DSD Capture The Flag v3
Moderator: Moderators
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
DSD Capture The Flag v3
Just a friday night project ending in a mostly working release
Rules:
Two Flags, Two Zones
You can't build outside your zone, units can travel outside it.
You must capture the enemies flag and return it to your flag to score.
You can enter the enemies zone only if your flag is inside it.
First to score a set number of points (see Map Options) wins the match.
Should work with any mod.
Outstanding:
- No GUI for points, all notifications are currently delivered via messages in the Console.
Give it a try and let me know what you think:
http://www.springfiles.com/show_file.php?id=2425
Rules:
Two Flags, Two Zones
You can't build outside your zone, units can travel outside it.
You must capture the enemies flag and return it to your flag to score.
You can enter the enemies zone only if your flag is inside it.
First to score a set number of points (see Map Options) wins the match.
Should work with any mod.
Outstanding:
- No GUI for points, all notifications are currently delivered via messages in the Console.
Give it a try and let me know what you think:
http://www.springfiles.com/show_file.php?id=2425
Last edited by TheFatController on 20 Dec 2009, 01:06, edited 3 times in total.
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: DSD Capture The Flag v1
v2:
- Added a CEG when a team scores.
- Can't build messages no longer sent to everyone.
- Fixed issue with blue team not being able to capture.
- Added ability to enter enemies zone when they have your flag inside it.
- Added a CEG when a team scores.
- Can't build messages no longer sent to everyone.
- Fixed issue with blue team not being able to capture.
- Added ability to enter enemies zone when they have your flag inside it.
Re: DSD Capture The Flag v2
Very cool FTC, mind if I add it to grts someday(with modification?)
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: DSD Capture The Flag v2
Sure I don't mind, it doesn't actually play very well on BA (our 2v2 game was incredibly porcy and ended at 47 minutes with 3 krogoths clearing the last flag point).
I am going to consider ways this can be improved such as moving the flags closer together or adding an optional timer countdown etc but all this kind of stuff can be customised anyway.
Important thing at the moment is that the mechanics for capturing / scoring etc seem to work fine (no lua errors in sight in our game).
I am going to consider ways this can be improved such as moving the flags closer together or adding an optional timer countdown etc but all this kind of stuff can be customised anyway.
Important thing at the moment is that the mechanics for capturing / scoring etc seem to work fine (no lua errors in sight in our game).
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: DSD Capture The Flag v3
v3:
- Added map option "No Sim City" where you can specify a time limit since the last score where no more economy structures are allowed to be built until someone scores a point.
- Added a few minor effects.
- Improved how units are kicked out of the enemies zone.
- Moved flags a little closer together.
- Other little things.
- Added map option "No Sim City" where you can specify a time limit since the last score where no more economy structures are allowed to be built until someone scores a point.
- Added a few minor effects.
- Improved how units are kicked out of the enemies zone.
- Moved flags a little closer together.
- Other little things.
Re: DSD Capture The Flag v3
FYI, I wrote a gadget for this that was released as a BA mutator. Allows you to customize pretty much everything, including flag locations on maps, etc.
-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: DSD Capture The Flag v3
*bags TFC in a net and drags him back to IW
Re: DSD Capture The Flag v3
I like this, hope someone hosts it :)
Re: DSD Capture The Flag v3
Awesome!
Stolen for CA modoption in 3... 2... 1...
Stolen for CA modoption in 3... 2... 1...
Re: DSD Capture The Flag v3
It crashes on ATI cards in the driver somewhere, for both me on a HD4850 with catalyst 9.12 and [EPIC]PWnagePower on HD5850 with catalyst 9.11
Stack trace if it helps anything:
[ 1] Spring 0.80.5.2 (0.80.5.2-0-g67e2f5b{@}-cmake-mingw32) has crashed.
[ 1] Exception: Integer divide by zero (0xc0000094)
[ 1] Exception Address: 0x695a4415
[ 1] Stacktrace:
[ 1] (0) E:\Windows\system32\atioglxx.dll(atiPPHSN+0x4a5185) [0x695A4415]
[ 1] (1) Unknown [0x05A12F98]
[ 1] (2) E:\Windows\system32\atioglxx.dll(atiPPHSN+0x47c530) [0x6957B7C0]
[ 1] (3) E:\Windows\system32\atioglxx.dll(atiPPHSN+0x499010) [0x695982A0]
[ 1] (4) E:\Windows\system32\atioglxx.dll(atiPS+0x442a94) [0x69B58BC4]
[ 1] (5) E:\Windows\system32\atioglxx.dll(atiPPHSN+0x49ae00) [0x6959A090]
Edit:
Ran it with spring on debug mode and it crashes in the code where it updates the height map. seems something is giving it coordinates <0, its easily fixed in the spring code but you're probably doing something wrong in your lua code. (its a miracle it doesn't seem to crash on nvidia cards!)
Stack trace if it helps anything:
[ 1] Spring 0.80.5.2 (0.80.5.2-0-g67e2f5b{@}-cmake-mingw32) has crashed.
