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DoomerMrT Dominating!
Joined: 09 Mar 2007 Location: http://destiny-server.ath.cx/forums/
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Posted: Fri Apr 02, 2010 8:27 am Post subject: SpectatorSpot thing |
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How about a SpectatorSpot map object? When joining in a server, spectators would start at the SpectatorSpot objects instead of at the player starts. Would be useful for example when the player starts are in a dummy sector. |
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BestOfTheWorst Unstoppable!
Joined: 02 Jun 2006
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Posted: Fri Apr 02, 2010 11:06 am Post subject: |
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Yeah this would be usefull in maps with dummy sector starts.
But I think the name of the thing should be "SpectatorStart" to be consistent with the rest of the starts, and for better describing what it is rather than a more vague 'SpectatorSpot'. |
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TheCupboard Generic Title
Joined: 25 Feb 2007 Location: USA
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Posted: Sat Apr 03, 2010 5:25 pm Post subject: |
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That would be handy. Worst created some dummy sectors in The Great Bicycle Mystery 2 that had conveyor belts leading to teleport linedefs at the beginning of the maps. Spectators would be stuck in these strange dark rooms while actual players would join the map immediately. There are workarounds that got used but I could see the benefit in having something like this. |
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EarthQuake Wicked Sick!
Joined: 02 Apr 2004 Location: Athens, Ohio. Dieblieber gonna getcha!
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Posted: Sun Apr 04, 2010 11:36 pm Post subject: |
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Yeah, using player starts for spectators is a concept that has remained in effect since the days of keycard flags and player start particle fountains. Basically ZDaemon didn't have it's own thing numbers for the multiplayer-related things that were added. It just reused existing things. So yeah, this would be another good step in creating a more controlled mapping environment. |
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phenex2 Unstoppable!
Joined: 10 Jan 2008
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Posted: Fri Sep 24, 2010 1:05 pm Post subject: |
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just a question.
is there such a thing in zdoom?
i mean how would you add this in e.g. doombuilder? |
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EarthQuake Wicked Sick!
Joined: 02 Apr 2004 Location: Athens, Ohio. Dieblieber gonna getcha!
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Posted: Fri Sep 24, 2010 3:41 pm Post subject: |
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There is no equivalent in either ZDoom nor Skulltag. Skulltag does have a "temporary player start" thing, but it's function is clearly different than that of a "spectator start".
This basically just requires another actor that can be added to the map (much like team starts or CTF flags). It would spawn connecting players at those spectator spots, as opposed to the other player starts, assuming at least one spectator spot is found.
Adding it to Doombuilder is just a matter of editing a supposed ZDaemon configuration file and adding the new type. |
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Body-Guard Unstoppable!
Joined: 08 Jan 2006 Location: Hungary
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Posted: Sun Mar 18, 2018 7:38 pm Post subject: |
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I think this one should be revised as it has been sitting here for quite a long time now. Given that how the spawning algorythm is already separated for spectators, this feature shouldn't be too much of a hassle to implement. Custom maps with spawning rooms usually do not let the spectator to leave the area which makes freeroam spectating useless. Starting areas with polyobject doors count here as well, since polyobjects are impassable and so spectators can't go through them.
All it would take is a custom spectator start actor being added to the engine with a doom editor ID so it could be placed on maps. (similar to conventional Player Starts). Then, the spawning algorythm could place the joining spectator randomly on one of the available Spectator Start things, or if none present, on one of the conventional player starts. |
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Aeyesx Dominating!
Joined: 13 Oct 2012
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Posted: Sun Mar 18, 2018 7:52 pm Post subject: |
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Perhaps the spectator should be teleported when he enters teleport sector like players? |
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Body-Guard Unstoppable!
Joined: 08 Jan 2006 Location: Hungary
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Posted: Sun Mar 18, 2018 8:19 pm Post subject: |
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That is already the behavior in current Zdaemon (there is a custom keybind for spectator teleport). But what if there is no teleport sector? Eg. the starting room is impassable and only a polyobject door is there as a way out, which is also impassable (you can't go through as a spectator). Players can be teleported after spawning using scripts as well, leaving spectators behind with no way out.
Since spectators and players are generally different things, having the ability to spawn them on different locations makes sense by itself, and the starting location 'inconveniences' just further legitimate the request. |
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rhinoduck Potatoes
Joined: 22 Oct 2012
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Posted: Thu Mar 22, 2018 10:05 am Post subject: |
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These have been in since ZDaemon 1.10b01, and can be used to deal with all that you mentioned.
Code: | 8. Added some spectator CCMDs that are useful for video recording.
spec_togglenoclip: allows specs to enable noclip (it is needed
in some maps that teleport players only when they use a
switch).
spec_warp: warp the spec to location x, y, z and set pitch and
angle (the input values are on the same scale as the idmypos
output).
spec_follow: make the spectator view follow a player.
spec_follow_params: TODO
spec_stopfollow: stop following a player. |
The "spectator starts" as suggested here indeed should not be hard to implement, but I see no need for them. |
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Body-Guard Unstoppable!
Joined: 08 Jan 2006 Location: Hungary
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Posted: Thu Mar 22, 2018 1:40 pm Post subject: |
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Hmm somehow I managed to not notice that one. With that implemented, I completely agree that this request can be closed now. |
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rhinoduck Potatoes
Joined: 22 Oct 2012
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Posted: Thu Mar 22, 2018 7:15 pm Post subject: |
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Cool! Moving the topic to rejected then. |
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rhinoduck Potatoes
Joined: 22 Oct 2012
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Posted: Sat Mar 24, 2018 7:15 pm Post subject: |
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Forgot to add a bind I use which can be useful in the above-mentioned cases. It allows you to teleport your spectator to the position of the player you are currently spectating.
Code: | bind <KEY#> "set temp_x 0; set temp_y 0; set temp_z 0; eval / $get_x 65535 temp_x; eval / $get_y 65535 temp_y; eval / $get_z 65535 temp_z; spec_warp $temp_x $temp_y $temp_z" |
This second bind is useful to have too, so that you can quickly switch back to your view.
Code: | bind <KEY2> "spyown" |
Replace <KEY#> with actual keys you want bound to these commands. |
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