Making it harder to hide with runes

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Sun Jul 23, 2006 3:01 am

  • I've had fun playing rune mode, but I've noticed that sometimes a player really takes off score wise by getting a bunch of runes, and then hiding in some obscure part of the map (which can make the game less interesting since it is so unlikely to overcome). Maybe if it was easier for players to locate the runes this would happen less.

    What if runes that are obscured (behind obstacles) were rendered with a wireframe? A semi-straight forward way of doing this might be to iterate through the runes after everything else has been rendered and re-render the runes as a wireframe (GL_LINE). The wireframe could be the same color as the rune normally is so that players could tell which rune is which (that is, don't set the color to grey or green as r_showtris does, but just leave the color as it is).

    The wireframe runes could be rendered with depth testing and depth buffer updating turned off. And only view frustum culling should be applied (so runes culled by walls would appear). There should be no need to not render runes for that are plainly visible since the wireframes should perfectly overlay the plainly visible runes so it does not change their appearance (at least not very much).
    xoltra
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Sun Jul 23, 2006 4:34 am

  • I think that sounds like a really great idea.. for larger maps, such as (old) dm02) if would be nice to know where the ruens are instead of just running around being shot at by beginners who dont understand what RuneMatch is...
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    tChr
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Sun Jul 23, 2006 10:39 am

Sun Jul 23, 2006 11:28 am

  • one ez way to make rune hidning hard : make runes give off some noise when carried.
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    tZork
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Sun Jul 23, 2006 8:23 pm

  • tZork wrote:one ez way to make rune hidning hard : make runes give off some noise when carried.
    I totally support that idea. How about a female voice shouting "Rune!!! Rune!!! The rune is over here!!!" :mrgreen:

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    4m [PB] (amoebios)

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Sun Jul 23, 2006 10:59 pm

  • 4m wrote:
    tZork wrote:one ez way to make rune hidning hard : make runes give off some noise when carried.
    I totally support that idea. How about a female voice shouting "Rune!!! Rune!!! The rune is over here!!!" :mrgreen:

    Volunteers?


    Heheh
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    kozak6
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Mon Jul 24, 2006 7:17 am

  • Of course. So -
    I give you my girlfriend's voice and you devels will implement it - DEAL? :D
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Tue Jul 25, 2006 1:09 pm

Sat Sep 02, 2006 5:16 am

  • I think esteel is right in that implementing what I suggested is more complicated than I originally thought. The visibility testing and the rendering are done in two separate places in the code. Also, the darkplaces engine doesn't know which entities are runes.
    xoltra
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Sun Sep 17, 2006 8:39 am

  • I was thinking more about this and it should be possible to just disable the depths test on the runes in general so they should be visible even through walls.. Nothing with that wireframe model just the normal runes. That should be pretty easy.
    But to be honest i still think its too easy! Why not apply this to all items and models? Hey that way its easier to spot campers and items. Maybe you get what i mean.. I like tZorks idea to make the runes make some noise when carried more. Its does not give that 'wallhack' feeling which is bad in every game but still make it easier to find hiding people.
    We just are a bit short on sfx people and modellers, skinners too ;) So in case anyone wants to help..
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    esteel
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Sun Sep 17, 2006 9:53 am

  • Admit it, we're short of everything. (except gibs)
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Sun Sep 17, 2006 9:58 am

Sun Sep 17, 2006 5:03 pm

  • If you need a skinner, DON'T look at me!

    I'd just do the anticamp thing, it's easy, it's fast, and it won't take long to put in. But the sound thing is a good idea too. I'm not a fan of the wireframe idea, because...well, I just don't like it that much, I prefer sounds and/or the whole "campers will die" motiv.
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