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Viewing 15 posts - 1,546 through 1,560 (of 1,581 total)
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  • in reply to: wiki updates and stuff #45839

    Rommel
    Participant

    The Wiki indicates that map size must be (evenly) divisable by eight. This only seems important if you intend to keep the defalut values of 8 for the xsnap and ysnap and want the left edge placements consistant with the right edge ect.. It seems that I made a test map 200 x 200 and made snaps on 10 which worked as expected but that snaps on 8 would give satisfactory results except for the 2 sides that got shorted by the grid. However, I’m not sure that I actually tried this. I always use a 256 X 256 height map, and as you noted, use the defn file to modify the size.

    @bobirov wrote:

    @laptops Daddy wrote:

    ps:
    are powers of 2 and multiples of 16 important?

    For textures, yes, it has to be a power of 2 size. But for a heightmap, I don’t think that it matters (Apoc USA = 320×200). However, I think the safest bet is keep the heightmap a power of 2 and possibly square and use the defn file t o stretch it to the size you want. But the engine is capable of handling non-square, non-poweroftwo type heightmaps in my experience.

    As to how important that all is for the competition, well, I dunno the answer to that. 😛

    in reply to: wiki updates and stuff #45838

    Rommel
    Participant

    Hi Rob:

    Thank you very much for the updates. Would it be possible to get up with the rest of those involved in the upgrade and nudge them into sharing what they changed and how it effects the coding?
    @bobirov wrote:

    @rommel wrote:

    I need the updated docs and the clock is already ticking. It’s hard for me to imagine that we have tags that no one has the knowlegde to implement but that seems to be the case.

    Alright, I spent a better portion of the day making some considerable changes to the Landscape Documentation to reflect changes made in v41. They are still incomplete, but there is a lot of new and updated info in them now. In particular, the object placement docs have a lot of new info. Also, the boid docs is basically a good outline for how a movable object will look in the XML.

    For example, I was under the impression that this version was to allow map specific changes to be made to the server.xml file, ie… number of bots, gravity, weapon sizes, etc.

    I’m not aware of such a change? Although I could be wrong. The scope of changes in v41 is so massive I’ve certainly lost track of what all is possible. 😛

    Something new that I’ve noticed but can’t find documentation to explain: When looking over the rules for a server, several of the items listed now have an asterisk after them. I have come to the conclusion that these are indicators that the default value is being used but it is new and it isn’t noted where I can find it. At first glance I thought that those were items that had been harvested from the current map. Still not sure but I know I can look over the default maps provided looking for an instance where gravity, etc., has been defined. I’m not too interested right now in exploring blindly (LOL) or in doing a line by line comparrison with the source code for the two latest versions (when I can see) trying to find the changes and how they have been implemented.

    I must go get some coffee now. Krieg ohne Hass

    Sincerely,

    Generalfeldmarschall Erwin J. E. Rommel

    in reply to: V41 Kick-Off Map Competition #45314

    Rommel
    Participant

    Definately, these things are important and not just to computers:
    Doubles tennis comes to mind for the power of two and mulitiples of 16 might interest me if I was 17. 😛
    @laptops Daddy wrote:

    ….
    ps:
    are powers of 2 and multiples of 16 important?

    in reply to: V41 Kick-Off Map Competition #45312

    Rommel
    Participant

    Hmmmm, it doesn’t look like I’ll be able to be competitive.
    @The AI wrote:

    Just a small thought, this competition will draw out all knowledge of map making in 41 (or so I hope). So would the competitors like to help assemble a map making tutorial after the competition? it would form a great culmination of skill.

    I need the updated docs and the clock is already ticking. It’s hard for me to imagine that we have tags that no one has the knowlegde to implement but that seems to be the case.

    I posted the problems that I’ve discovered on my own, such as the tags that must be removed from the map files and also the issue with the border section of the texture files. I was hoping that we’d have all of the information at hand before the contest started and have adequate time to prepare our entries.

    For example, I was under the impression that this version was to allow map specific changes to be made to the server.xml file, ie… number of bots, gravity, weapon sizes, etc., etc., and I’m not finding the information I need in the forums or the Wiki.

    Will there be a category:
    Maps most like one of Rob’s? If so, perhaps I can find one to enter there. 🙁

    I must go feed the dog now. Krieg ohne Hass

    Sincerely,

    Generalfeldmarschall Erwin J. E. Rommel

    in reply to: Apoc Champions Update #45369

    Rommel
    Participant

    It was one of the texture files.
    @rommel wrote:

    Dear Friends:

    I’m very sorry about all the recent crashes bla bla bla …. First glance indicates I did something wrong with the coding but I’ve pretty much concluded that isn’t the case.

    Somehow, the textropical texture file was being altered. I could copy a new copy from the original zip and it would load one time. The next time it would crash the server. Beats me, but it looks like it’s no longer an issue. I’m converting over to 41.

