Levels: General Discussion
Re: Levels: General Discussion
Lee, what I think they are saying is that it was a very recent discovery that the spawning code we have today was not the spawning code originally implemented in the game back in the day.
We've been playing on an altered version but were unaware that the code was the root cause for the spawning behavior we have now.
You do bring up a fair point though....some ppl were born in THIS era....playing with the game the way it is NOW...and for those people perhaps the change can be upsetting.
I'm all for fairness. The ball can bounce in either person's favor with this thing...in a sense that is fair. I also prefer less random bs affectding the outcome of a close game.
I could go either way on this one.
We've been playing on an altered version but were unaware that the code was the root cause for the spawning behavior we have now.
You do bring up a fair point though....some ppl were born in THIS era....playing with the game the way it is NOW...and for those people perhaps the change can be upsetting.
I'm all for fairness. The ball can bounce in either person's favor with this thing...in a sense that is fair. I also prefer less random bs affectding the outcome of a close game.
I could go either way on this one.
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Jediluke
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Even with the original behavior, that's sure not how I'd have written that algorithm (I wouldn't write an algorithm that "gives up", it'd just randomly select one of the least bad alternatives). Buut... it's good enough with a small sanity radius to do roughly what it's supposed to.
I would be fine with either approach (I can adapt), though it does seem there are more people who prefer being given some space to the status quo. Only thing I would caution is that in small maps that are not much bigger than 100 units (5 cubes) across, you can pretty easily guess where your opponent respawned.
I would be fine with either approach (I can adapt), though it does seem there are more people who prefer being given some space to the status quo. Only thing I would caution is that in small maps that are not much bigger than 100 units (5 cubes) across, you can pretty easily guess where your opponent respawned.
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Sirius
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Ah, I was way off and I should have done some research first. I was aware of some changes between modern and old Descent but I didn't realise the algorithm had changed since. Sorry for my post, please ignore what I said and I'll promise to be quiet now:)
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Lee
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Last edited by birdseye on Wed Jan 18, 2017 12:15 pm, edited 1 time in total.
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birdseye
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This is not a new issue. I've been playing since shareware. Stopped to raise a family in 2000 and when I came back I was spawning on people. Rather than complain I am forced to agree with birds and Jedi to cut their throat if they spawn on me as it has become the norm now but it gives me a gross feeling to do it especially since it pisses me off to no end when it happens to me. If we are truly polling, I agree to go back to original code. If people memorize a spawn point then like Mark said, just get in the habit of waiting a few seconds to spawn. There are 8 spawn points. Chill out for a second or three and recognize what you just did wrong to die and then hit that key and continue. Pfunk, Morf and Melvin all taught me to die in different areas of the map so you always have a gun to go to and try not to head for the spew you just left. Great advice if you worry about not having a gun to come back to. Nip it I say!
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Swarthy
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Oh man i had forgotten about the missile trap in athena, how the game would change as the weapon balance shifted towards primaries. Good times! (for my opponent)
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melvin
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