An OnslaughtSpecials2 expansion request

Anything about UT2004 mapping, Uscripting & more
User avatar
Pegasus
Posts: 1309
Joined: Wed 4. Nov 2009, 23:37
Description: ONSWordFactory
Location: Greece

An OnslaughtSpecials2 expansion request

Post by Pegasus »

Not sure I follow what this request needs.

The only reason to use the RNH fork would be explicitly to get the nodes' health showing on players' radar, as, beyond the 13 lines in ONSPowerNodeSpecial's DrawRadarLabel() that enable this feature, OS2 and OS2_RNH are identical - and probably equally dormant projects for purposes of further development so picking the "right" one with that in mind shouldn't really be a concern. Further forking of RNH to allow selective disabling of the only feature it adds would be functionally identical to just using OS2, so if a map editor wants to benefit from any other OS2_RNH feature but radar nodes health, there's no downside to just referencing/myLeveling OnslaughtSpecials2 instead. Unless I'm missing some other consideration here.

The nodes' labels ingame can be shown or hidden via the tri-state toggle command ShowNodeBeacons. It alternates between completely hiding node labels, showing only labels for visible node discs (and enough geometry clearance around them) or showing labels for all nodes, and was changed to this arrangement in OS2 (from a two-state toggle in OS1, IIRC), which also applies to the RNH fork. I believe Wormbo coded it so that the player's node label visibility choice would be stored in a singular, relevant section of their User.ini regardless of the mod being myLeveled or running as an external dependency, preventing different such listings per map. Lastly, the mod informs players about node label visibility options via console message upon each map load, and even updates said text with their corresponding keybind, IIRC.

Hope that helps.
Eyes in the skies.
Image
User avatar
Anonymous[Lolz]
Posts: 8
Joined: Wed 14. Dec 2016, 06:54
Description: New York

An OnslaughtSpecials2 expansion request

Post by Anonymous[Lolz] »

Thanks. As you said, they are functionally identical, but it is required to replace all the nodes from the respective package to use/not use the radar node health. Instead, the OS2_RNH package could entirely replace the OS2 package should the mapper for whatever reason not desire the nodes' health be displayed.
User avatar
Pegasus
Posts: 1309
Joined: Wed 4. Nov 2009, 23:37
Description: ONSWordFactory
Location: Greece

An OnslaughtSpecials2 expansion request

Post by Pegasus »

So in the few times I gave the issue some further thought since my previous post here, I kept wondering whether I'd somehow misunderstood the context of the request and the point of it might've been to offer a per-player option to toggle the nodes' health on radar (maybe on the Esc menu's Map tab, too?), much like it works with their labels via console command or keybind, instead of a way for a mapper/editor to disable it centrally and for everyone.
Although the former interpretation did seem compelling, it comes with some UI/UX baggage and questions about addressing the target subgroup (i.e. those who would want to turn the RNH feature off) at a level they'd be technically comfortable with that I didn't manage to find decent answers to yet, so my overall stance there was that it'd be something worth considering should I, or anyone else, decide to take another stab at this at some later point.
As the post right above this reveals, however, that interpretation wasn't the correct one, and the request was indeed for a central way to disable the singular/defining feature that prompted the creation of this fork. In short, this comes across as a contradictory request to deal with a probably niche circumstance, so the best thing I can offer here would be a recommendation for the much more practical way that already exists to drop the RNH feature from a map: simply replace it with OS2 by following the steps detailed here. The process doesn't typically take more than 5m or so of UEd time on the rare occasion one might need it, give or take some extra rebuilding for maps with unusually expansive path networks.
Eyes in the skies.
Image
User avatar
Anonymous[Lolz]
Posts: 8
Joined: Wed 14. Dec 2016, 06:54
Description: New York

An OnslaughtSpecials2 expansion request

Post by Anonymous[Lolz] »

Ok thanks. I didn't even know the core health was changed to 4000 from 4500 :roll:
pooty
Posts: 2
Joined: Wed 22. Jan 2020, 17:16
Description: UT player at Omni mostly

An OnslaughtSpecials2 expansion request

Post by pooty »

Thank you, kept wonder what the heck _RNH was and why we had two packages!