Posted: Sat May 23, 2015 9:35 pm Post subject: [CTF] Flags height |
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Priority: From a competitive player point of view, it's a very problematic behavior
What does it affect: Obviously, flags in CTF
Why whould it be implemented: Because private CTF players need this a LOT.
The current flags retain their original height, similar to keys, which is 24 pixels if I'm right. Now, flags are taller, much taller. When someone who's providing cover for a flag runner, the last thing he absolutely needs is a flag that he cannot grab because of the map layout.
Don't blame this on the map; the runner doesn't have the luxury of choosing where he will die. Sometimes, flags also end up stuck without even being possible to grab them.
So, what's the fix we can give here?
Make the flags 56 pixels tall. This prevents stuck flags, and also makes grabbing a fallen flag on downwards stairs possible, instead of having to backtrack to grab it again, leaving you defenseless.
I'm well aware this is not difficult to pull off in Dehacked/Dehsupp stuff, but because we are talking about a game mode that has been around for very long and having the behavior altered from a server to one other isn't a viable option.
Feel free to discuss and prove me this isn't needed, I know I'm right in the end.[/humility] |
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Buli Unstoppable!
Joined: 19 May 2012 Location: France
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Posted: Tue May 26, 2015 9:12 am Post subject: |
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I second this. Wanted to make this request as well but you outstripped me. |
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Memfis MemfisWatt
Joined: 29 Oct 2011
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Posted: Tue May 26, 2015 11:41 pm Post subject: |
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I think won't work because you have to touch the bottom of an object to pick it up. Here is an example wad where I changed the height of yellow key to 64 but still it's impossible to pick it up from a "hole" and you can still easily avoid it while running down the stairs. |
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Chimila On a Rampage!
Joined: 05 Dec 2013
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Posted: Wed May 27, 2015 1:26 am Post subject: |
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yea stupid request imo |
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Oxyde Dominating!
Joined: 01 Feb 2012 Location: France (67) Host: Zero Dawn
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Posted: Thu Jun 04, 2015 3:04 pm Post subject: |
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Memfis wrote: | I think won't work because you have to touch the bottom of an object to pick it up. Here is an example wad where I changed the height of yellow key to 64 but still it's impossible to pick it up from a "hole" and you can still easily avoid it while running down the stairs. |
Then I suppose that there IS a problem with ZDaemon because every other ZDoom-ish engine using a similar behaviour (tall grabbable (is that a word? ) items) work just fine.
Chimila wrote: | yea stupid request imo |
Just trying to help, you're welcome, though. |
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capodecima Unstoppable!
Joined: 05 Jun 2008 Location: Czech Republic
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Posted: Fri Jun 05, 2015 3:59 pm Post subject: |
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Lol dunno if it works here but 56 is way too much... |
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Memfis MemfisWatt
Joined: 29 Oct 2011
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Posted: Fri Jun 05, 2015 9:53 pm Post subject: |
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Don't forget that ZDaemon is based on a very ancient version of ZDoom, things were different and a lot closer to the vanilla behavior back then. I guess a new DMFLAG would be possible... |
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Buli Unstoppable!
Joined: 19 May 2012 Location: France
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Posted: Sat Jun 06, 2015 12:29 am Post subject: |
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^So is Odamex. I'm pretty sure Odamex has taller flag hitboxes but things do not work the same way for ZD as this port is compiled and coded differently. |
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Aeyesx Dominating!
Joined: 13 Oct 2012
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Posted: Thu Jun 11, 2015 10:35 am Post subject: |
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wtf, changing key heigh ? Key's are no longer used, flags are separated objects, the keys were used in past. Also flag sizes can be modified (cuz why not?), also I never noticed that the flag could get stuck somewhere ? o,O... The dropped flag resets after few seconds if it is not picked up right? |
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Sr69Mm-jC Unstoppable!
Joined: 21 Jul 2011
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Posted: Thu Jun 11, 2015 4:25 pm Post subject: |
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Jeez, Medis. If you are going to reply in a topic, you actually need to read it, not just pick a few random keywords and speak whatever comes to mind. I'll spare the effort of pointing out everything that is wrong with your post. Rather, please, just read the topic this time. |
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Aeyesx Dominating!
Joined: 13 Oct 2012
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Posted: Thu Jun 11, 2015 7:31 pm Post subject: |
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yesh true, i was in hurry xD |
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Kilgore Air Cavalry
Joined: 17 Jun 2003 Location: Up the river
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Posted: Sat Aug 01, 2015 12:33 am Post subject: |
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Implemented. Will show up on the next release (110b04) |
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Buli Unstoppable!
Joined: 19 May 2012 Location: France
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Posted: Mon Aug 03, 2015 11:25 pm Post subject: |
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Has this been tested after implementation? |
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AF-Domains.net Dark Messenger of IRC
Joined: 01 Jun 2002 Location: United Kingdom
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Posted: Tue Aug 04, 2015 12:28 am Post subject: |
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Since this is a beta, this is still the testing phase.
Test it out and see what happens. |
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Buli Unstoppable!
Joined: 19 May 2012 Location: France
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Posted: Tue Aug 04, 2015 7:52 am Post subject: |
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Actually I feel like nothing has changed, not to say height of the flags look unchanged.
In addition to being a good value, 48 px is the equivalent of 3/4 steps in a CTF map, which shouldn't cause problems returning/picking up a flag when running over 2 steps. |
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capodecima Unstoppable!
Joined: 05 Jun 2008 Location: Czech Republic
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Posted: Tue Aug 04, 2015 9:33 am Post subject: |
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Yep i agree with kara seems be still same to me. I tested it a bit on map08 and its still "hard" grab the flag on stairs there, it would never happens if the flag had really 48 px. |
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EarthQuake Wicked Sick!
Joined: 02 Apr 2004 Location: Athens, Ohio. Dieblieber gonna getcha!
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Posted: Tue Aug 04, 2015 10:18 pm Post subject: |
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Yeah, it does not seem to have been changed. |
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AF-Domains.net Dark Messenger of IRC
Joined: 01 Jun 2002 Location: United Kingdom
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Posted: Tue Aug 04, 2015 10:35 pm Post subject: |
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The change was made. If it hadn't, it wouldn't have been put into the changelog.
Though based on the comments, it doesn't appear to have made a difference.
The implication that nothing was changed is incorrect. |
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EarthQuake Wicked Sick!
Joined: 02 Apr 2004 Location: Athens, Ohio. Dieblieber gonna getcha!
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Posted: Wed Aug 05, 2015 5:31 am Post subject: |
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Here's a way to easily test:
http://speedy.sh/ub7sF/flagheight.wad (you must be in CTF mode)
The hallway here has several holes, each one 8 units lower than the last.
The first starts at 8 pixels deep, the flag is touchable. The second hole is 16 pixels deep, the original height of the flag things. The flag is untouchable here, indicating that it is still 16 pixels high, just out of reach.
If the flag were 48 units tall, the fifth hole (40 pixels deep) would be the last hole where the flag can be taken. |
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Body-Guard Unstoppable!
Joined: 08 Jan 2006 Location: Hungary
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Posted: Wed Aug 05, 2015 2:31 pm Post subject: |
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Well, just replacing the height's value clearly does not work. There is more into this than changing some variable. Changing pickup heights in dehacked doesn't work as well, no matter which pickup item you modify.
My guess is that the SPECIAL thing flag (which basically tells that it is a pickup) (or if not the flag itself, the routine which is called when walking over the thing having this flag) determines an uniformized grab height for every pickup item hardcodedly. Changing the thing's height does not affect this special pickup height in any way. |
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