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Are these entities still implemented/needed/wanted?
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Pardner
Smokin' Gun




Joined: 17 Nov 2005
Posts: 1189
Location: NH, USA

PostPosted: Fri Jan 01, 2010 3:42 pm    Post subject: Are these entities still implemented/needed/wanted? Reply with quote

This thread applies to both mappers and coders. I didn't know where to post this, but I think it applies mostly to coders. Mappers input needed as well.

Currently mapper's entities are defined in two ".def" files..... entities.def (old Q3 entities) and entities-sg.def (our entites). Smokin Guns uses its own definitions as well as some defined in the original Q3 definitions. For those who don't map, it is kinda confusing int the editor because it shows entites that may or may not still be used in Smokin' Guns. This was done (I think) so people could map for both Q3 and SG with out interference. I feel this is no longer needed and that the definitions could use some attention.

With that said, one of my side projects has been to clean up the entites-sg.def. The end goal is to have one, complete definition file. I have been re-writing some of the descriptions and adding the definitions from the original entitis.def.

I would like to open a discussion thread/question thread about the following entites. I was wondering a) are these entities are used in maps (mappers please answer)? b) are these entites implemented in the code (coders please answer)? or c) are these entites worth keeping in the entities definitions (all)?
delete
keep
  • _decal
  • _skybox
  • func_plat
  • func_static
  • holdable_medkit
  • holdable_teleporter
  • info_camp
  • info_notnull
  • info_null
  • info_spectator_start (commented out, not used?)
  • item_armor_body
  • item_armor_shard
  • item_botroam (maybe replace our ".ai bot files and bake info into bsp?)
  • item_enviro
  • item_flight
  • item_haste
  • item_health
  • item_health_large
  • item_health_mega
  • item_health_small
  • item_invis
  • item_quad
  • item_regen
  • shooter_rocket
  • target_laser (commented out)
  • target_location
  • target_push
  • target_remove_powerups
  • team_CTF_blueflag (keep for future gametype?)
  • team_CTF_redflag (keep for future gametype?)
  • trigger_push
  • weapon_bfg
  • weapon_gauntlet
  • weapon_grapplinghook
  • weapon_grenadelauncher
  • weapon_machinegun
  • weapon_plasmagun
  • weapon_railgun
  • weapon_rocketlauncher
  • Suspended spawnflags


Note:I know this is a lot of looking up for the coders. I just wanted to start a thread about it. Maybe just keep this in mind when you are browsing the SG source undecided


Last edited by Pardner on Sun Jan 03, 2010 10:45 am; edited 3 times in total
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Joe Kari
Smokin' Gun




Joined: 16 Sep 2007
Posts: 591
Location: France

PostPosted: Fri Jan 01, 2010 5:11 pm    Post subject: Reply with quote

_skybox : is usefull (it use it in one of my demo map)
_decal : I have never used that, but could be usefull
func_plat : can be usefull
func_static : very usefull !!! that's the entity to use for far-clipping !!! Very Happy
info_null : I use that for light entity (to target a point that is removed after compiling)
info_notnull : I have never used that, but it is probably usefull in some way
info_spectator_start : I don't know if SG use that
item_botroam : I have tested that, but I didn't seen any effect on bot
target_laser : probably useless

We could probably remove all Q3 weapon and powerup.

We should probably keep target_* entity.

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Pardner
Smokin' Gun




Joined: 17 Nov 2005
Posts: 1189
Location: NH, USA

PostPosted: Fri Jan 01, 2010 5:22 pm    Post subject: Reply with quote

Joe Kari wrote:
info_null : I use that for light entity (to target a point that is removed after compiling)

You don't use target_position?


Joe Kari wrote:
We should probably keep target_* entity.

target_push no longer works in SG. I figured it wasn't useful to include anymore. target_location might still be useful, but cg_drawteamoverlay doesn't do anything undecided

Agreed about the q3 weapons.
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Tequila
Smokin' Gun




Joined: 15 Nov 2007
Posts: 669
Location: France

PostPosted: Fri Jan 01, 2010 7:23 pm    Post subject: Re: Are these entities still implemented/needed/wanted? Reply with quote

