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PostPosted: Tue Jun 24, 2008 4:20 pm 
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gcamp wrote:
Thrax wrote:
After several months of market cycles in v41, I've been trying to
find a balance of up's and downs..


I'm hoping the changes for v42 will fix that, it keeps the fractions in
the file (and in memory) and just rounds them for the screen.

They're still saved to file and rounded as Ints. no fractions stored.
I did try a few more formulas, and found an idea that did exactly
balance the price up to price-down.
I'm trying it on my mod-servers in v41, and it seems to be doing ok.
Instead of trying to cut apart the growth, I use it; The item chosen is
increased by the number of matching items, and then Each matching
item is lowered by 1. Both sides equal.
Multiplying by the market-factor to double or more the
growth.. still makes both sides even.

Quote:
Quote:
Unless there's a giant smoke-bomb or a hairy dog-fight going
on, water itself is still the largest drain of fps.


I guess that depends on the system, I find trees to be the worst
issue on mine. If you look at your stats for no-water and Tattoine
there is still a big difference, must be something else.

StateTimeLogging gives a good impression of where all the time
is going. e.g. StateTimeLogging=100 in the console (logs every 100 frames).
The difference, is that rather than simply not displaying the
water, Tattoine is made without water in the texture.
The system does not need to think about whether a tank is Under
water for fuel, whether bullets impact water, whether napalm fizzles..etc.

Quote:
Quote:
Example of perspective error in object culling.


I'll have a look at it, but it will be caused by large objects
being used on the maps. The object culling is now linked
to the landscape blocks (32x32), when a block is culled
the objects are also culled. However objects that span
mutliple blocks won't get culled correctly. To be more
efficient the large objects could be broken into many
smaller ones (when making the map), allowing less to
be drawn when needed.

Saw someone pick it up few min ago. If it was you, you'll see it yourself.
Not sure how to solve this one then, as some features are intended
to be on-screen permanantly reguardless of perspective or distance.

Quite possibly we've just twisted the engines abilities in ways that
weren't expected, and Definately not the most efficient for those
that simply want lob a bomb.
However, since players find most maps in swars to give them faster fps
than elsewhere, it may be that what we've made isn't totally innefficient.
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PostPosted: Tue Jun 24, 2008 11:19 pm 
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Quote:
The difference, is that rather than simply not displaying the
water, Tattoine is made without water in the texture.
The system does not need to think about whether a tank is Under
water for fuel, whether bullets impact water, whether napalm fizzles..etc.


That can't be it, those things are only done during the shot phase.

Quote:
Quite possibly we've just twisted the engines abilities in ways that
weren't expected, and Definately not the most efficient for those
that simply want lob a bomb.
However, since players find most maps in swars to give them faster fps
than elsewhere, it may be that what we've made isn't totally innefficient.


The idea would be to break the large objects into smaller ones. That when put together still make the larger object. However, I've put in a hack that should make it work.


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PostPosted: Wed Jun 25, 2008 6:34 am 
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gcamp wrote:
The idea would be to break the large objects into smaller ones. That
when put together still make the larger object. However, I've put in a
hack that should make it work.

Heh. i'd love to try.. but my master modeler's wandered off.

For you, it's coding. If I did it.. then it becomes a hack. :D

Such as adding the line into the TankAICurrentMove::makeMoveShot
if (totalFuel <= 5) return false;
So they stop trying to use the last fumes repeatedly.

Or testing thier vision by increasing thier totalDistance factor, so that
bots sitting on the other side of the map, aren't shooting lasers straight
up..

Which is the next thing I need to solve... Bots with no other option,
attempt to snipe straight up if they have the weapon.


But as for the map objects, Thanks a ton. They do look correct now.
Maybe when these reworkings are farther along, I'll see about redoing
the maps to not need so much special attention.
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PostPosted: Wed Jun 25, 2008 5:39 pm 
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Quote:
if (totalFuel <= 5) return false;


Added.

Quote:
Which is the next thing I need to solve... Bots with no other option,
attempt to snipe straight up if they have the weapon.


Think this may be a rounding issue that may also be fixed.


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PostPosted: Thu Jun 26, 2008 11:39 pm 
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gcamp wrote:
Quote:
if (totalFuel <= 5) return false;

Added.
Quote:
Which is the next thing I need to solve... Bots with no other option,
attempt to snipe straight up if they have the weapon.

Think this may be a rounding issue that may also be fixed.
Wicked. :D
They did look rather silly, sitting there spinning thier wheels.

As long as what we make looks like what I intended, I'll let the graphic
details be worked on by those that can tell the difference. I'd rather poke
and examine the actual game-play aspects.
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PostPosted: Sat Jun 28, 2008 4:50 pm 
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At Revision 76.

Generating Code...
Compiling...
snprintf.c
Linking...
LUAWrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall LUAScript::LUAScript(class LUAWrapper *)" (??0LUAScript@@QAE@PAVLUAWrapper@@@Z) referenced in function "public: class LUAScript * __thiscall LUAWrapper::createScript(void)" (?createScript@LUAWrapper@@QAEPAVLUAScript@@XZ)

D:\GAMES\S3Dbak\Scorchedv42\scorched\Release\scorcheds.exe : fatal error LNK1120: 1 unresolved externals


LUA.
Am I missing some components?
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PostPosted: Sat Jun 28, 2008 5:11 pm 
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Thrax wrote:
At Revision 76.

