Gametype: Last Man Standing
Moderator: PPS-Leaders
Gametype: Last Man Standing
The Gametype Last Man Standing (http://www.orxonox.net/browser/code/bra ... anstanding) is ready to test and use.
(It shouldn't be merged though, since there's still one known bug and collisionshapes aren't totaly implemented in the level.)
(It shouldn't be merged though, since there's still one known bug and collisionshapes aren't totaly implemented in the level.)
Fail. Fail again. Fail better.
Re: Gametype: Last Man Standing
Hi
At first thanks for your work. It is great to see people creating content for orxonox
wanted to test it today, but when trying to start the level the error
appeared in the console and the mainmenu background image stayed on the screen.
did you forget to add it to svn ?
At first thanks for your work. It is great to see people creating content for orxonox

wanted to test it today, but when trying to start the level the error
Code: Select all
LuaState: Cannot include file 'lastmanstandinghud.oxo' (not found).
did you forget to add it to svn ?
There are only 10 types of people in the world: Those who understand binary, and those who don't.
Re: Gametype: Last Man Standing
cool gametype. 
the remaining bug should be fixed soon, we exchanged some emails
and yes, that file is missing.

the remaining bug should be fixed soon, we exchanged some emails

and yes, that file is missing.
Fabian 'x3n' Landau, Orxonox developer
Re: Gametype: Last Man Standing
No.greenman wrote:appeared in the console and the mainmenu background image stayed on the screen.Code: Select all
LuaState: Cannot include file 'lastmanstandinghud.oxo' (not found).
did you forget to add it to svn ?

Fortunately (and thanks to some hints of Fabian ) the gametype is finished and will be ready to be merged soon

Fail. Fail again. Fail better.
Re: Gametype: Last Man Standing
Nice, I like it. 
One thing that bugged me, though: I can fly through the asteroids.
Adding some collisionshapes could prevent that.
And sometimes I die for no apparent reason. Probably that's intentional, to discourage hiding, but some message as to why I died would be nice.
Some respawn delay would probably be nice, too.

One thing that bugged me, though: I can fly through the asteroids.

And sometimes I die for no apparent reason. Probably that's intentional, to discourage hiding, but some message as to why I died would be nice.
Some respawn delay would probably be nice, too.
Re: Gametype: Last Man Standing
I've been working on that, but I still have a little trouble to place some collisionshapes correctly.Mozork wrote: One thing that bugged me, though: I can fly through the asteroids.Adding some collisionshapes could prevent that.
Is there a way to make collisionshapes visible? (The only way I know to detectem is to crash into them. that's not the smartest way...)
That effect is intended. I've added a warning message, that appears before the punishment actually takes place.Mozork wrote: And sometimes I die for no apparent reason. Probably that's intentional, to discourage hiding, but some message as to why I died would be nice.
Some respawn delay would probably be nice, too.
I'm still working on the respawn delay part.
Fail. Fail again. Fail better.
Re: Gametype: Last Man Standing
if you are using sphere collision shapes you can attach a sphere mesh to the collision shape with the same size ^^The Jo wrote: Is there a way to make collisionshapes visible? (The only way I know to detectem is to crash into them. that's not the smartest way...)
maybe we could implement such a feature into collision shapes (to make them visible). the only problem would be to get the right mapping between scaling factor and real size.
There are only 10 types of people in the world: Those who understand binary, and those who don't.
Re: Gametype: Last Man Standing
scaling is not really a problem as long as the corresponding mesh has the right dimension.
@jo: as greenman said, you can attach a model with sphere.mesh or cube.mesh and scale them like the collision shape (use the attribute scale3D="x, y, z").
@jo: as greenman said, you can attach a model with sphere.mesh or cube.mesh and scale them like the collision shape (use the attribute scale3D="x, y, z").
Fabian 'x3n' Landau, Orxonox developer
Re: Gametype: Last Man Standing
example from the fps level:
note the correspondencies between scale3D and halfExtents 
Code: Select all
<StaticEntity position="0,-50,0" direction="0,-1,0" collisionType=static mass=100000 >
<attached>
<Model position="0,0,0" mesh="cube.mesh" scale3D="100,100,10" />
</attached>
<collisionShapes>
<BoxCollisionShape position="0,0,0" halfExtents="100,100,10" />
</collisionShapes>
</StaticEntity>