I checked the code for you Wink

  • holdable_*: none supported
  • info_camp: implemented, does exactly the same than info_notnull & target_position
  • info_notnull: implemented
  • info_null: implemented, but do nothing
  • info_spectator_start: NOT implemented
  • item_*: only items from SG are supported in the code
  • item_botroam: implemented, need "weight" attribut to be set
  • shooter_rocket: NOT implemented
  • target_laser: implemented
  • target_location: implemented
  • target_push: NOT implemented, but can be easily activated if needed
  • target_remove_powerups: implemented but won't return the flag, I guess it was used essentially to return the flag when you fall in lava or similar situation. Actually it only reset the target own powerups: belt, scope, gold, gatling mode, dynamite/molotov lit state
  • team_CTF_blueflag: NOT implemented
  • team_CTF_blueplayer <-- I assume you mean "team_CTF_redflag": NOT implemented
  • weapon_*: only SG ones are supported
  • Suspended spawnflags: the code is removed, but can be re-enabled
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Tequila
Smokin' Gun




Joined: 15 Nov 2007
Posts: 669
Location: France

PostPosted: Fri Jan 01, 2010 7:36 pm    Post subject: Reply with quote

Just checked about "cg_drawteamoverlay", only the overlay output is disabled in the code.

I propose to enable it again for the next beta. Btw I propose to add a server cvar to disable it on the server side with 'disabled' as default.
Cool
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/dev/random
SG Uber Amigo




Joined: 22 Jan 2009
Posts: 250

PostPosted: Fri Jan 01, 2010 8:00 pm    Post subject: Re: Are these entities still implemented/needed/wanted? Reply with quote

Tequila wrote:
  • target_remove_powerups: implemented but won't return the flag, I guess it was used essentially to return the flag when you fall in lava or similar situation. Actually it only reset the target own powerups: belt, scope, gold, gatling mode, dynamite/molotov lit state
  • team_CTF_blueplayer <-- I assume you mean "team_CTF_redflag": NOT implemented
I don't know the purpose of target_remove_powerups, but a mapper should use NoDrop brushes for lava etc. It could be used to remove powerups in a new map stage/area, depending on leveldesign (dungeons etc.).
team_CTF_blueplayer and team_CTF_bluespawn are special spawnpoints for CTF.
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Pardner
Smokin' Gun




Joined: 17 Nov 2005
Posts: 1189
Location: NH, USA

PostPosted: Fri Jan 01, 2010 8:46 pm    Post subject: Reply with quote

@Tequila: the cg_drawteamoverlay might be a nice feature to help out with BR mode accidental TKs. None of the maps use target_location, but those are very easily implemented.

The target_push and suspended spawnflags really work together. Jump pads in a western themed game seems kinda silly. If anybody see a reason to have these in the editor please speak up, otherwise they are just editor clutter.

Joe Kari wrote:
info_null : I use that for light entity (to target a point that is removed after compiling)
info_notnull : I have never used that, but it is probably usefull in some way

Tequila wrote:
  • info_notnull: implemented
  • info_null: implemented, but do nothing

Confused Joes uses info_null but it does nothing? This is why this thread is here Very Happy

@/dev/random and Tequila
I always thought that target_remove_powerups was used to remove Quad, Haste, Flight, etc. I haven't test this in SG with the boiler plate, etc.

Tequila wrote:
team_CTF_blueplayer <-- I assume you mean "team_CTF_redflag": NOT implemented

Yes, I meant team_redflag (corrected in first post)
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ReD NeCKersoN
Smokin' Gun




Joined: 27 Mar 2002
Posts: 2927
Location: VA, USA

PostPosted: Fri Jan 01, 2010 8:59 pm    Post subject: Reply with quote

I'd like to see entities with possible future uses remain. CTF stuff could come in handy.

EDIT: Keep target_push please. This has possibilities beyond jumpads.

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Tequila
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Joined: 15 Nov 2007
Posts: 669
Location: France

PostPosted: Fri Jan 01, 2010 9:14 pm    Post subject: Reply with quote

Pardner wrote:
@Tequila: the cg_drawteamoverlay might be a nice feature to help out with BR mode accidental TKs. None of the maps use target_location, but those are very easily implemented.

I heard you vote to activate it Wink

Pardner wrote:
The target_push and suspended spawnflags really work together. Jump pads in a western themed game seems kinda silly. If anybody see a reason to have these in the editor please speak up, otherwise they are just editor clutter.
Maybe useful for a space cowboys mod Wink

Pardner wrote:
Joe Kari wrote:
info_null : I use that for light entity (to target a point that is removed after compiling)
info_notnull : I have never used that, but it is probably usefull in some way

Tequila wrote:
  • info_notnull: implemented
  • info_null: implemented, but do nothing

Confused Joes uses info_null but it does nothing? This is why this thread is here Very Happy

I meant it does nothing in the code... like the "light" entity. It is directly freed by the engine. Maybe Joe should use "light" entity for his purpose, but he knows what he does when mapping and so the "light" entity is used in not the way he expects by q3map2.

