Red eclipse mines

Re: Red eclipse mines

Postby qreeves » 27 Dec 2012, 09:49

Blindman {l Wrote}:got the following error building latest svn (4591)

{l Code}: {l Select All Code}
main.cpp:(.text.startup+0xb0): undefined reference to `numcpus'
main.cpp:(.text.startup+0xc1c): undefined reference to `numcpus'
engine/lightmap.o: In function `patchlight(int*)':
lightmap.cpp:(.text+0x15c63): undefined reference to `numcpus'
engine/lightmap.o: In function `calclight(int*)':
lightmap.cpp:(.text+0x164ed): undefined reference to `numcpus'
engine/pvs.o: In function `genpvs(int*) [clone .part.47]':
pvs.cpp:(.text+0x9739): undefined reference to `numcpus'
collect2: ld returned 1 exit status
make: *** [client] Error 1

Nothing to do with the mines, I'd say it is something new eihrul has done.
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Re: Red eclipse mines

Postby Blindman » 27 Dec 2012, 22:51

Understood. But if the client isnt building....

edit--
seems good now
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Re: Red eclipse mines

Postby Ulukai » 07 Jan 2013, 12:47

I've been testing the mines lately in SVN and I have to agree that the way the mines are being hold looks kinda weird. There seems something fundamentally wrong with the animations for this weapon... The use of the mines is really fun though!

Is the secondary fire definite or can we discuss it? I find it looks unnatural that the mines disappear with the secondary fire. I was more thinking of Temka's mod which emits a laser beam which lets the mine explode when an enemy runs through... So primary fire: mine explodes on proximity of the player, secondary fire: mine explodes when enemy runs through beam. What do you think?
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Re: Red eclipse mines

Postby Ulukai » 10 Jan 2013, 09:44

Thanks for introducing the secondary fire with laser beam Quin, it works fantastic! In the beginning of my tests it happened a couple of times that I blew myself up because the beam is emitted immediately when the mine hits the wall / floor, and when you're sticking the mine to the wall right in front of you you're out of luck :p So I was thinking maybe you could introduce a delay of 1 sec to give you some time to get out of the way? Of course, you learn to deal with the direct beam as well once you know it, but still I believe it would be easier to use that way for players of all levels.
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Re: Red eclipse mines

Postby raiden » 10 Jan 2013, 12:07

Only the beginning of the 'hold animation' is a bit wired, when the mines are between the players fingers. The rest works fine I think.
The new improvement with lasers sounds really fun. Although a delay for the laser sounds comprehencible. But I have to see the new change first. I'm sure, the mines evolve to nice tools in the game.
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Re: Red eclipse mines

Postby Ulukai » 24 Jan 2013, 11:29

Once the mines are a 100% completed feature and we're sure they're going to stay and will be in the next version, I suppose we will have to add mine spawn locations to the official maps. Please tell us here when we should start changing our maps accordingly and whether there are unmaintained maps where you would like some help with this.
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Re: Red eclipse mines

Postby ballist1c » 24 Jan 2013, 22:05

Yes, it's crazy how imbalanced some maps would be with the new haphazard placements.
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Re: Red eclipse mines

Postby qreeves » 24 Jan 2013, 22:20

I will probably end up doing a majority of the work myself, but you are welcome to update your maps now. We are just waiting on LuckyStrike-Rx to finish the production quality model. If the mines don't work now, I will just create a new weapon in its place.
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Re: Red eclipse mines

Postby quintux_v » 27 Feb 2013, 04:48

I was just playing around with the mines in SVN earlier, and at one point I had a mine stuck on me, in a fashion similar to the grenade alternate style, but this was the mine's alternate style (which was emitting the cutter beam). Is this a bug, or something that should be revised? If I turned the right way, I could cut people down.

20130226203133.png
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Re: Red eclipse mines

Postby Evropi » 27 Feb 2013, 04:53

LOL, first time you noticed that? Both the primary and the secondary stick to you. The secondary is a bit funny, you can manoeuvre your body round so you can hit people with the beam and shock them to oblivion (ducking is a good tactic).

But yeah, probably more of a bug than a feature, hehe.
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Re: Red eclipse mines

Postby quintux_v » 27 Feb 2013, 05:26

Evropi {l Wrote}:LOL, first time you noticed that? Both the primary and the secondary stick to you. The secondary is a bit funny, you can manoeuvre your body round so you can hit people with the beam and shock them to oblivion (ducking is a good tactic).


