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[Suggestion] Various

PostPosted: 23 Apr 2012, 04:08
by alex
Hi,

Ive some suggestions for improvement (imo)

- GUID system
- Ability to send PM in game, exemple: /m <cn> message
- Ability for admins to mute a client
- Players database
- Native output to a log file
- Ability to gib a client (sometimes better than a kick/mute)
- Ability to pause/resume the game (can help to even up teams or during scrims)
- Give admin to a player without giving master password (something like /giveadmin <cn>)
- Bad words filter, with auto mute.
- Bad players name filter with auto kick.
- An easy way to query server
- A /warn <cn> command that could print in red the warn reason and play a sound
- A /help command that would give a list of available admins commands. also /help <command> to get help related to utilisation of a command.

Sorry if my english is not that much good. Im just a french lol

Re: [Suggestion] Various

PostPosted: 23 Apr 2012, 11:59
by inpersona64
alex {l Wrote}:- Ability to pause/resume the game (can help to even up teams or during scrims)

I believe this one is "/gamepaused 1" and "/gamepaused 0" because I saw JayJay doing this a couple of times during the Wazu/Evo clanwar. As for the other questions, I'm hoping people can help you answer the rest.

Re: [Suggestion] Various

PostPosted: 23 Apr 2012, 12:38
by TheLastProject
alex {l Wrote}:- GUID system

Not sure what you mean with that, sorry.
alex {l Wrote}:- Ability to send PM in game, exemple: /m <cn> message

http://sourceforge.net/apps/trac/redeclipse/ticket/23
alex {l Wrote}:- Ability for admins to mute a client

Impossible at the moment, but players can mute by themselves using /mute cn
alex {l Wrote}:- Players database

You mean something similar to http://stats.xonotic.org/? Unfortunately, it's still not there. And, until we have a registration system, it probably won't be there so nothing to be made soon.
alex {l Wrote}:- Native output to a log file

Not native, but: http://forum.freegamedev.net/viewtopic.php?f=53&t=2606
alex {l Wrote}:- Ability to gib a client (sometimes better than a kick/mute)

Personally don't see the use in that, except if someone got stuck but they can fix that by moving themselves to the spectator slot and back.
alex {l Wrote}:- Ability to pause/resume the game (can help to even up teams or during scrims)

As inpersona64 said, /gamepaused toggles that. However, you can also use the Pause/Break key on your keyboard.
alex {l Wrote}:- Give admin to a player without giving master password (something like /giveadmin <cn>)

I swear ecube was making something like that, but I can't find the topic anymore.
alex {l Wrote}:- Bad words filter, with auto mute.

Even though it isn't a perfect solution, you could let one bot with admin idle on your server, write something to catch words said in the chat and kick the player who said it. I have no clue how you would go about it, though.
alex {l Wrote}:- Bad players name filter with auto kick.

Similar to the last suggestion.
alex {l Wrote}:- An easy way to query server

http://redflare.ofthings.net/ gives a pretty nice list. I know it's not exactly what you're looking for, but hopefully it can do for now.
alex {l Wrote}:- A /warn <cn> command that could print in red the warn reason and play a sound

Agreed, would be nice.
alex {l Wrote}:- A /help command that would give a list of available admins commands. also /help <command> to get help related to utilisation of a command

This would be nice as well, though not very important.

Re: [Suggestion] Various

PostPosted: 23 Apr 2012, 13:40
by qreeves
TheLastProject {l Wrote}:
alex {l Wrote}:- GUID system

Not sure what you mean with that, sorry.

This is a "unique id" system that is assigned to all players, games like Xonotic use it to give people access to certain servers I believe. I'm personally leaning toward just making that part of the user-registration system rather than trying to make unique id's, so you can assign access to people via their login (much like auth does already).

TheLastProject {l Wrote}:
alex {l Wrote}:- Ability for admins to mute a client

Impossible at the moment, but players can mute by themselves using /mute cn

Actually, /ignore cn

TheLastProject {l Wrote}:
alex {l Wrote}:- Players database

You mean something similar to http://stats.xonotic.org/? Unfortunately, it's still not there. And, until we have a registration system, it probably won't be there so nothing to be made soon.

It's on my "distant future" todo list though.