    I must go destroy the world now. Krieg ohne Hass

    Sincerely,

    Generalfeldmarschall Erwin J. E. Rommel

    in reply to: Apoc Champions Update #45368

    Rommel
    Participant

    Hi ORCACommander:

    I’ve been working on converting over but it’s going very slowly. I think I’ve got 3 maps working like I want them and I’m hoping that the updated docs will be out soon. I’ve got more things that I’d like to do other than just getting it running but I need the docs.
    @orcacommander wrote:

    Hey rommel when will champs be updated to v41?

    Before I go to the trouble of making maps that overload the buffer I’d like to know if that is no longer a concern. Has anyone tested the number of obects that can be destroyed at once to be sure that it’s not a problem? If the client side calcs. didn’t make this issue, can I please have a 1024 K buffer. I promise we won’t abuse it, much. 😉

    I must go destroy the world now. Krieg ohne Hass

    Sincerely,

    Generalfeldmarschall Erwin J. E. Rommel

    in reply to: Delayed Defense Activation #45639

    Rommel
    Participant

    I voted yes.
    @naka wrote:

    i voted no.
    i think the shelds must be turned on manualy in real time. it gives another competition/gaming moment to the Scorched – who will turn the shileld last and what weapon to use? it makes game more interesting,

    it is small game of nerves, like 2 cars driving against each other – who will turn last?

    Regardless of the poll (I’ve not found them to be very useful) I hope that you will give this option a try. It allows everyone to lock in a shot early and will hopefully speed up the game. The round changes take long enough without some “Pro” delaying the game. The “Pro’s” shouldn’t need much time unless they have been using outside help to become “Pros.” Watch the flashing lights on the radar screen and give the lagging “Pro” a nudge after everyone else is locked in. Maybe they will get the hint.

    I’d like the see the first player locked in get a bonus and the last player locked in get a penalty. That would speed up the game a bit I think.

    I must go destroy the world now. Krieg ohne Hass

    Sincerely,

    Generalfeldmarschall Erwin J. E. Rommel

    in reply to: V41 SLOWWWW #45502

    Rommel
    Participant

    I’m able to quit the game from the player menu either way, but I do get sometimes receive an abnormal program termination warning when I quit in full screen.
    @tora wrote:

    the 2nd problems is more important: in fullscreen is impossible quit the game(the game,not the screen with the menu).If i press ‘quit’ in the ‘exit game’ menu or ‘Ctrl-Esc’ , all freeze and the only solution is shut down the PC.I tried to quit the game many times,was always the same,no way.This happen only in fullscreen mode ,in windowed i can quit without any problems.

    I’ve only had it lock up on me once and that was due (pretty sure) to a TSR that I accidentally initilized during a game. Other than that one instance, I’m playing the game in full screen WIDE OPEN without any problems. Even set the Anti-Ailiasing to 4 to be sure I’m totally maxed out with the ISP verification and Client Logging active as well.

    I hope that you are able to find a cheap fix. Perhaps checking the Micro-Soft updates would be of some help. I’m running XP SP/2.

    I must go destroy the world now. Krieg ohne Hass

    Sincerely,

    Generalfeldmarschall Erwin J. E. Rommel

    in reply to: Question on new syntax/files #31953

    Rommel
    Participant

    In ver. 40.1d the syntax errors I made were reported when the server was loading. This made finding the problems a breeze. I’m having trouble converting my ver. 40.1d landescapes over to ver. 41.0 and all I get when I introduce an error is a program terminated message. No indication of the line number or the name of the faulty file. Apparently, I need to turn on a switch when I start the server but I can’t find the documentation detailng this.

    @bobirov wrote:

    I don’t know specifically really at this point, but the main things you’ll have to update are the accessories file (as always) and pretty much all the landscape files. Shouldn’t have to fool with AIs or anything else I don’t think. Although updating for v40 was so gradual for me, I really have lost track of all the little necessary changes, perhaps one of the other modders can be more specific.

    Also, if the new server syntax rules are detailed I can’t find them. I found out by close examination that the old landscape preview bmps have been downsized for this version and that custom avatars are required to be png format. I’m sure there are many more things that are to going to give me trouble using the trial and error method (change one item, try it) and I’d much rather spend a little time reading, and a little time coding than a great deal of time coding and recoding.

    Also tried at The SourceForge but didn’t find the new docs there either. Could someone please point me in the right direction and give me a shove?

    Thanks in advance for any assistance you can provide.

    I must go repair the server now. 😉 Krieg ohne Hass

    Sincerely,

    Generalfeldmarschall Erwin J. E. Rommel

    P.S. Recent update: The server load “Parse Errors” can be found in your serverlog file. If you you use direct placement you will need to delete the following tags:

    ……….
    ……….

    and rework the border section of your texture files.

    more later…..

    in reply to: Water Graphics problem Pic #45582

    Rommel
    Participant

    For what this is worth: I’m using a (2005 model) Toshiba Qosmio G25 with an NVIDIA GeForce Go 6600, Windows XP/SP2 with a cable connection – I’m able to run in MAX graphics mode at 1440 X 900 Full Screen on the main server and at ApocHQ FFA. Generally FPS is hovering around 30 between shots and about 19 during the action. No problems at all. Looks great, plays great although 40.1 d seemed to do round changes much faster and my CPU useage is still close to 100% when the game is in the foreground. This drops considerably when running the game in the background. Kudos to all involved.

