Allow rope to attach to hogs and barrels again

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Sektor
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That feature was removed in v0.9.15. Can you add it again in the next version or make it a scheme option?

nemo
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As covered in prior forum post, causes a bug.
And one that is fairly common in shoppa.
And one that shoppa players complain about w/ such witty comments as "OMG developer fail"

Soo.
No.

http://hedgewars.org/node/2603

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juffowup
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Dear developers, you have completely ruined the experience with this "fix". Please restore this feature. Make it optional if you wish. I'd rather play a buggy game than this. Nothing beats sticking a rope up another hedge's ass and you know it.

FireFox
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juffowup allegedly wrote:

Dear developers, you have completely ruined the experience with this "fix". Please restore this feature. Make it optional if you wish. I'd rather play a buggy game than this. Nothing beats sticking a rope up another hedge's ass and you know it.

no Big Grin

doomy
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I'm OK with that,but you can still push off other hogs(using rope,flying saucer,etc.).I want to NOT be able push people off using rope,because then you can kill someone without even getting a weapon on shoppa.

Mrock
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doomy allegedly wrote:

I'm OK with that,but you can still push off other hogs(using rope,flying saucer,etc.).I want to NOT be able push people off using rope,because then you can kill someone without even getting a weapon on shoppa.

Thats the point

claymore
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I have to say, shoppa hasn't been as much fun since this capability was removed. When the bug's fixed (if it isn't already), this needs to be brought back. Even if the rope *does* detach when the hog is pushed or the box is collected.

nemo
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Detaching on terrain destruction, which would include collection of utilities and crates, would likely be retained, just 'cause people seemed to complain about it so much.

In terms of the bug, one workaround I think might work is to allow only the rope head to attach to those things, while leaving the rope transparent.

That would probably sidestep the bug, although it would need testing. Haven't changed it yet.

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unC0Rr
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nemo allegedly wrote:

That would probably sidestep the bug, although it would need testing. Haven't changed it yet.

Definitely would

nemo
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changeset: 5136:63ad8a648afd
user: nemo
date: Sun Apr 17 11:57:46 2011 -0400
summary: Allow head of rope to attach to hogs/barrels/crates again. Rope still does not, to avoid the bug.

I expect now we will get people complaining about attaching to hogs making no sense, again.

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Inu
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Yeah, why is that not a mode instead?

claymore
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Hooray for common sense. Shoppa is fun again!

...though it hurts a little collecting crates sometimes. The box disappears and WHAM.

Inu
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Would still be easier just to make this a mode already, instead of going "now we please shoppa players, and now we please normal mode players, and, oh wait wait wait for it... shoppa players again...".

Sure, even i agree most of the hardcore players are probably shoppa only players, but this topic is getting ridiculous, are we supposed to add this to google code as a bug yet again and wait for a fix?

claymore
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I see no reason why this should displease normal mode players. This is the way it always used to be, and the only complaints were that the rope remaining attached to a point in mid-air didn't seem realistic. Well, now it detaches.

Inu allegedly wrote:
are we supposed to add this to google code as a bug yet again and wait for a fix?

Uh, no. It was just fixed. Annoyed

nemo
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That wasn't the *only* complaint - people also complained about ropes attaching to hogs.
But checking for whether I'm attached to a hog (or rather whether the rope head is near edge of a hog radius and detach instantly if so) just seems inefficient and counterintuitive.

Hopefully current .16 behaviour is enough of a compromise to settle the whole thing.

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Inu
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Sure, why add a simple mode with the exception, when u can add more conflict and fire up the threads with lots of new posts and bug posts for months or years right?

Silly me, i shouldn't have bothered.

nemo
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Uh. We've been trying to eliminate shoppa specific hacks from the engine.

But. Have you *tried* the .16 behaviour?

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juffowup
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I did. And although I was one of those who complained about this feature removed in .15, now I can't say decisively if I really like it or not: .15-style rope allowed more freedom in slides etc. But this isn't really that bad. What is really weird is how hedges now get launched at neutrino speed after the box the rope was attached to gets collected. I'm not sure if it's really the desired behaviour and it certainly doesn't feel right. I really wish we could have these things as modes.

That, and I don't really understand the new disappearing weapons in shoppa.. I guess there's a separate thread for that?

nemo
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Well, Tiyuri apparently had always wanted Shoppa (which he'd requested, so, his vision wins) to be about getting a weapon and attacking with it in the same turn.
It's just that when we first added it we didn't have a reset weapons flag.

You're of course welcome to create your own shoppa scheme with that option disabled again, but it does encourage doing more in a turn instead of hoarding, I think.

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juffowup
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nemo allegedly wrote:

Well, Tiyuri apparently had always wanted Shoppa (which he'd requested, so, his vision wins) to be about getting a weapon and attacking with it in the same turn.
It's just that when we first added it we didn't have a reset weapons flag.

You're of course welcome to create your own shoppa scheme with that option disabled again, but it does encourage doing more in a turn instead of hoarding, I think.


I actually welcome this change for these exact reasons: makes the game much more dynamic. But it makes certain types of boxes (e.g. toolboxes) completely useless and creates some frustrating situations. No biggie, but it feels like the change wasn't thought out very well.

nemo
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mm. well. the shoppa crate weighting was picked by shoppa players.
if anyone wants a different weighting, feel free to give me a suggested ammo scheme

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