First time I've bothered yet with the SVN for this version, but the shocking tactic was my primary wonder in this case. Kind of like having a near-infinite length light saber.
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Re: Red eclipse mines

Postby qreeves » 27 Feb 2013, 10:15

Feature, the explosion has a fair chance of killing you too (and if it doesn't, I can certainly fix that). Originally the beam shut off when attached to a player, but I figured this was funnier.
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Re: Red eclipse mines

Postby Ulukai » 27 Feb 2013, 13:38

Yeah I saw it too, even bots sometimes put these mines on each other :D It made me have a few good laughs so I like it too.
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Re: Red eclipse mines

Postby qreeves » 27 Feb 2013, 14:16

RE is all about those random moments where a chain of events leads to hilarity.
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Re: Red eclipse mines

Postby wowie » 28 Feb 2013, 06:38

Emergent gameplay in action. Now if only I knew commands better, so I could shout LALALALALALA
in rainbow text with a single keypress while running at someone with an armed mine.
I lost the game.
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Re: Red eclipse mines

Postby qreeves » 28 Feb 2013, 12:39

/say "^frL^foA^fyL^fyA^fgL^fbA^fvL^fmA“

Sent using my tablet, so I hope you appreciate how hard that was to actually type.
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Re: Red eclipse mines

Postby wowie » 01 Mar 2013, 00:58

{l Code}: {l Select All Code}
bind "o" [say "Wowie's patented ^frM^foI^fyN^fgE^fbH^fvA^fmT"]

(Alright, maybe I didn't really patent it.)

1)Find a landmine.
2)Throw it straight up.
3)Don't move until the mine stops moving.
4)You are now wearing a mine-hat.
5)Try not to get shot. Now go hug somebody.
Image
Note that it only lands on your head perfectly if you do it in first person.
It also doesn't get in the way of your first-person view unless you look straight up.
The constant loud beeping reminds you that you are marked for death, and anything can kill you in 1 hit.
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Wowie's patented mine-hat.png
Click on this image to see the large version.
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Re: Red eclipse mines

Postby Dratz-_C » 01 Mar 2013, 03:29

Should the laser continue forever?; maybe attenuate it to a practical distance of 175 meters?
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Re: Red eclipse mines

Postby Ulukai » 01 Mar 2013, 08:53

wowie {l Wrote}:
{l Code}: {l Select All Code}
bind "o" [say "Wowie's patented ^frM^foI^fyN^fgE^fbH^fvA^fmT"]

(Alright, maybe I didn't really patent it.)

1)Find a landmine.
2)Throw it straight up.
3)Don't move until the mine stops moving.
4)You are now wearing a mine-hat.
5)Try not to get shot. Now go hug somebody.

Note that it only lands on your head perfectly if you do it in first person.
It also doesn't get in the way of your first-person view unless you look straight up.
The constant loud beeping reminds you that you are marked for death, and anything can kill you in 1 hit.


Haha nice one! I must try that one myself :D
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Re: Red eclipse mines

Postby Sniper-Goth » 01 Mar 2013, 14:48

How about this?
Attachments
mines2.png
I love doing stuff like this =p
mines.png
:D
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Re: Red eclipse mines

Postby TheLastProject » 01 Mar 2013, 16:19

I've stuck multiple mines on one bot often enough, but the left screenshot with the huge amount of "tripwire" is kinda cool, Sniper-Goth.
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Re: Red eclipse mines

Postby Evropi » 01 Mar 2013, 18:03

Holy beejesus, it looks like the Northern Lights. Sniper-Goth just further convinced me that if I ever own an RE server, I will disable mines, hehe.
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Re: Red eclipse mines

Postby Dratz-_C » 01 Mar 2013, 23:28

Also, is there a way to preplace mines in edit mode? Should there be?
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Re: Red eclipse mines

Postby ballist1c » 02 Mar 2013, 00:03

Dratz-_C {l Wrote}:Also, is there a way to preplace mines in edit mode? Should there be?
Cheers


Yes, weapon entity type 9 is mines now (formerly rocket's type, was moved to 10)
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Re: Red eclipse mines

Postby Dratz-_C » 02 Mar 2013, 02:11

I meant editmode preplaced active mine1s and mine2s rather than weapon pickup placement, although now I can see how what I said was confusing.
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