    Now that I’ve switched, I hope to have Apoc Champions running with 41 soon.

    I must go repair my server now. 😉 Krieg ohne Hass

    Sincerely,

    Generalfeldmarschall Erwin J. E. Rommel

    in reply to: V41 Kick-Off Map Competition #45301

    Rommel
    Participant

    Hmmmm, no category for custom avatar maps, but thats ok. I think I can find a suitable topic or two. Its going to be difficult though choosing the best topic considering we aren’t permitted to enter the same map in more that one category.

    If a map is submitted in a category where it doesn’t excell, but would have been a posible winner in another then what happens? Can the judging panel resubmit an entry?

    In any event … Count me in. 8)

    Rommel

    in reply to: Apoc Champions Update #45366

    Rommel
    Participant

    Fully FUN tional eh?

    @rommel wrote:

    Rest assured that I won’t give up until we have a fully funtional game again with pleanty of stuff to shoot.

    Surely that deserves a copyright 😳

    Rest assured that I won’t give up until we have a fully funtional game again with pleanty of stuff to shoot. Copyright Oct. 11, 2007

    I must go destroy the world now. Krieg ohne Hass

    Sincerely,

    Generalfeldmarschall Erwin J. E. Rommel

    in reply to: Apoc Champions Update #45365

    Rommel
    Participant

    Fully FUN tional eh?

    @rommel wrote:

    Rest assured that I won’t give up until we have a fully funtional game again with pleanty of stuff to shoot.

    Surely that deserves a copyright 😳

    Rest assured that I won’t give up until we have a fully funtional game again with pleanty of stuff to shoot. Copyright Oct. 11, 2007

    I must go destroy the world now. Krieg ohne Hass

    in reply to: Merge downloading problem #43599

    Rommel
    Participant

    Hmmmm, is it possible to make the core do something malicious with the externals (ie. xml files, bmps, ect.). I was under the impression that the core would reject data that it didn’t expect. Is there a problem with my reasoning here or the core?

    @thrax wrote:

    ….
    I would suggest clearing the mod from the temporary area and
    redownloading it fresh. Files from the other corrupted mod server
    may interfere, Or contain malicious code.

    My understanding of the core is that as long as you run an offical core, you don’t have to worry about the mods that you let it load. This being the case, mods are not a threat. Unoffical core …. could be safe, but then again, how do you know?

    This brings up a concept that I’ve been kicking around a little. I’ve seen at least one unoffical version on the server list. Is there a method for getting an unoffical version approved. For example, I want a buffer size of 1024K for Apoc Champions. The default size is 512K. I can easily change it to 1024K and recompile but then I’m running a bootleg core.

    Although several have requested that I make some changes to the core I really don’t think it would be wise without a means of getting it verified and approved. Why? This is not a good idea for the server because it opens it up to liability issues and unfounded accusations, or for the users because of the same security concerns involved in running things you find in your e-mail.

    The way I envision the approval process goes something like this:

    1. Only approved cores are allowed.
    2. The current server list is checked.
    3. Modified core servers have their core approved or are removed.
    4. All servers on the list are now approved cores.
    5. The audits begin.
    6. Server cores are now verified before being listed. Welcome aboard.
    7. Modify the core – Obtain verification and approval. Welcome aboard.
    8. The audits continue.

    The main server or some server someplace, would be set up to perform random audits of the code the other servers are running. Then if someone is found to be intentionally running an unapproved core they would be removed from the list and a notice would be put up to warn anyone that may have visited the server. (Recent edit. Sorry I left off part of the previous sentence. … warn anyone that may have visited the server and obtained the unapproved core. The approved cores should not be vulnerable to an attack from an unapproved core.) Then we send Guido over to their house.

    A simple line by line comparrison script would foil any attempts to duplicate the checksum value for the approved version. This same script would also allow a very fast and easy way to check that the changes submitted for approval were inded the only changes made.

    The modified core servers would be required to write up a document detailing the changes submitted and the reason for the change. If the core change is appoved, the information would then be made available to the players so that they have the information required to decide if they want to try it or not.

    A repository of apporved cores could be established to allow everyone to download them and utilize the ones they like the best.

    Safe hex doesn’t require monogomy, but it’s not 1969, take precautions where you can. Copyright October 12, 2007

    I must go destroy the world now. Krieg ohne Hass

    Sincerely,

    Generalfeldmarschall Erwin J. E. Rommel

    in reply to: Captchas are driving me craaaaaaaaaaaazy!!! #45291

    Rommel
    Participant

    Hi BigBear:

    Thank you for taking the time to pass along that tip. My vision comes and goes lately and I’m sure to find that to be very helpful.

    @bigbear wrote:

    …. Oh and to Rommel. Keep clicking the Log in button until you get a captcha that is readable. Then you won’t have to waste your login tries on the unreadable ones. 😉

    I must go destroy the world now. Krieg ohne Hass

Viewing 15 posts - 1,546 through 1,560 (of 1,581 total)