ReD NeCKersoN wrote:
I'd like to see entities with possible future uses remain. CTF stuff could come in handy.

EDIT: Keep target_push please. This has possibilities beyond jumpads.

I heard you. Btw, actually, that trigger may uses 2 sounds:
Code:
"sound/world/jumppad.wav"
Code:
"sound/misc/windfly.wav"

jumppad sound is used if target_push entity is suspended otherwise this is windfly one. Should we keep that names and need to provide them when this target is used ? or change the sound file names ?
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Joe Kari
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Joined: 16 Sep 2007
Posts: 591
Location: France

PostPosted: Fri Jan 01, 2010 9:43 pm    Post subject: Reply with quote

Pardner wrote:
Joe Kari wrote:
info_null : I use that for light entity (to target a point that is removed after compiling)
info_notnull : I have never used that, but it is probably usefull in some way

Tequila wrote:
  • info_notnull: implemented
  • info_null: implemented, but do nothing

Confused Joes uses info_null but it does nothing? This is why this thread is here Very Happy

Of course: info_null is removed after your map is compiled. That's why it's usefull: the entity wont be in your .bsp !!! So the game code does not care, only q3map2 care.
Use info_null everywhere you need to target something that is needed only at compile time. We should keep that !

@ Tequila:
Light entity with no target: light all around.
Light entity that target an info_null (or whatever): spotlight (directional light).

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ReD NeCKersoN
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Joined: 27 Mar 2002
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PostPosted: Sat Jan 02, 2010 7:13 pm    Post subject: Reply with quote

Tequila wrote:
jumppad sound is used if target_push entity is suspended otherwise this is windfly one. Should we keep that names and need to provide them when this target is used ? or change the sound file names ?

I suggest whatever is easiest. Very Happy
As for the sounds themselves, I don't like either one to be in SG. We could just replace them with "silent" files for now?
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Tequila
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Joined: 15 Nov 2007
Posts: 669
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PostPosted: Sun Jan 03, 2010 5:40 am    Post subject: Reply with quote

ReD NeCKersoN wrote:
I suggest whatever is easiest. Very Happy
As for the sounds themselves, I don't like either one to be in SG. We could just replace them with "silent" files for now?

I think I'll just disable the sound then. Will see later if it's useful to re-add them and then we will choose the best way.
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Pardner
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Joined: 17 Nov 2005
Posts: 1189
Location: NH, USA

PostPosted: Sun Jan 03, 2010 10:37 am    Post subject: Reply with quote

Tequila wrote:
Pardner wrote:
@Tequila: the cg_drawteamoverlay might be a nice feature to help out with BR mode accidental TKs. None of the maps use target_location, but those are very easily implemented.

I heard you vote to activate it Wink


If you activate it, we will need to add target_locations to all maps. Also, we should look and see who it performs with SG weapons/power up. I am thinking it might have trouble with akimbo pistols, and during BR mode when they are dead and as flies. I like the feature because it tells where my teammates are.

Tequila wrote:
team_CTF_blueflag: NOT implemented
team_CTF_redflag: NOT implemented

If the CTF flags are not implemented then I can remove them from the entities definitions. It will be easy enough to add again if/when we decide to need them. <---Arguments?

I will try to test the some of the unknown entities some time this week.

EDIT: I added trigger_push to the list of entities. Also used for jump pads. I added target_push to the keep list, same for trigger_push?
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ReD NeCKersoN
Smokin' Gun




Joined: 27 Mar 2002
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PostPosted: Sun Jan 03, 2010 11:27 am    Post subject: Reply with quote

Pardner wrote:
If the CTF flags are not implemented then I can remove them from the entities definitions. It will be easy enough to add again if/when we decide to need them.

Ok, fine. True that we don't need them now, but I've always wanted to try making a CTF map for SG someday.
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Pardner
Smokin' Gun




Joined: 17 Nov 2005
Posts: 1189
Location: NH, USA

PostPosted: Sun Jan 03, 2010 11:48 am    Post subject: Reply with quote

ReD NeCKersoN wrote:
Ok, fine. True that we don't need them now, but I've always wanted to try making a CTF map for SG someday.

Same here. I would like to create a new game type with all new maps, but I think 1.1 shouldn't be held back because of it ;P
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