Suggestion: Location names instead of grid location.
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Suggestion: Location names instead of grid location.
I'm not sure if this has been suggested/asked before but...
I find the grid location system in ET to be borderline useless. I have no idea where b,5 is...nor do I particularly care to learn. I'm sure others have it figured out, but I just think the system in RtCW whereby location names where used was far more intuitive. Even relative newbies know where 'north antitank gun' is...as apposed to c,4 (or whatever it really is. ) When some one says 'I need backup' I want to go help them...but its hard having to pull up the command map to look around for where it came from and try to figure out where exactly they are. I usually just don't bother.
I would like to see it in ETPro, but of course not everyone would agree with me. Also, I have no idea if it is even possible within ETPro's scope as a server mod without doing map changes. If it were possible, I would think making it selectable by the player would be a good idea...in case they wanted to use the original grid system.
Just an idea, I'm curious to hear people's thoughts on the issue.
I find the grid location system in ET to be borderline useless. I have no idea where b,5 is...nor do I particularly care to learn. I'm sure others have it figured out, but I just think the system in RtCW whereby location names where used was far more intuitive. Even relative newbies know where 'north antitank gun' is...as apposed to c,4 (or whatever it really is. ) When some one says 'I need backup' I want to go help them...but its hard having to pull up the command map to look around for where it came from and try to figure out where exactly they are. I usually just don't bother.
I would like to see it in ETPro, but of course not everyone would agree with me. Also, I have no idea if it is even possible within ETPro's scope as a server mod without doing map changes. If it were possible, I would think making it selectable by the player would be a good idea...in case they wanted to use the original grid system.
Just an idea, I'm curious to hear people's thoughts on the issue.
- IdNotFound
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Yes, already requested, but requesting again just shows it's something we all would like to see
http://bani.anime.net/banimod/forums/vi ... php?t=3436
The suggestions on the above post could/would help A LOT. Nobody likes the coordinates
http://bani.anime.net/banimod/forums/vi ... php?t=3436
The suggestions on the above post could/would help A LOT. Nobody likes the coordinates
nZ/IdNotFound
NaZGûL TeaM Leader
SAWL Tech Staff
NaZGûL TeaM Leader
SAWL Tech Staff
off topic: gotenks...that bouncing boob avatar mesmerizes me every time I see one of your posts. I waste at least 30 seconds watching it repeat every time I notice it.
As far as overlapping areas go...I think this can be gotten around with the z coordinates based on what was said in the other thread right? Either way b,5 doesn't indicate what 'level' a player is on any better in this case.
As far as overlapping areas go...I think this can be gotten around with the z coordinates based on what was said in the other thread right? Either way b,5 doesn't indicate what 'level' a player is on any better in this case.
- Ragnar_40k
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There are already target names inside the maps: Every time when you near an objective it displays "You are near XYZ". Maybe the text for the nearest objective could be added to certain voice chats, e.g. v21 -> "Need a Medic! (Old City Wall)".
And you should keep in mind, that ET maps a lot larger the RtCW maps. So it is maybe impossible to name all areas.
And you should keep in mind, that ET maps a lot larger the RtCW maps. So it is maybe impossible to name all areas.
The Emperor watch over you.
Those are trigger_objective_info not target_location. RTCW had both, ET only uses TOI. The difference is that for a TOI you get the message when you are in the trigger area, where a with a target_location the nearest visible one is used.Ragnar_40k wrote:There are already target names inside the maps: Every time when you near an objective it displays "You are near XYZ". Maybe the text for the nearest objective could be added to certain voice chats, e.g. v21 -> "Need a Medic! (Old City Wall)".
And you should keep in mind, that ET maps a lot larger the RtCW maps. So it is maybe impossible to name all areas.
target_location support could potentially add a lot of entities to ET maps. ISTR reading that they had a non-trivial performance cost too.
That said, I would love to have named locations instead of the stupid coords.
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I liked this idea, till I read this.they had a non-trivial performance cost
I don't want ET to be bogged down with overhead calculations. And ET maps are large and it may be hard to name every location with a name that is both descriptive and unique.
If it can be done without affecting performance, then I'm all for it. Otherwise, I'll stick to my current plan of telling everyone through team-chat.
v21
y
"at north gun"
and then I can use words like "under", "above", "around corner" or whatever.
And those coordinates are not useless, just not intuitive to use. It's much easier IMO to tell a mortar or field ops to "hit G4" instead of "spam this area over here that isn't quite by an objective but they have to walk by in 2 seconds"
Well, that doesn't mean that they couldn't be implemented cheaply. (and BTW, that's just something I read somewhere, so I'm not completely sure how significant it really is.) RTCW had lots of target_locations, and rather shitty network peformance...Mano de Dios wrote:I liked this idea, till I read this.they had a non-trivial performance cost
Ahh, heres one place that describes it:
http://www.planetquake.com/qworkshop3/t ... index.html
I think it would be better to have standard names for the locations, rather than being user defined. ETPRo already has the capability to add entities via the map script, so retrofitting them to the original maps shouldn't be too hard. New mappers should be able to add them when they make the level (assuming they can just be ignored by mods which don't understand them). Compared to the work required to make a map, this is a rather small task.Further Design Tips from the Radiant Manual: The target locations are "line-of-sight." If a player can "see" it, and that target is the closest to the player, then that location message is displayed. Be conservative in placing location markers. Because of the way the location code is implemented, it causes a large amount of data to be transmitted regularly. It has been explained that the game serrver has to constantly keep track of, and update to the clients, a data table equal to all the location markers multiplied by all the players. Not only that, but it must calculate line of sight from players to location markers and calculate the distance from the location marker. Place the target locations in such a way that the entity can be "seen" from most, if not all, the positions that a player can stand in when it is inside that area. Fewer are better, even if it means that occasionally, a team mate is in an unknown location.
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