TheLastProject {l Wrote}:
alex {l Wrote}:- Native output to a log file

Not native, but: http://forum.freegamedev.net/viewtopic.php?f=53&t=2606

Run the game with the command line: -glog.txt

TheLastProject {l Wrote}:
alex {l Wrote}:- Give admin to a player without giving master password (something like /giveadmin <cn>)

I swear ecube was making something like that, but I can't find the topic anymore.

I'm still considering this one, it may be in the next release.

TheLastProject {l Wrote}:
alex {l Wrote}:- Bad words filter, with auto mute.

Even though it isn't a perfect solution, you could let one bot with admin idle on your server, write something to catch words said in the chat and kick the player who said it. I have no clue how you would go about it, though.

Same with this, it is under consideration, but not high on the list of priorities.

Re: [Suggestion] Various

PostPosted: 23 Apr 2012, 13:55
by inpersona64
TheLastProject {l Wrote}:
alex {l Wrote}:- Ability to pause/resume the game (can help to even up teams or during scrims)

... you can also use the Pause/Break key on your keyboard.

I like this way better then having to type it in. I never use that hotkey for anything anyways.
qreeves {l Wrote}:
TheLastProject {l Wrote}:
alex {l Wrote}:- Ability for admins to mute a client

Impossible at the moment, but players can mute by themselves using /mute cn

Actually, /ignore cn

Wish I would have known this a while ago. At least now I can mute annoying people in servers. :)

Re: [Suggestion] Various

PostPosted: 23 Apr 2012, 14:03
by TheLastProject
And quin beats me again. Thanks for fixing my mistakes and keeping us up-to-date, as always!

Re: [Suggestion] Various

PostPosted: 23 Apr 2012, 16:01
by ZeroKnight
Is ignore in vanilla 1.2, or in a later build? Also quin, are you still going to implement an actual mute command for admins to force mute players?

Re: [Suggestion] Various

PostPosted: 23 Apr 2012, 17:14
by qreeves
ZeroKnight {l Wrote}:Is ignore in vanilla 1.2, or in a later build?

Yep.

ZeroKnight {l Wrote}:Also quin, are you still going to implement an actual mute command for admins to force mute players?

Probably, I may also deploy this on a global scale for problem users who are otherwise harmless.

Re: [Suggestion] Various

PostPosted: 23 Apr 2012, 18:26
by alex
Ok thanks for replies.

Re: [Suggestion] Various

PostPosted: 25 Apr 2012, 08:20
by Ulukai
To continue the line of suggestions, the Cube 2 engine now has Tesseract support, which redoes the whole shadowing thing and could lift the graphics of this game to the next level. It would be the ideal solution to fulfill the whish of many players.

More info and videos: http://www.phoronix.com/scan.php?page=n ... px=MTA5MjM

Re: [Suggestion] Various

PostPosted: 25 Apr 2012, 09:18
by qreeves
Tesseract is a rewrite of the lighting system (and various others), this requires an entirely new method of developing the lighting in maps. No maps from Cube 2 or Red Eclipse are currently compatible with this method, as they use too many lights. Tesseract also requires a modern graphics card capable of doing everything with shaders (there is no fallback fixed-function pixel pipeline) and being able to render that with a decent frame rate (even my 325m can only get around 25-40 fps with it), meaning (at least) half of the current Red Eclipse player base will not be able to use it. Thus, there are no plans to implement these features in Red Eclipse.

Re: [Suggestion] Various

PostPosted: 25 Apr 2012, 10:39
by Ulukai
I understand that it would be a pain in the ass to edit all the maps for this, but although it would take some time this would still be doable. I think many people including me would be happy to help out here, there doesn't have to be a scheduled date to this. If you're saying that you can't include this new lighting system as an option for whomever wishes to use it when they think their PC is fast enough, I understand your decision. We certainly don't want to scare away our playerbase (although it might in turn attract some others to it).

In fact, why would maps need to be edited anyway? Can't lights stay where they are, and just warp shadows then or am I seeing this wrong?

Too bad it won't be included in the game, now or in the future? It looks very impressive for the aging Cube 2 engine though :) But ah well, it doesn't make RE less enjoyable than it is now :D

Re: [Suggestion] Various

PostPosted: 25 Apr 2012, 11:41
by qreeves
Ulukai {l Wrote}:In fact, why would maps need to be edited anyway? Can't lights stay where they are, and just warp shadows then or am I seeing this wrong?

