ZDaemon Forum Index ZDaemon
Client/Server DOOM
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

SpectatorSpot thing

 
Post new topic   Reply to topic    ZDaemon Forum Index -> Rejected Requests
View previous topic :: View next topic  
Author Message
DoomerMrT
Dominating!


Joined: 09 Mar 2007
Location: http://destiny-server.ath.cx/forums/

PostPosted: Fri Apr 02, 2010 8:27 am    Post subject: SpectatorSpot thing Reply with quote

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.
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
BestOfTheWorst
Unstoppable!


Joined: 02 Jun 2006

PostPosted: Fri Apr 02, 2010 11:06 am    Post subject: Reply with quote

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'.
Back to top
View user's profile Send private message
TheCupboard
Generic Title


Joined: 25 Feb 2007
Location: USA

PostPosted: Sat Apr 03, 2010 5:25 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message Send e-mail Visit poster's website
EarthQuake
Wicked Sick!


Joined: 02 Apr 2004
Location: Athens, Ohio. Dieblieber gonna getcha!

PostPosted: Sun Apr 04, 2010 11:36 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message Send e-mail
phenex2
Unstoppable!


Joined: 10 Jan 2008

PostPosted: Fri Sep 24, 2010 1:05 pm    Post subject: Reply with quote

just a question.

is there such a thing in zdoom?
i mean how would you add this in e.g. doombuilder?
Back to top
View user's profile Send private message
EarthQuake
Wicked Sick!


Joined: 02 Apr 2004
Location: Athens, Ohio. Dieblieber gonna getcha!

PostPosted: Fri Sep 24, 2010 3:41 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message Send e-mail
Body-Guard
Unstoppable!


Joined: 08 Jan 2006
Location: Hungary

PostPosted: Sun Mar 18, 2018 7:38 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Aeyesx
Dominating!


Joined: 13 Oct 2012

PostPosted: Sun Mar 18, 2018 7:52 pm    Post subject: Reply with quote

Perhaps the spectator should be teleported when he enters teleport sector like players?
Back to top
View user's profile Send private message Send e-mail
Body-Guard
Unstoppable!


Joined: 08 Jan 2006
Location: Hungary

PostPosted: Sun Mar 18, 2018 8:19 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
rhinoduck
Potatoes


Joined: 22 Oct 2012

PostPosted: Thu Mar 22, 2018 10:05 am    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message
Body-Guard
Unstoppable!


Joined: 08 Jan 2006
Location: Hungary

PostPosted: Thu Mar 22, 2018 1:40 pm    Post subject: Reply with quote

Hmm somehow I managed to not notice that one. With that implemented, I completely agree that this request can be closed now.
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
rhinoduck
Potatoes


Joined: 22 Oct 2012

PostPosted: Thu Mar 22, 2018 7:15 pm    Post subject: Reply with quote

Cool! Moving the topic to rejected then.
Back to top
View user's profile Send private message
rhinoduck
Potatoes


Joined: 22 Oct 2012

PostPosted: Sat Mar 24, 2018 7:15 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    ZDaemon Forum Index -> Rejected Requests All times are GMT + 1 Hour
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group