Generating Code...
Compiling...
snprintf.c
Linking...
LUAWrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall LUAScript::LUAScript(class LUAWrapper *)" (??0LUAScript@@QAE@PAVLUAWrapper@@@Z) referenced in function "public: class LUAScript * __thiscall LUAWrapper::createScript(void)" (?createScript@LUAWrapper@@QAEPAVLUAScript@@XZ)

D:\GAMES\S3Dbak\Scorchedv42\scorched\Release\scorcheds.exe : fatal error LNK1120: 1 unresolved externals


LUA.
Am I missing some components?


I got the same thing.
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PostPosted: Sun Jun 29, 2008 12:07 am 
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Deathstryker wrote:
Thrax wrote:
At Revision 76.

Generating Code...
Compiling...
snprintf.c
Linking...
LUAWrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall LUAScript::LUAScript(class LUAWrapper *)" (??0LUAScript@@QAE@PAVLUAWrapper@@@Z) referenced in function "public: class LUAScript * __thiscall LUAWrapper::createScript(void)" (?createScript@LUAWrapper@@QAEPAVLUAScript@@XZ)

D:\GAMES\S3Dbak\Scorchedv42\scorched\Release\scorcheds.exe : fatal error LNK1120: 1 unresolved externals


LUA.
Am I missing some components?


I got the same thing.


I get
loslib.o: In function `os_tmpname(lua_State*)':
loslib.cpp:(.text+0x886): warning: the use of `tmpnam' is dangerous, better use `mkstemp'
LUAWrapper.o: In function `LUAWrapper::createScript()':
LUAWrapper.cpp:(.text+0x4c): undefined reference to `LUAScript::LUAScript(LUAWrapper*)'
collect2: ld returned 1 exit status
on linux
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PostPosted: Sun Jun 29, 2008 11:25 pm 
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Irishbandit wrote:
Deathstryker wrote:
Thrax wrote:
At Revision 76.

Generating Code...
Compiling...
snprintf.c
Linking...
LUAWrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall LUAScript::LUAScript(class LUAWrapper *)" (??0LUAScript@@QAE@PAVLUAWrapper@@@Z) referenced in function "public: class LUAScript * __thiscall LUAWrapper::createScript(void)" (?createScript@LUAWrapper@@QAEPAVLUAScript@@XZ)

D:\GAMES\S3Dbak\Scorchedv42\scorched\Release\scorcheds.exe : fatal error LNK1120: 1 unresolved externals



Even Linux's error messages have to be different.
LUA.
Am I missing some components?


I got the same thing.


I get
loslib.o: In function `os_tmpname(lua_State*)':
loslib.cpp:(.text+0x886): warning: the use of `tmpnam' is dangerous, better use `mkstemp'
LUAWrapper.o: In function `LUAWrapper::createScript()':
LUAWrapper.cpp:(.text+0x4c): undefined reference to `LUAScript::LUAScript(LUAWrapper*)'
collect2: ld returned 1 exit status
on linux


Even Linux's error messages have to be different.
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Last edited by Deathstryker on Tue Jul 01, 2008 12:43 am, edited 1 time in total.

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PostPosted: Sun Jun 29, 2008 11:57 pm 
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Deathstryker wrote:
Even Linux's error messages have to be different.


Yes.
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PostPosted: Mon Jun 30, 2008 3:15 am 
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k. worked this rev.

now that it's in, what's it all about. :D and how can we help break //// i mean Test it..
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PostPosted: Mon Jun 30, 2008 8:55 pm 
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Sorry forgot to add some files to the server.

I've added some scripting support for the weapons. Something I've been wanting to try out. Should allow very complicated weapons without having to put thousands of xml tags in.

Have a look at the definition for the "Test Script" weapon in the accessories.xml file. This basicaly says call script data\lua\accessories\test.lua starting with function runWeapon, and defines a global variable testvar1 as a test.

If you look in the script file it should give you a general idea of what the idea is. This script file currently has a whole load of testing functions in it.


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PostPosted: Mon Jun 30, 2008 11:30 pm 
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gcamp wrote:
Sorry forgot to add some files to the server.

I've added some scripting support for the weapons. Something I've been
wanting to try out. Should allow very complicated weapons without
having to put thousands of xml tags in.

Have a look at the definition for the "Test Script" weapon in the
accessories.xml file. This basicaly says call script
data\lua\accessories\test.lua starting with function runWeapon, and
defines a global variable testvar1 as a test.

If you look in the script file it should give you a general idea of what the
idea is. This script file currently has a whole load of testing functions in it.

giggle.. more complex weaponry? you know me so well. :D
I'll definately be burning this one to it's limits.

Anything that can let me cut my thousand-line weapons to much
smaller is a thrill to explore.

Examining test-script now.
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PostPosted: Sat Jul 05, 2008 9:48 am 
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I have a side question that isn't really related to code, play, or graphics.

In the mod of merge, there is a weapon that refuses to be added to the
stats-SQL base, although kills are still attributed to it.
It's name is simply Jack-Hammer, no special chars or anything.

I've blanked and reset the stats a few times over ther years, yet the
same weapon refuses to be stored while more oddly named weapons
are. What could be causing this?
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PostPosted: Fri Jul 18, 2008 4:22 am 
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I'm getting crashes again with rev 85. I'll see if doing some debugging brings anything up.
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