Tesseract is more like "Cube Engine 2.5". It requires a totally different rendering pipeline that is completely incompatible with the old one. There is no way to make it "optional" as the two pipelines are mutually exclusive. All maps done with the old lightmap system tend to focus more on using lots of area/point lights, skylights, etc. The Tesseract system supports only a maximum of 8 light sources (including the sunlight if enabled), and is more geared toward open "crysis-like" maps (eg. only using a sunlight and a very limited number of point lights).

For the record, I have known about this rewrite since before it was announced. I have talked with eihrul about it extensively and helped him test it. I am well aware of its capabilities, incompatibilities, and drawbacks. At this point in time the project is far from being optimised, and is more a curiosity than a serious attempt at a new engine. We may make a game based on this technology at some point in the future, but it will not replace or be introduced into Red Eclipse.

Re: [Suggestion] Various

PostPosted: 25 Apr 2012, 12:57
by Ulukai
I had not the smallest doubt that you would be aware of this as I know your role and Eihrul's role in RE and Sauer. Your verdickt is final and like I said, RE is a very enjoyable game and I won't play it any less because of this. I wanted the rest of the forum to see this new technology and I had some hopes to maybe see it into RE, that's why I brought it on. :)

Thanks for the clear explanation.

Re: [Suggestion] Various

PostPosted: 29 Apr 2012, 20:06
by GooshGoosh!
I heard about Tesseract and saw some vids of this mod, really cool :)
I personally prefer Id Tech 4 real time shadow technique (Shadow Volume) over Tesseract, not saying Shadow Volume > Tesseract, but the main advantage is low system requirements, so Hopefully 80% - 90% will able to run this feature (Though I feel pity for those who can't run the shadow volumes imo).

Re: [Suggestion] Various

PostPosted: 08 May 2012, 16:36
by TristamK
some suggestions

1) Shootable triggers . example - in quake you shot the door -> door is opened . I want see something like that in RE
2) destructible inviorments (boxes ect.)
3) possibility to link particles and players spawnpoints
4) possibility to change time and speed of particles animation
5) How about some new particles , mapmodels , textures ?
6) I can not turn the door and the fan horizontally
7) when i play i want see my legs and body
8) How about VOIP ?
9) volumetric fog . Or for-particles with with the ability to change direction and speed .
10) errors on maps ghost . (see screens)
11) I want see my accuracy in RE . For example - in quake live when i press "I" i see weapon and my accuracy with that in percents .

Re: [Suggestion] Various

PostPosted: 09 May 2012, 02:46
by inpersona64
TristamK {l Wrote}:some suggestions

1) Shootable triggers . example - in quake you shot the door -> door is opened . I want see something like that in RE
2) destructible inviorments (boxes ect.)
3) possibility to link particles and players spawnpoints
4) possibility to change time and speed of particles animation
5) How about some new particles , mapmodels , textures ?
6) I can not turn the door and the fan horizontally
7) when i play i want see my legs and body
8) How about VOIP ?
9) volumetric fog . Or for-particles with with the ability to change direction and speed .
10) errors on maps ghost . (see screens)
11) I want see my accuracy in RE . For example - in quake live when i press "I" i see weapon and my accuracy with that in percents .

Some of this is probably most likely incompatible with the engine i think. Some of this you can already do (VOIP: use Mumble). And as for accuracy, wasn't that in Blood Frontier like it showed you how accurate you were with your most used weapon or something like that? I think i remember seeing that, but I might just be thinking about another game.

I personally am behind putting an advanced scoreboard in the game for us hardcore gamers who want all the stats :P It would show like assists, teamkills, accuracy with all weapons, number of headshots (really good for Insta), and a bunch of other little things that casual and noob players don't really care about.

Re: [Suggestion] Various

PostPosted: 09 May 2012, 03:10
by wowie
If you add that though you would also need the ability to save/change profiles, and for online sharing, some way to prove your stats are legit.
"Pics or it didn't happen" seems to be running rampant these days.

After a recent conversation in another thread, I just though of something: It would be nice to get a pop-up that shows up whenever you save a map, that says

{l Code}: {l Select All Code}
              Allow this map to be used in official versions of Red Eclipse

             [YES]     [NO]      [DETAILS]   [DO NOT SHOW THIS MESSAGE AGAIN]


or something like that. Clicking YES automatically adds a short license to the map, written right into the config file, auto-filling fields using the current map name and map author variables.

