Author Topic: jitspoe's .plan  (Read 286995 times)

jitspoe

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Re: jitspoe's .plan
« Reply #640 on: June 15, 2012, 06:01:06 PM »
I've made it so the dialog triggers can expand macro strings and added a new macro for displaying binds: $bind(command), so if you had something like "Press $bind(tossgren) to throw a grenade", and tossgren was bound to X, it would display "Press X to throw a grenade."  They also support translations so people can translate the tutorial map to other languages.

Chef-Killer

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Re: jitspoe's .plan
« Reply #641 on: June 16, 2012, 03:04:16 AM »
Sounds great :)

payl

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Re: jitspoe's .plan
« Reply #642 on: June 16, 2012, 06:07:01 AM »
I've made it so the dialog triggers can expand macro strings and added a new macro for displaying binds: $bind(command), so if you had something like "Press $bind(tossgren) to throw a grenade", and tossgren was bound to X, it would display "Press X to throw a grenade."  They also support translations so people can translate the tutorial map to other languages.
But what if there are more keys binded to one command? Or if i use some advanced system that for example is able to switch between bouncing toss and normal one? I still like this idea, but it might generate many problems, and won't be perfect.
As for translating i can translate to Polaks language Polish.

eXitus

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Re: jitspoe's .plan
« Reply #643 on: June 16, 2012, 06:32:28 AM »
People who already use advanced settings / binds definitely won't play a tutorial map, so I see no problem there.

T3RR0R15T

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Re: jitspoe's .plan
« Reply #644 on: June 16, 2012, 11:33:58 AM »
Sounds really good and interesting.
If there are two or more keys for a command, it should show "Press X or Y or... to throw a grenade.". The movement commands are twice in the default config for example. I see no problems for advanced configs. The dialog is in the map file, so a mapper should only use commands that each player normally have.
Is there a default text or nothing, if no key was found?
Is there a distinction between the commands "+scores" and "scores"?
How does the translation work? Will it use the cl_language setting (If yes, we need to add it to the menu somewhere)?

It would be great, if we also had something for the playername, teamcolor and map name (worldspawn -> message). So we can make dialogs like this: "Welcome $playername ! You play the map '$mapname' in the $teamcolor team.".

deadfroggy

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Re: jitspoe's .plan
« Reply #645 on: June 16, 2012, 02:29:26 PM »

How does the translation work? Will it use the cl_language setting (If yes, we need to add it to the menu somewhere)?

It would be great, if we also had something for the playername, teamcolor and map name (worldspawn -> message). So we can make dialogs like this: "Welcome $playername ! You play the map '$mapname' in the $teamcolor team.".
I like these ^_^ the main languages you need would be german and english

Rick

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Re: jitspoe's .plan
« Reply #646 on: June 17, 2012, 01:00:52 AM »
I like these ^_^ the main languages you need would be german and english


And Australian.

deadfroggy

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Re: jitspoe's .plan
« Reply #647 on: June 17, 2012, 04:03:22 AM »
And Australian.
lmao english is australian derp lol but if you mean australian by our slang like i come from timbucktu then ik what you mean

Rick

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Re: jitspoe's .plan
« Reply #648 on: June 17, 2012, 05:22:30 AM »
Australian is far better then English.

flamer

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Re: jitspoe's .plan
« Reply #649 on: June 17, 2012, 08:08:31 AM »
They also support translations so people can translate the tutorial map to other languages.

I can translate in French working with some other french players that I know.

Chalk

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Re: jitspoe's .plan
« Reply #650 on: June 17, 2012, 02:03:05 PM »
I can translate in French working with some other french players that I know.

EDIT: that wasn't me b4

but i can help translate some. I'm fluent in african,ebonics, and ape.
« Last Edit: June 17, 2012, 03:41:38 PM by Chalk »

CheMiCal

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Re: jitspoe's .plan
« Reply #651 on: June 17, 2012, 02:53:39 PM »
hahahahahahahahahahahaha omg chalk

MOFO

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Re: jitspoe's .plan
« Reply #652 on: June 17, 2012, 05:10:10 PM »
LMFAO Chalk.

Toxiic

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Re: jitspoe's .plan
« Reply #653 on: June 17, 2012, 06:33:15 PM »
LOL CHALK,


YES MY ideas ARE GETTING IMPLEMENTED!!! w00t +1 jitspoe :]

MOFO

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Re: jitspoe's .plan
« Reply #654 on: June 17, 2012, 06:56:01 PM »
LOL CHALK,


YES MY ideas ARE GETTING IMPLEMENTED!!! w00t +1 jitspoe :]

put "kill" in console and see what happens.

gonass

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Re: jitspoe's .plan
« Reply #655 on: June 17, 2012, 07:34:53 PM »
v
put "kill" in console and see what happens.

Oh how I miss kif in console.

MOFO

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Re: jitspoe's .plan
« Reply #656 on: June 17, 2012, 10:12:45 PM »
v
Oh how I miss kif in console.

It was fun making newbs put kif in console. was funniest thing ever

jitspoe

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Re: jitspoe's .plan
« Reply #657 on: September 26, 2012, 06:34:22 PM »
Well, I've obviously released build 36 and a texture pack.  There have been over 2500 downloads of build 36 so far.  I'm looking at quick little improvements I can do for build 37 so maybe I can do a release in less than 6 months this time.  Join the discussion about that over here: http://dplogin.com/forums/index.php?topic=25299

I've already knocked out several things:
- Optimized entity searching in game code to improve server performance. 10:34 PM 9/18/2012
- Added an epsilon check to flag returns to hopefully fix the multi-flag-return bug when the flag is just slightly off from the base. 11:59 PM 9/18/2012
- Don't kick people into observer for idling in the tutorial map. 12:02 AM 9/19/2012
- Killed players velocity when he hits a tutorial dialog on the tutorial map so people are less likely to trigger multiple dialogs. 12:16 AM 9/19/2012
- Made it so people can't wave while moving, instead of stopping players when they move. 11:25 PM 9/25/2012
- Fixed a bug with bad a team/skin index when switching to observer and suiciding with grenades. 11:57 PM 9/25/2012
- Fixed people being able to suicide with grenades and kill (former) teammates. 12:55 AM 9/26/2012
- Changed sv_minclientbuild kick message to "You need build XX or higher.  http://www.digitalpaint.org/"  Unfortunately it's limited to 64 characters so I couldn't get more than that.  8:19 PM 9/26/2012

jitspoe

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Re: jitspoe's .plan
« Reply #658 on: October 01, 2012, 04:53:55 PM »
I'm replacing the dialog boxes on the tutorial (and in some other instances of the game) with a popup system that should be less annoying.  Little information windows appear on the upper right side of the HUD and fade away after a few seconds.  I'm going to make it so if you're standing in an information area of the tutorial map, the information box will stay up.

jitspoe

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Re: jitspoe's .plan
« Reply #659 on: October 08, 2012, 11:52:30 PM »
Well, I think the popup system is just about done (screenshot posted here http://dplogin.com/forums/index.php?topic=24135.msg228049#msg228049).  Next is streamlining the account creation/login process for new users.  I may see about embedding demo replay snippets into the tutorial map, but I'm not sure how big of a task that's going to be.