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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Suggestion for mapgen: clearer distinction between rotational vs mirror symmetry?

    Scheduled Pinned Locked Moved Suggestions
    18 Posts 12 Posters 1.3k Views
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    • S Offline
      Sheikah
      last edited by

      Technically the map name already contains the symmetry type since it is the seed for generating the map from scratch. It is just encoded so that the name doesn't get too long.

      And also because of that making arbitrary changes to the map name is not something that can really be done.

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      • maudlin27M Online
        maudlin27 @BlackYps
        last edited by

        @blackyps could TMM just show the player spawns (without faction or player name info) at the start/for the first 30s of the game? No need then to try and change how mapgen generates the map and it gives the desired information much quicker and in a more new player friendly way

        M27AI and M28AI developer; Devlogs and more general AI development guide:
        https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
        https://forum.faforever.com/topic/5331/m28ai-devlog-v150

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        • JipJ Offline
          Jip
          last edited by

          We could add new fields to the scenario info and make them query-able in-game.

          A work of art is never finished, merely abandoned

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          • BlackYpsB Offline
            BlackYps
            last edited by

            the game showing the occupied spawns at the start of the game sounds like a nice thing to add.

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            • JipJ Offline
              Jip
              last edited by

              That already exists, we just need to enable it.

              A work of art is never finished, merely abandoned

              1 Reply Last reply Reply Quote 1
              • S Offline
                StormLantern Team Lead
                last edited by

                Yeah that does sound like a good idea. There used to be a mod that did this, but I think it no longer works? I believe it was called "Reveal Positions" or something.

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                • JipJ Offline
                  Jip
                  last edited by

                  Just call it and I'll include it with the next patch 🙂

                  A work of art is never finished, merely abandoned

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                  • S Offline
                    Sheikah
                    last edited by Sheikah

                    It should probably be an option.

                    Because otherwise it totally breaks somewhat blind, unexplored mapgen or even asymmetric.

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                    • E Offline
                      Exselsior
                      last edited by

                      Revealed positions but instead of doing what that mod did, tell you who spawned there, just shows that someone spawned there. Does revealed positions not work now because it was considered an exploit? Or something like that I could be misremembering.

                      MostLostNoobM 1 Reply Last reply Reply Quote 0
                      • MostLostNoobM Offline
                        MostLostNoob @Exselsior
                        last edited by

                        @exselsior I believe that you're correct in that there was some sort of exploit being done when that mod was enabled, but I don't recall the details.

                        @Nomander Can you share some info about what makes your version of the mod "Reveal Positions (legal)" not take advantage of the previous exploit?

                        It might be what Jip is looking for to integrate as requested.

                        N 1 Reply Last reply Reply Quote 0
                        • TheVVheelboyT Offline
                          TheVVheelboy
                          last edited by

                          Basically the problem was that it would always reveal the positions of all the players. No matter the lobby settings, so even if the spawns were supposed to be hidden, the players using the mod would still get the information of who spawned where, giving them a very unfair advantage on certain maps and players sets.

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                          • N Online
                            Nomander Balance Team @MostLostNoob
                            last edited by

                            @mostlostnoob The previous exploit was based on the fact that Armies 1, 2, etc spawned on markers 1, 2, etc., so you could look at the spawn marker positions from the save file and associate them with an Army, identifying which player got what slot (Armies also contain player name and faction data).

                            This got patched by FAF by scrambling the marker positions upon sim initialization for random spawn settings maps. This scrambling isn't reflected in the save file obviously, so there is no way for the UI to know what players spawned where, only where the spawn points are. The "... (Revealed)" spawn settings work by adding the newly scrambled positions to the Sync table for the UI to access and use to place the visual elements.

                            My version of the reveal positions mod still looks at markers in the save file, but it doesn't show player names if the spawn settings scrambled the spawns.

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