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OpenArena Contributions => Idea pit => Topic started by: Neon_Knight on February 27, 2011, 01:16:28 PM



Title: [Option] Center-less Harvester
Post by: Neon_Knight on February 27, 2011, 01:16:28 PM
I've played a bit of UT3's Greed, the equivalent to Quake III: Team Arena's Harvester, (also included in main OA) but without a central skull receptacle.

I want to know if there's a chance to create a center-less variant of this gametype or if there can be an option to remove the central skull generator for the mode, and instead make the skulls to spawn in the same spot the player died, like in Greed.

Here's a video about Greed. Can be source of inspiration for other ideas. :P

http://www.youtube.com/watch?v=GxrpyOBe8zU

(3:04 comes the idea for this map (http://openarena.ws/board/index.php?topic=3205.0))


Title: Re: [Option] Center-less Harvester
Post by: Gig on February 27, 2011, 05:59:45 PM
Interesting. Such variant may be applied to any CTF map, since it does not need the skull generator placed by the map creator. I suppose it should not be too hard to create, since it could be based upon Harvester code with few changes, but there is still the problem that we have very few game logic programmers around here. 


Title: Re: [Option] Center-less Harvester
Post by: fromhell on February 27, 2011, 07:09:00 PM
but there is still the problem that we have very few game logic programmers around here. 
it's amazing that we even have stuff like elimination, domination AND double domination at all!


Title: Re: [Option] Center-less Harvester
Post by: Neon_Knight on February 28, 2011, 07:51:12 AM
but there is still the problem that we have very few game logic programmers around here. 
it's amazing that we even have stuff like elimination, domination AND double domination at all!
And to think that all of that is Sago's (http://openarena.ws/board/index.php?topic=831.0) work (http://openarena.ws/board/index.php?topic=1908.0)... :D

Interesting. Such variant may be applied to any CTF map, since it does not need the skull generator placed by the map creator. I suppose it should not be too hard to create, since it could be based upon Harvester code with few changes, but there is still the problem that we have very few game logic programmers around here. 
Hmmmm... not. :P

This was actually an option I've proposed, rather than implementing a whole new gametype like Posession (http://openarena.ws/board/index.php?topic=3995.0). It still requires the mapper to place the neutral flag/skulls for non-centerless games.


Title: Re: [Option] Center-less Harvester
Post by: Gig on February 28, 2011, 10:23:01 AM
Oh... patience. But it would have been comfortable.


Title: Re: [Option] Center-less Harvester
Post by: Peter Silie on February 28, 2011, 01:52:44 PM
I am not as familar with the source, but maybe modifying g_team.c could do the biggest part of this job...
If there is no neutral obelisk, just spawn the skulls, where the player died.
But this is a solution, where the mapper has to decide about harvester/centerless harvester, you will never be able to make a map supporting both gametypes.


Title: Re: [Option] Center-less Harvester
Post by: sago007 on February 28, 2011, 03:09:33 PM
I believe it can be done with two lines of code.


Title: Re: [Option] Center-less Harvester
Post by: Gig on February 28, 2011, 03:28:12 PM
But this is a solution, where the mapper has to decide about harvester/centerless harvester, you will never be able to make a map supporting both gametypes.

Just a reminder:
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Mapping_information_for_special_gametypes#Capture_the_flag
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Mapping_information_for_special_gametypes#Harvester


Title: Re: [Option] Center-less Harvester
Post by: Neon_Knight on February 28, 2011, 04:47:24 PM
But this is a solution, where the mapper has to decide about harvester/centerless harvester, you will never be able to make a map supporting both gametypes.
Hmmmm... actually, you can do that. Technically speaking, any map has a central area, even if it's two rooms connected by a single point. (Where the passage connecting the rooms is the central area)


Title: Re: [Option] Center-less Harvester
Post by: Gig on February 28, 2011, 05:13:16 PM
I don't know, maybe he was talking about entities and "gametype list"? This is why I linked the page that talks about them...


Title: Re: [Option] Center-less Harvester
Post by: fromhell on March 03, 2011, 08:02:54 PM
And it can be called "Scavenger"!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! i am an genias


Title: Re: [Option] Center-less Harvester
Post by: Neon_Knight on March 03, 2011, 08:04:08 PM
Skull Raider (?)


Title: Re: [Option] Center-less Harvester
Post by: Neon_Knight on November 28, 2018, 10:52:20 PM
I've finally implemented this as a cvar. It was sent to the pull requests as we speak.

The cvar is g_harvester_fromBodies, 0 disables it, other values enables it.

The only known issue is that the neutral obelisk is still drawn instead of disappearing, even with all the checks in place.

Here's the pull-request: https://github.com/OpenArena/gamecode/pull/33


Title: Re: [Option] Center-less Harvester
Post by: Gig on April 05, 2019, 01:46:56 AM
I just noticed this thread has not been updated after the code has been merged into master.

So, for the record, the feature is available in gamecode nighly builds (https://files.poulsander.com/~poul19/public_files/oa/dev088/gamecode_nightly/) (for testing as OAX mod) since some months.

The setting is g_harvesterFromBodies <0 or 1>.

0 = Classic TA behavior: skulls spawn at generator. Default.
1 = "From bodies": (like some other games "greed", collect" modes) skulls spawn where characters die. In case they end up in a "nodrop" area (e.g. inside a deadly pit), they will re-appear at the generator.