Request - Disabling ghost items by default

Developer discussion of experimental fixes, changes, and improvements.

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Do you want ghosted items to be disabled by default?

Poll ended at Tue Feb 02, 2010 4:58 pm

Yes, they should be disabled by default.
14
52%
Doesn't matter to me.
3
11%
No, they should remain enabled by default.
10
37%
 
Total votes : 27

Postby Flying Steel » Fri Nov 06, 2009 12:58 am

Mirio wrote:= 11 [14] Ammo boxes!


Just get rid of ammo boxes altogether. Then the only way to get ammo for a weapon is to pick up that weapon again. It doesn't get any simpler or cleaner than that.
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Postby Samual » Fri Nov 06, 2009 4:19 am

Explosive Diarrhea wrote:
Samual wrote:No... I instead think we should make a client side option to disable them, but keep them enabled by default. I'll code this in fact.



I already asked for this a while back, unfortunately I was told it can't be done.

divVerent wrote:
vomit wrote:Is there a way to disable ghost items?


Cannot be done, sorry. Well, could be made a server option, but certainly no client option.

(Just making it a serverside option... will be called g_ghost_items)

Indeed, but there are always ways (Tell the client which state the item is in instead of forcing a certain effect on it)

By the way, showing the time of respawn for items is a BIG NO NO... Breaks many things. The main reason we did it for the quad was because we made it random because people were timing it/cheating it.
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Postby divVerent » Fri Nov 06, 2009 7:04 am

Right, and for regular items... randomization would be very weird. It's just fun to see armor/health rows respawn one after another.
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Postby C.Brutail » Fri Nov 06, 2009 9:25 am

Somehow we're changing the topic again :P

Another Idea has came to my mind about the shotgun:

Normal, starter weapon:
Primary fire stays as it is, secondary firemode is a very fast burst mode, sometihng like 2.6 secondary. Only change that you've got less ammo - two / three bursts will eat away all your starter shells.

Super shotgun:
Picable, uses shells. Primary damage is huge (around 100-120 if all pellets hit), very large spread and at least 1.5 sec refire rate. Eats twice as much ammo as normal shotgun's primary.
Secondary fire is a spin-up spin down mode, similar to a chaingun. Wide spread, and eats ammo like hell - if you don't have at least 50 shells, you can't even reach the full spinned up potential. Makes high damage if you can control it.
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Postby tZork » Fri Nov 06, 2009 11:22 am

Shot-chain-gun? how wer talking! :twisted:
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby C.Brutail » Fri Nov 06, 2009 12:54 pm

Yeah, and I've chosen the wrong thread :D
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Postby MirceaKitsune » Fri Nov 06, 2009 1:02 pm

Right, I admit my idea about timers was not all that great. And I agree with normal items having a fixed respawn time while the Shield and Strength are nicer with randoms, but disagree with shield / strength having to popup a waypoint whenever they spawn. But if that was made to avoid giving an advantage to hackers I agree.

As for the ghost items, I'm still curious if anyone wishes to look into coding corona-mapped sprite indicators instead of the low-alpha items, which can be disabled client-side and all. If so I can make the sprites for all items.

Mirio wrote:I think it would be a mess.. see as example Mircreas mockup screen:

2 Cells -> 2 Electro, 2 Crylink, 2 HLAC, 2 Nex, [2 MinstaNex] .
1 Rockets -> 1 Mortar, 1 Rocket Launcher, 1 Hagar, [1 Fireball] .

= 11 [14] Ammo boxes!


As I mentioned, my intention for these indicators is to 1: Have them hidden behind walls, 2: Have them show only when the player is close enough and not over an unlimited distance, 3: Not have them wrap around the screen when they aren't in your field of view like normal waypoints do. So an indicator would appear just like any other entity, only that it's a full bright non-colliding always-facing texture. That way there couldn't be more sprite indicators than the items you can be seeing at a time.
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Postby FraNcoTirAdoR » Fri Nov 06, 2009 6:28 pm

I dont even have the slightest idea whats the point of random weapon and ammo box spawn, for quad okey i mostly understand, but random spawns on items are just completely against every single tactics possible to commit on a map... :P
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Postby tZork » Sat Nov 07, 2009 5:24 am

FraNcoTirAdoR wrote:I dont even have the slightest idea whats the point of random weapon and ammo box spawn, for quad okey i mostly understand, but random spawns on items are just completely against every single tactics possible to commit on a map... :P


Dont you know already? We must make Nexuiz n00b friendly by keeping everyone as close as possible to n00bs indefinitely! SCNR

I agree, no sense in random item timers. maybe the super powerupp timer would be better as just a announcer or message, so you'd actuality have to pay attention and know here to go. obviously would break on maps with more then one quad / shiled.. but those are mostly ctf maps and could use the sprite system. One thing with The spites thats quite bad for tea, games is that you know roughly when the enemy will get their quad/shiled in advance.

As for ghosted items on or off by default i don't really care. either way is fine with me. Maybe reducing it to ghost major items would be a way to reduce screen clutter.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby Samual » Tue Nov 17, 2009 4:55 am

So I took a shot at making the ghosted items client side, but I failed for the most part (Couldn't figure out a good way to network the change) :) -- But still, I think by default having them enabled is better compared to disabled.
Do it yourself, or stop complaining.
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