vloup / sgfork

Automatically exported from code.google.com/p/sgfork
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Fix spawn bug #74

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
Overall description:
When people spawn, they melt with other people. It could be good to fix it.

Variables affected:
N/A

Original issue reported on code.google.com by kikc...@gmail.com on 21 Oct 2009 at 4:43

GoogleCodeExporter commented 9 years ago
This issue has been fixed in Smokin' Guns 1.1 branch.

Original comment by kikc...@gmail.com on 21 Oct 2009 at 6:54

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
ioQ3 merge is done.
*SelectRandomTeamSpawnPoint is rewritten a bit in r105.
RTP has the same mechanics as BR in spawning and touching buy zones.
New variable - rtp_teamroles - the same as br_teamroles.
Removed variable - sg_rtppoints (to choose what spawn points should be used).

SelectRandomFurthestSpawnPoint is under investigation.

Original comment by igorpana...@gmail.com on 18 Nov 2009 at 9:18

GoogleCodeExporter commented 9 years ago
The trouble that players can't buy anything in train map in RTP mode isn't 
related to 
code part.
There are no CTF player spawn points on map.

Original comment by igorpana...@gmail.com on 18 Nov 2009 at 9:32

GoogleCodeExporter commented 9 years ago
*SelectRandomFurthestSpawnPoint() is doing the following (the idea):
Sorts out all no-telefrag spawn points by distance from player's death place.
Takes a random spawn from the half of furthest ones with enemy-players-free 
zone for 700 units around.

Of course it can't take 240 lines of code to describe such system, so thing 
will be rewritten.
But still there are questions I would like to highlight:
1. Do we need to take furthest spawn point?
2. Do we need to check on free zone?
3. Why 700 units? 700 units is pretty long range. What about small maps with 10 
players?
4. If we do need free zone - why don't we take safest spawn point on the map 
(which has most farthest distance from 
all enemies)? (it will take more calculations, but probably it will worth)

And concerning the telefrag issue at the beginning of RTP/BR - I hope that once 
we'll have configurable spawn points 
(issue 80) - the trouble will be solved. Since it is a matter good spawn points 
and their number. I haven't seen 
original SG solution from 1.1 branch, but I think this one (issue 80) will be 
enough.

Original comment by igorpana...@gmail.com on 18 Nov 2009 at 9:55

GoogleCodeExporter commented 9 years ago
about 1) No
about 2) in DM it would be good to not spawn in front of enemies, since you 
need to
buy stuff before being able to kill someone
about 3) depends on maps anyhow -- in a map with a lot of corners, 700 units 
might be
a lot, however in an open map, it's still not enough
about 4) takes a lot of calculations, not? -- what about choosing a random
spawn-place and check if it's free (with a radius of currently 700 units) - if 
it's
not, take the next random one --- in case 3 spawnplaces fail, take the one 
where the
free radius is the biggest currently

Original comment by mortijs-...@yahoo.de on 19 Nov 2009 at 5:49