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Old 07-11-2018   #6061
Yacker
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How about NAT hole punching? There's already the master server, it'd be perfect to set up for it, making hosting a lot more accessible and easier.
Server connects to MS, getting assigned a port by the OS>MS tells clients not only the IP, but also the port>connections are established

Last edited by Yacker; 07-11-2018 at 10:34 PM.
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Old 07-15-2018   #6062
Ikkarou Tatsuru
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Also, this was already talked about on Discord, but I'm reporting here too for the sake of record.

Exit sector behavior could be changed to toggle a "finished" flag for every player that enters it, just once per map, as opposed to constantly setting player.exiting to above 0 while standing in the sector, instead just setting it once. This would make customizing post-exit behavior with Lua much easier.
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Old 07-20-2018   #6063
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Here's a real dumb idea that crossed my mind;

What if colormaps were palette / transmaps lumps?
The game would simply use another palette to render what's inside the colormap. The problem with that would be the possibility to have more than 255 colors on-screen, breaking gifs, but on the other hand, this would allow software to render colormaps without eating away all the quality from sprites (this would also possibly make it faster to process since it wouldn't have to approximatively remap colors again), and openGL to render said colormaps in a better way than this ugly ass fog without hair tearing renderer rewrite.
Not only that, but this could allow for some really good looking colormaps, and infinite customization reguarding those.
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Old 07-28-2018   #6064
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It would be cool for there is a way to remove hooks in the future by using the removeHook function.
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Old 08-12-2018   #6065
gregory_house
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Would it be possible to have a way to execute a vanilla command inside a custom one, sort of like the super() action in SOC?


This would be amazing for custom scripts that for example require permissions, for example "ban 5" could first run a check for Terminal permissions if used by a Terminal admin that isn't the host/admin, and if the check is successful then write to the host console; if the player typing it were the host it would call its normal command.


Or "name Sonic" could run a check to see if the player is not muted by a custom script and only then allow players to change their name.


Or many many many other things....
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Old 08-12-2018   #6066
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Quote:
Originally Posted by gregory_house View Post
Would it be possible to have a way to execute a vanilla command inside a custom one, sort of like the super() action in SOC?


This would be amazing for custom scripts that for example require permissions, for example "ban 5" could first run a check for Terminal permissions if used by a Terminal admin that isn't the host/admin, and if the check is successful then write to the host console; if the player typing it were the host it would call its normal command.


Or "name Sonic" could run a check to see if the player is not muted by a custom script and only then allow players to change their name.


Or many many many other things....
Yes, but you can do this with Lua.
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Old 08-12-2018   #6067
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Quote:
Originally Posted by choalover View Post
Quote:
Originally Posted by gregory_house View Post
Would it be possible to have a way to execute a vanilla command inside a custom one, sort of like the super() action in SOC?


This would be amazing for custom scripts that for example require permissions, for example "ban 5" could first run a check for Terminal permissions if used by a Terminal admin that isn't the host/admin, and if the check is successful then write to the host console; if the player typing it were the host it would call its normal command.


Or "name Sonic" could run a check to see if the player is not muted by a custom script and only then allow players to change their name.


Or many many many other things....
Yes, but you can do this with Lua.
Actually, yes and no.
Yeah, you can go ahead and make a new command, but it would be more accessible if you could just put your cool command on top of an existing one and still call the original command whenever applicable. (EDIT: Thinking about the "name" example, it would be useful to somewhat counter name scripts?)
Nowadays, if you override a command such as "ban", you are no longer able to ban people due to you overriding the command that writes the ban to a file along with pushing the victim off the server.

The ability to call the vanilla variant of an overriden command would be neat, but it would cause problems if multiple scripts were to have different features, people wanted to use both and it happened that the script authors overrode the same commands.
EDIT: But on the other hand, what are the chances?

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Or "name Sonic" could run a check to see if the player is not muted by a custom script and only then allow players to change their name.
You already can't change your name while the server has mute enabled. In fact, joiners are stuck with the default "Player #" name.
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Last edited by Rapidgame7; 08-12-2018 at 06:51 PM. Reason: added 2 edit
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Old 4 Weeks Ago   #6068
glaber
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A version of rope hangs that does not need way points, and an alternate version for dynamic rope hangs to allow for stuff like moving ropes or Mystic Cave's hanging vines that lower players.
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Old 4 Weeks Ago   #6069
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Support for True-color .png 32 bit textures, tired of dealing with the limited color palette and having to convert the textures, and update the power of 2 restriction on FLATs so that we can freely apply textures of any sizes on planes, also let us apply wall textures on planes and vise-versa.

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NAT hole punching?
lol
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Old 4 Weeks Ago   #6070
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I don't know if this is already in the cards or not, but can you guys add a variable toggle for the character header / mobj which keeps the player character facing forward in platformer game modes? For instance: if a custom character is supposed to be able to shoot projectiles in single player, then the designer will likely want to control which direction the character is facing at any given moment.
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Old 4 Weeks Ago   #6071
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Quote:
Originally Posted by CobaltBW View Post
I don't know if this is already in the cards or not, but can you guys add a variable toggle for the character header / mobj which keeps the player character facing forward in platformer game modes? For instance: if a custom character is supposed to be able to shoot projectiles in single player, then the designer will likely want to control which direction the character is facing at any given moment.
I'm assuming you're talking about the new system for player angling in 2.2. Unless it's been changed since I learnt of this, I'm fairly certain the angle the player faces is a separate variable from the traditional mo.angle—you'll most likely be able to force it to mo.angle's value at any or all times.
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Old 4 Weeks Ago   #6072
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The above is correct. It is known as "player.drawangle".

As an interesting aside, and to make my post not a complete waste of time, Kart has ALSO implemented an identical decoupling of angle for spinout purposes under the name "player.frameangle". I found it pretty funny, and I figure yall's might too.
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Old 4 Weeks Ago   #6073
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Yeah, I didn't explain it right, but that's what I meant. Good to know, then.
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Old 2 Weeks Ago   #6074
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My suggestions are simple; Add HUD hooks other than "game" and "scores", specifically one that runs during intermission screens ("intermission") and ones that run in certain menus ("title", "options", "servers", "multiplayer", etc.). Along with this I'd like to see some more options for hud.enable and hud.disable in menus (like menu items), and more font options for the hud, like the large nights numbers, if possible the header font for menus, and if possible the main score/time/rings hud font.
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