A slightly less realistic and feasible thing: A map showcase accessible in-game that connects to an online database which allows you to upload your own maps (after accepting an agreement) and download, rate, and comment on other people's maps. Also within this system: map version updating within the game by automatically changing a version tag in the map config every time you upload the same map, and the ability to make your own map packs as easily as one would make a video or music playlist, again, via changing a tag in the map config data.

Re: [Suggestion] Various

PostPosted: 19 May 2012, 13:15
by GooshGoosh!
Actually, I would like to have Tesseract Engine in RE, it seems to be better than Id Tech 4 :D, of course as an option in the graphical options.

Re: [Suggestion] Various

PostPosted: 19 May 2012, 21:11
by TheLastProject
GooshGoosh! {l Wrote}:Actually, I would like to have Tesseract Engine in RE, it seems to be better than Id Tech 4 :D, of course as an option in the graphical options.

Impossible because of, mainly, these three reasons:
1. The two engines are so different, that you can't have both in the game.
2. The Tesseract engine needs more system power.
3. The Tesseract engine supports a way lower number of light sources, which means that most maps we currently have would not look find at all anymore. Besides that, all maps that would still work would need to be changed for the engine to support it.

Re: [Suggestion] Various

PostPosted: 20 May 2012, 20:29
by GooshGoosh!
TheLastProject {l Wrote}:
GooshGoosh! {l Wrote}:Actually, I would like to have Tesseract Engine in RE, it seems to be better than Id Tech 4 :D, of course as an option in the graphical options.

Impossible because of, mainly, these three reasons:
1. The two engines are so different, that you can't have both in the game.
2. The Tesseract engine needs more system power.
3. The Tesseract engine supports a way lower number of light sources, which means that most maps we currently have would not look find at all anymore. Besides that, all maps that would still work would need to be changed for the engine to support it.


I aware of those issues. So, back to submitting to Id Tech 4?? As I said, Id Tech 4 doesn't require much power as Tesseract does.

Re: [Suggestion] Various

PostPosted: 21 May 2012, 06:05
by jadwight
Ability to Search for Players and Join Game they are in..

Re: [Suggestion] Various

PostPosted: 23 May 2012, 04:48
by wowie
just thought of something: storing mode and mutator compatibility info inside the map config instead of the game data so when you load in a new map to the user content directory it detects which rotation lists to put the custom map in, e.g. if I download hawk it is displayed in the time trial rotation without having to modify anything in /data, because the game detects which modes/mutators it goes in automatically.

Re: [Suggestion] Various

PostPosted: 23 May 2012, 22:56
by greaserpirate
wowie {l Wrote}:just thought of something: storing mode and mutator compatibility info inside the map config instead of the game data so when you load in a new map to the user content directory it detects which rotation lists to put the custom map in, e.g. if I download hawk it is displayed in the time trial rotation without having to modify anything in /data, because the game detects which modes/mutators it goes in automatically.


I guess this could work as long as it adds it to the list the first time the map is installed and then doesn't override the list. Storing the compatibilities in every single map would be a pain in the frontal lobe, aspecially to people like me who have gigantic lists of Sauerbraten maps.

Re: [Suggestion] Various

PostPosted: 03 Jun 2012, 20:31
by eihrul
TheLastProject {l Wrote}:
GooshGoosh! {l Wrote}:Actually, I would like to have Tesseract Engine in RE, it seems to be better than Id Tech 4 :D, of course as an option in the graphical options.

Impossible because of, mainly, these three reasons:
1. The two engines are so different, that you can't have both in the game.
2. The Tesseract engine needs more system power.
3. The Tesseract engine supports a way lower number of light sources, which means that most maps we currently have would not look find at all anymore. Besides that, all maps that would still work would need to be changed for the engine to support it.


Before any misinformation is further spread, Tesseract supports an unlimited number of light sources just fine. The problem is just that using an unlimited number of light sources will make it run, umm, slow on anything but high-end GPUs. If you are disciplined as a mapper and limit yourself to only a few lights in a given area (and making good use of occluding walls and such), it will generally run okay. Most existing maps though are awful in this respect, they spam hundreds or sometimes thousands of overlapping lights all over the place. This is the problem, mainly.