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LVZ/LVL Questions - unordinary tiles

SuSE - Fri Nov 19, 2004 12:29 pm
Post subject: unordinary tiles
I know some of you avoid ssforum like the plague (and probably TW's forum, too), so here's a link to something relatively new and worth knowing: http://www.ssforum.net/index.php?showtopic=6111
CypherJF - Fri Nov 19, 2004 1:09 pm
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Interesting...
Sercit - Fri Nov 19, 2004 1:23 pm
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I remember Splody (Explody Thingy) talking about this last night while I was trying out possible methods for stopping thors from going from one dueling box to another.
Anonymous - Fri Nov 19, 2004 3:13 pm
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http://forums.trenchwars.org/showthread.php?t=13567
This appears so old that all the links to sample maps and such are broken.
SuSE - Fri Nov 19, 2004 3:27 pm
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yup, if you check the ssforum thread there is a link to the software (mechanized.us/dev iirc)

there is a map with the more interesting stuff in ?go tiletest (i think) in SSCX-A Hyperspace
Dr Brain - Fri Nov 19, 2004 4:08 pm
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Yes, ?go tiletest in Hyperspace.
Mr Ekted - Fri Nov 19, 2004 4:34 pm
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The client (VIE and Cont) uses many of these values internally. For example, when the client determines a new green needs to be drawn, it puts a 0xff onto that tile so the green is drawn. However, this value does is not included in any map data checksums. I suspect the behaviors of the tiles listed in the article are the same as their internal uses (where they match), and unexpected side effects where they don't. I wouldn't make an arena assuming these values will behave as expected.
SuSE - Fri Nov 19, 2004 5:00 pm
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I try not to do anything risky while assuming anything.

Obviously if you test them out for a while and they behave consistently without causing anything bad, why not use them.
Dr Brain - Fri Nov 19, 2004 9:06 pm
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Mr Ekted wrote:
I wouldn't make an arena assuming these values will behave as expected.


Too late. I've made an entire zone on Continuum bugs.
CypherJF - Fri Nov 19, 2004 9:55 pm
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Which priit aint fixing icon_rolleyes.gif
Smong - Sat Nov 20, 2004 5:44 am
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What about memory leaks when those weapons disappear and stuff?
Dr Brain - Sat Nov 20, 2004 9:55 am
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Memory leaks are cleared when the process terminates. So unless they're playing for a LONG time in the zone, it shouldn't be a problem.

That's assuming they happen at all. Thing is, the same leaks would happen on wormholes, as it's a wormhole helper tile.
Mr Ekted - Sat Nov 20, 2004 11:33 am
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I don't think these tiles would cause any memory leaks.
Dr Brain - Sat Nov 20, 2004 1:17 pm
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Correct. I don't think weapons are even dynamicly allocated in Continuum.
pokemon 2001 - Sat Nov 20, 2004 3:05 pm
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im surprised its not here
http://www4.ncsu.edu:8030/~rniyenga/subspace/old/lvlformat.html
CypherJF - Sat Nov 20, 2004 4:00 pm
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That document is majorly old; and the directory server protocol page is wrong as well. But that is expected from his disclaimer icon_wink.gif

edit:
| very nice smong icon_wink.gif
|
V
Smong - Sun Nov 21, 2004 1:03 pm
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Solo Ace - Sun Nov 21, 2004 1:41 pm
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Ay!
lp_street_soldier - Thu Dec 02, 2004 7:42 am
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lol... interesting
CypherJF - Thu Dec 02, 2004 8:44 am
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bumper!
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