Staredit Network

Staredit Network -> Concepts -> New type of Selection System
Report, edit, etc...Posted by Zeratul_101 on 2006-10-02 at 19:39:44
i was actually planning to map it out in pixels, just to see how far i need to distance the burrowed units.
Report, edit, etc...Posted by Tuxedo Templar on 2006-10-02 at 19:45:47
Oh. Well angles won't help you much with that. There'd have to be enough "pixels" to encompass the full 256 range. If you were only using 2x2 spaces though (which I'd recommend, to save locations for the 'set' process), then that's only 128 spaces, and half the amount needed.
Report, edit, etc...Posted by Zeratul_101 on 2006-10-02 at 19:49:33
2x2, are you sure we can't being it down to at least 1x1? or are you saying its just not efficient? i'd honestly prefer to bring it down to quarter tiles, but i'd be fine with 1x1.
Report, edit, etc...Posted by Tuxedo Templar on 2006-10-02 at 19:57:37
Well factor in the 'set' process. Assuming we're using some padding around the edges, and we're using the edge-location grid method, then we'd have probably around 220 or so spots along an axis we'd need to be able to target. That's one location each. About 30 locations left for other uses in the map.
Report, edit, etc...Posted by Zeratul_101 on 2006-10-02 at 20:01:15
ouch... good thing my map is conservative on locations lol. i see your point now.
Report, edit, etc...Posted by Tuxedo Templar on 2006-10-02 at 20:04:44
Correction: I meant hybrid edge-location and unit strip. That way its only 220 per axis.

Of course, if you use 2x2 that's half that amount, and really it's not all the significant for most applications.
Report, edit, etc...Posted by Zeratul_101 on 2006-10-02 at 20:13:23
its jsut preferable that its 1x1. cause in a FPS, 2x2 is a really huge target area.

ADDITION:
is there a way to further efficientize edge location? like dividing it into 16 sections instead of 4? whats unit strip?

ps i maybe saying very stupid things relating to edge locations as i haven't entirely mastered the concept yet.
Report, edit, etc...Posted by Urmom(U) on 2006-10-02 at 21:26:08
The edge locations concept is the same as the Coordinate Grid map in my profile. If you need help with that PM me.
Report, edit, etc...Posted by Tuxedo Templar on 2006-10-02 at 22:15:35
Well I was trying to come up with a way to "offset" edge locations, like using some miniature mobile grid thing to smudge it a bit out from its center. Didn't seem to work right, though, so you're pretty much stuck with what locations you got.

2x2 may seem like a big area, but what I found in Rush is that to make the system more playable for people I ended up having to add a limited auto-aiming to it. That was in fact a 3x3 location, actually. Even then, people still had problems.



This system might likely take up to 3 or so seconds per shot, and by then whatever was at the target area of a 1x1 may have moved. Even 2x2 seems a bit narrow, actually.
Report, edit, etc...Posted by Zeratul_101 on 2006-10-02 at 22:21:25
really? interesting lol, my aim was still crappy ass. okay, that sounds good then.
and by 2x2, you mean you're centering in the center of it right? on the grid line...
Report, edit, etc...Posted by SuperPika2K7 on 2006-10-02 at 23:35:52
There are 1,001 possibilities... or... 1,337 possibilities or L33T possibilities?
Report, edit, etc...Posted by Zeratul_101 on 2006-10-03 at 00:04:50
thanks for the spam...

anyhow tux, would you mind showing me your test map? kenoli won't show me his... sad.gif
Report, edit, etc...Posted by Kookster on 2006-10-03 at 00:44:05
man i wish i understood this kinda triggering, i kinda lost it when i hit cordinates.

Do any of you have a test map that i might further understand it?
Report, edit, etc...Posted by Zeratul_101 on 2006-10-03 at 00:53:02
its reverse GPS, the concept is surprisingly simple, however its much more difficult to implement it.

ADDITION:
none of them seem willing to give out a test map disgust.gif
Report, edit, etc...Posted by Tuxedo Templar on 2006-10-03 at 01:06:37
Don't have it working yet, zeratul. At least not in any way that lets you do anything with it yet.


Before I commit to this, though, I'm gonna get my map up to its first alpha and post the thread. Then I'll spend some time with the math triggers.




Maths.
Report, edit, etc...Posted by Zeratul_101 on 2006-10-03 at 01:19:00
i have to admit, i've lost too many brain cells watching that to help you any further with this project.

ADDITION:
for the love of map making, remove that link before it claims any more victims.
Report, edit, etc...Posted by Tuxedo Templar on 2006-10-03 at 01:21:44
But it's so educational!


I want some garry gum now, damnit!
Report, edit, etc...Posted by Zeratul_101 on 2006-10-03 at 01:24:37
tux, more mapping, less maths ... also less garry gum ... especially less diarrhea.
Report, edit, etc...Posted by Tuxedo Templar on 2006-10-03 at 01:24:50
Sorry, offtopic tongue.gif. That skit just came to mind for some reason.
Report, edit, etc...Posted by Zeratul_101 on 2006-10-03 at 01:25:08
whats this unit strip thingy you were referring to?
Report, edit, etc...Posted by Lethal_Illusion on 2006-10-03 at 17:29:04
QUOTE(Zeratul_101 @ Oct 2 2006, 11:52 PM)
none of them seem willing to give out a test map  disgust.gif
[right][snapback]571070[/snapback][/right]


I'll make a test map... pinch.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-10-03 at 21:50:40
if you insist tongue.gif

ADDITION:
ps i found a use for my fractional reducer... gonna put it through its paces reducing pre-defined slopes for the map

ADDITION:
tux, do you think you could find some math stuff that could tell me how many different slopes you need to cover every single point of a 128x128 graph?

as of now, i'm in 100% agreement with you when you say to have 2x2 sensitivity


a 250x250 graph(including the zeros) with 1x1 sensitivity has 63001 points.

now subtract the zeros and the point of origin:

63001 - (1 + 250 * 2) = 62500

now, erase the 1/1 slope:

62500 - 250 = 62250

now, compensate for slope reciprocoals:

62250 / 2 = 31125


however using 2x2 sensitivity, it'd only be 7687 triggers w00t.gif still, thats way too much though. hence why i want those graph slopes.


ADDITION:
anyone want the trigs for the fractional reducer? it uses Euclid's Algorithm.
Report, edit, etc...Posted by Niu on 2006-10-03 at 22:23:25
Aww maaahn. I want some anti-garry gum now.
Report, edit, etc...Posted by Tuxedo Templar on 2006-10-03 at 22:48:02
What's the fractional reducer meant to do?


Anyway, you theoretically only need 2 lines to find a point, but since those lines could run along each other in the space, and cause precision difficulties (like if the selected point is directly between the two containers), 3 would be the minimum for finding a point reliably. I'm not sure yet on a good way to find the intersection of 3 lines, though. Gimme some time on that one.
Report, edit, etc...Posted by Zeratul_101 on 2006-10-04 at 00:31:50
the fractional reducer is meant to reduce fractions, slope in particular.

lets say you find the target point at 7,4 and the unit at 1,2. now, the slope is 2/6. the fractional reducer will convert that into lowest terms, which is 1/3. this has the function of reducing the amount of multiplication and also helps prevent the target location from 'falling' outside of the grid range when you virtually 'draw out' its path.
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