[ 1] Exception: Integer divide by zero (0xc0000094)
[ 1] Exception Address: 0x695a4415
[ 1] Stacktrace:
[ 1] (0) E:\Windows\system32\atioglxx.dll(atiPPHSN+0x4a5185) [0x695A4415]
[ 1] (1) Unknown [0x05A12F98]
[ 1] (2) E:\Windows\system32\atioglxx.dll(atiPPHSN+0x47c530) [0x6957B7C0]
[ 1] (3) E:\Windows\system32\atioglxx.dll(atiPPHSN+0x499010) [0x695982A0]
[ 1] (4) E:\Windows\system32\atioglxx.dll(atiPS+0x442a94) [0x69B58BC4]
[ 1] (5) E:\Windows\system32\atioglxx.dll(atiPPHSN+0x49ae00) [0x6959A090]
Edit:
Ran it with spring on debug mode and it crashes in the code where it updates the height map. seems something is giving it coordinates <0, its easily fixed in the spring code but you're probably doing something wrong in your lua code. (its a miracle it doesn't seem to crash on nvidia cards!)
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: DSD Capture The Flag v3
It doesn't crash on Nvidia cards which is why I didn't find it :p it's pretty impossible for me to debug however if you check out the unsynced part there's really minimal drawing going on so if anyone with ATI wants to have a look that'd be great.
Re: DSD Capture The Flag v3
I'm a big fan of this CTF mapmod, and it's now hosted on the KoS Random Maps server.
My only gripe is the DSD map only really allows for 4v4. It's not your fault at all, it's just the way it turned out. I'm not sure how hard it'd be to convert another different map to CTF, but I'm curious if this is something you've considered in the future?
Keep up the amazing work.
My only gripe is the DSD map only really allows for 4v4. It's not your fault at all, it's just the way it turned out. I'm not sure how hard it'd be to convert another different map to CTF, but I'm curious if this is something you've considered in the future?
Keep up the amazing work.
Re: DSD Capture The Flag v3
Just for kicks i edited the spring exe as a fix:
http://cloud.github.com/downloads/MadrM ... atifix.zip
I haven't actually tested it yet but it should work
People who compile from source should open rts/Map/SMF/SMFReadMap.cpp and scroll down to line 172 and make sure it looks like:
If anyone feels like making a proper patch out of it go ahead, i made a patch for head here (wont work on release): http://github.com/MadrMan/spring/commit ... 9a38709701
Ofcourse, you could also just fix the map (no idea how though, never did any map coding) but it looks like you're trying to draw squares of 0x0 on the heightmap.. so good luck with that
http://cloud.github.com/downloads/MadrM ... atifix.zip
I haven't actually tested it yet but it should work
People who compile from source should open rts/Map/SMF/SMFReadMap.cpp and scroll down to line 172 and make sure it looks like:
Code: Select all
int xsize=x2-x1;
int ysize=y2-y1;
if(!(xsize > 0 && ysize > 0)) return;
unsigned char* tempMem=new unsigned char[xsize*ysize*4];
Ofcourse, you could also just fix the map (no idea how though, never did any map coding) but it looks like you're trying to draw squares of 0x0 on the heightmap.. so good luck with that
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: DSD Capture The Flag v3
Hmm well it is using the gl.DrawGroundQuad call from 0,0 for the blue box so that's probably it, i'll fix that in v4 this evening.MadrMan wrote:Ofcourse, you could also just fix the map (no idea how though, never did any map coding) but it looks like you're trying to draw squares of 0x0 on the heightmap.. so good luck with that
Thanks for the feedback it would be extremely easy to port into other maps, I chose DSD cause of its popularity not necessarily cause it's the best CTF map.tchiseen wrote:I'm a big fan of this CTF mapmod, and it's now hosted on the KoS Random Maps server.
My only gripe is the DSD map only really allows for 4v4. It's not your fault at all, it's just the way it turned out. I'm not sure how hard it'd be to convert another different map to CTF, but I'm curious if this is something you've considered in the future?
Keep up the amazing work.
I'll add the option to let you turn it on and off then any map maker could potentially configure the positions and add it to a map with default off to give their map an optional CTF mode.
If anyone can suggest any existing maps that'd play better i'd be interested too.
Re: DSD Capture The Flag v3
The restriction to enter enemy zone seems a bad concept. Just staying back, defending and ecoing seems like the best option.
Realistically going for the enemy flag puts you behind economically, which makes scoring further points harder.
And shutting down econ building after 5 mins without capture probably just helps the one who made more econ before that point, if they have enough defense to fend off attack at that point. Then they can grow their army faster than their opponent, for as long as they please. Or well, when you cant scout its a bit risky.
And nukes :D
Its a nice idea but some things probably need tweaking ^^
Realistically going for the enemy flag puts you behind economically, which makes scoring further points harder.
And shutting down econ building after 5 mins without capture probably just helps the one who made more econ before that point, if they have enough defense to fend off attack at that point. Then they can grow their army faster than their opponent, for as long as they please. Or well, when you cant scout its a bit risky.
And nukes :D
Its a nice idea but some things probably need tweaking ^^
Re: DSD Capture The Flag v3
Without a restriction against entering enemy zone, nobody would care about the flag.
edit: again, Spring needs non-exclusive mutators like Unreal Tournament had. This could be bolted onto any Game or Map... but it will have to arbitrarily be bolted onto one or the other as a gameoption or mapoption, when rightfully it should be an add-on mutator to be applied to any game/map combination.
edit: again, Spring needs non-exclusive mutators like Unreal Tournament had. This could be bolted onto any Game or Map... but it will have to arbitrarily be bolted onto one or the other as a gameoption or mapoption, when rightfully it should be an add-on mutator to be applied to any game/map combination.
Re: DSD Capture The Flag v3
Meh if nobody cares about the flag I'll just grab it & win...Pxtl wrote:Without a restriction against entering enemy zone, nobody would care about the flag.
Re: DSD Capture The Flag v3
if you can make it so it works on all maps and maybe the flag positions is defined by special startboxes (like koth mod) then this might be fun.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43