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Messages - myk

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General Discussion / Multiple key binds?

« on: November 29, 2007, 16:27:43 »
I saw an old thread about this, but nothing definite was said there. What's the current position on it?

You probably know this but to imitate Doom, multiple actions per key should be possible, but there is a converse limitation; an action command can't be applied to two different keys, and two keys can't do the same thing, unless one is moveleft/right and another is strafe+turnleft/right.

Off topic: Odamex won't have standard Doom resolutions? Low detail modes, at least?

EDIT: Now that I think about it, maybe it's better to use a method similar to PrBoom's instead of ZDoom's to assign key bindings. It's more traditional, as it's based on functions, not keys like in Quake. I guess the possibilities through aliases must still be judged and perhaps limited, though. (Currently I use aliases in ZDoom based engines to obtain a setup like Doom's.)
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General Discussion / Re: CTF & Team colors

« on: May 15, 2007, 09:08:44 »
Anyway, this functionality isn't neccesary for things to work.

Yeah, perhaps I brought this up a bit early, since naturally there're a lot of more fundamental things to iron out or polish, but I felt it wouldn't hurt to comment about it (if useful, it may save work in the future if considered earlier, by foresight).

Quote
Some system allowing teams to set the team color, and allowing a team to be locked would also be nice, but I'm having a hard time thinking of the best way of doing it where it couldn't be abused.

As long as the server can optionally lock that to standard colors, some method of less strict color selection should still be possible in cases where abuse isn't plausible. Though I do see the value of looking for a method that is both as safe as possible and quite generally applicable (I mean, a method where you can still choose the team colors somehow, but even then has some safety measures to back it, beyond limitations set by the server).
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General Discussion / Re: CTF & Team colors

« on: May 04, 2007, 23:53:05 »
I can understand that, and don't think that they should want to have to redo the stuff. Neither is it unreasonable to consider keeping Red/Blue/Yellow/White as default colors due to the precedents. But, in addition to personally preferring classic colors (especially when thinking about designing levels), but seeing also that others might want to choose other colors for custom design purposes or even as a clan standard (like a shirt for a football team), getting rid of the arbitrary hardcoded colors for a system similar to the one for each player would not harm anything while it would make sense.

In addition to a default, settings like this one could be settable through the wad (in a file similar to ZDoom's MapInfo or to MBF's Options lumps), and/or through the server CFG. The Odamex wad would simply have two flag sprites, standing and carried, both green, and recolored according to the chosen team colors.

Also team names; I'd stick to R/B/Y/W if the default colors are set, Team 1, 2, 3, and 4 if nothing is set, and a custom name if all the players in the team share a team name, or if the name of each of the four teams is set on the server. This would enhance teamplay and CTF giving the chance for the teams to have proper (clan or whatever) names, which if not always stupidly end up in the user name, cluttering it and causing annoyances when people change teams. Instead of that it could optionally appear along with the user name (if something like show_teamname is set to 1).
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General Discussion / Re: CTF & Team colors

« on: May 04, 2007, 19:42:17 »
What seems interesting about Odamex is its commitment to being free software and sticking close to the PrBoom branch in general functionality (plus stuff like C/S, CTF and other online specifics). This thing about a standard is rather fallacious and pretentious, though.

There is no standard already because many map sets use features specific to ZDoom, Skulltag, both, or whatever.

Other level sets will not work on Odamex, but anything mapped for Odamex is going to have to be made also according to the other engine standards? I'm betting this will fail also already because Boom features and other engine quirks themselves are slightly different in the various engines, enough to alter any complex designs.

You should stick to something basic and solid without necessarily slaving everyone to the whims of the ZDaemon, Skulltag or ZDoom coders, who do not set standards but just follow their own designs.

People wanting their maps to work on all the engines will make the extra (and easy, in Odamex's case) effort just like anyone who sticks to a Doom or Boom format making a SP/Coop map. There is no need for engines to try to stick supposed standards onto designers, nor is it a good idea.
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General Discussion / CTF & Team colors

« on: May 03, 2007, 20:41:49 »
Before it's too late, these should be...

Green
Indigo
Brown
Red

These should also be alterable through the server, to suit wads that already use other colors, such as those made for ZDaemon (which copied UT, which is cool but isn't DOOM), to allow designers more freedom in their wadmaking aesthetics, or in case it's already "too late" for some reason.
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