Fabian 'x3n' Landau, Orxonox developer
Re: Gametype: Last Man Standing
I've implemented all features that had been requested.
At the moment I simply can't see how to improve my implementation of last man standing significantly, so I need your suggestions:
How can the gametype or the level be enhanced?
At the moment I simply can't see how to improve my implementation of last man standing significantly, so I need your suggestions:
How can the gametype or the level be enhanced?
Fail. Fail again. Fail better.
Re: Gametype: Last Man Standing
I guess different levels of difficulty, but that probably is outside of the scope of this gametype and should be implemented much more globally...
"I'm Commander Shepard and this is my favorite forum on the internet."
Re: Gametype: Last Man Standing
maybe also additional levels for your gametype ?
There are only 10 types of people in the world: Those who understand binary, and those who don't.
Re: Gametype: Last Man Standing
looks good so farThe Jo wrote:I've implemented all features that had been requested.
At the moment I simply can't see how to improve my implementation of last man standing significantly, so I need your suggestions:
How can the gametype or the level be enhanced?

maybe the camper alert message could vanish immediately when you hit someone instead of staying visible for another few seconds?
also the respawn-delay message could count down, that would be coold

also I got a crash, can't tell you exactly what happened, but thats the crash log:
Code: Select all
orxonox.exe caused an Access Violation at location 0x77a11cea in module ntdll.dll reading from location 0x00000001
Call stack:
0: 0x77a11cea RtlFreeHandle +0x2488
1: 0x779da5a4 RtlTimeToTimeFields +0xbe3f
2: 0x76c03f01 HeapFree +0x14
3: 0x77189c03 free +0x39
4: 0x01a0d121 orxonox::packet::FunctionCalls::addCallMember(unsigned int, unsigned int, orxonox::MultiType const*, orxonox::MultiType const*, orxonox::MultiType const*, orxonox::MultiType const*, orxonox::MultiType const*) +0x16b
5: 0x01a03a56 orxonox::FunctionCallManager::addCallMember(unsigned int, unsigned int, unsigned int, orxonox::MultiType const&) +0xea
6: 0x6849c374 orxonox::GametypeInfo::sendFadingMessage(std::string const&, unsigned int) +0xa0
7: 0x6847b72b orxonox::LastManStanding::tick(float) +0x2ef
8: 0x6846cf23 orxonox::GSRoot::update(orxonox::Clock const&) +0xdd
9: 0x65409ca7 orxonox::Game::updateGameStates() +0xcb
10: 0x654095b0 orxonox::Game::run() +0x16e
11: 0x684454dd orxonox::main(std::string const&) +0x631
Fabian 'x3n' Landau, Orxonox developer
Re: Gametype: Last Man Standing
looking at the crash log, I see sendFadingMessage() calls callMemberNetworkFunction() instead of this->dispatchFadingMessage(message)... that should only happen in network games! so probably the clientID is wrong - which is it->first->getClientID(). No clue why that doesn't work though...
Fabian 'x3n' Landau, Orxonox developer
Re: Gametype: Last Man Standing
another 4 ideas came to my mind:
1) instead of instantly killing a camper, just do him some damage, i think that would be more fair.
you could also make this an optional feature, that can be turned on or off in the config file. (i.e. bPunishCampers=true/false or similar)
2) I like the level a lot, but there's a hole in the ring and 2 pillars are "double" (two pillars at the same position) - you can see them flicker (next to the hole - probably a wrong index in the lua script or something)
3) I'd suggest to display the remaining lives permanently on the HUD, not just once as a fading message.
4) How to deal with players that join in the middle of a game? They shouldn't start with the maximum amount of lives, that would be unfair. Instead I suggest to give them min(lives) of all players in the game (i.e. lets say there are 2 players, one has 3 lives left, the other 1 life left, so give the new player only 1 life)
about the crash: I couldn't reproduce it so far... Feel free to try it yourself, best with a debugger, so you could examine the clientID and maybe even the cause for why it's wrong. Maybe it's not your fault, it could be a problem in another part of the code
1) instead of instantly killing a camper, just do him some damage, i think that would be more fair.

2) I like the level a lot, but there's a hole in the ring and 2 pillars are "double" (two pillars at the same position) - you can see them flicker (next to the hole - probably a wrong index in the lua script or something)
3) I'd suggest to display the remaining lives permanently on the HUD, not just once as a fading message.
4) How to deal with players that join in the middle of a game? They shouldn't start with the maximum amount of lives, that would be unfair. Instead I suggest to give them min(lives) of all players in the game (i.e. lets say there are 2 players, one has 3 lives left, the other 1 life left, so give the new player only 1 life)
about the crash: I couldn't reproduce it so far... Feel free to try it yourself, best with a debugger, so you could examine the clientID and maybe even the cause for why it's wrong. Maybe it's not your fault, it could be a problem in another part of the code

Fabian 'x3n' Landau, Orxonox developer
Who is online
Users browsing this forum: No registered users and 1 guest