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unordinary tiles

 
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SuSE
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PostPosted: Fri Nov 19, 2004 12:29 pm    Post subject: unordinary tiles Reply to topic Reply with quote

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
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CypherJF
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PostPosted: Fri Nov 19, 2004 1:09 pm    Post subject: Reply to topic Reply with quote

Interesting...
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Sercit
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PostPosted: Fri Nov 19, 2004 1:23 pm    Post subject: Reply to topic Reply with quote

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.
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PostPosted: Fri Nov 19, 2004 3:13 pm    Post subject: Reply to topic Reply with quote

http://forums.trenchwars.org/showthread.php?t=13567
This appears so old that all the links to sample maps and such are broken.
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PostPosted: Fri Nov 19, 2004 3:27 pm    Post subject: Reply to topic Reply with quote

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
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Dr Brain
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PostPosted: Fri Nov 19, 2004 4:08 pm    Post subject: Reply to topic Reply with quote

Yes, ?go tiletest in Hyperspace.
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Mr Ekted
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PostPosted: Fri Nov 19, 2004 4:34 pm    Post subject: Reply to topic Reply with quote

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.
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PostPosted: Fri Nov 19, 2004 5:00 pm    Post subject: Reply to topic Reply with quote

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.
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Dr Brain
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PostPosted: Fri Nov 19, 2004 9:06 pm    Post subject: Reply to topic Reply with quote

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.
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CypherJF
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PostPosted: Fri Nov 19, 2004 9:55 pm    Post subject: Reply to topic Reply with quote

Which priit aint fixing icon_rolleyes.gif
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Smong
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PostPosted: Sat Nov 20, 2004 5:44 am    Post subject: Reply to topic Reply with quote

What about memory leaks when those weapons disappear and stuff?
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Dr Brain
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PostPosted: Sat Nov 20, 2004 9:55 am    Post subject: Reply to topic Reply with quote

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.
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Mr Ekted
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PostPosted: Sat Nov 20, 2004 11:33 am    Post subject: Reply to topic Reply with quote

I don't think these tiles would cause any memory leaks.
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Dr Brain
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PostPosted: Sat Nov 20, 2004 1:17 pm    Post subject: Reply to topic Reply with quote

Correct. I don't think weapons are even dynamicly allocated in Continuum.
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pokemon 2001
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PostPosted: Sat Nov 20, 2004 3:05 pm    Post subject: Reply to topic Reply with quote

im surprised its not here
http://www4.ncsu.edu:8030/~rniyenga/subspace/old/lvlformat.html
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CypherJF
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PostPosted: Sat Nov 20, 2004 4:00 pm    Post subject: Reply to topic Reply with quote

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


Last edited by CypherJF on Sun Nov 21, 2004 2:39 pm, edited 1 time in total
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Smong
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PostPosted: Sun Nov 21, 2004 1:03 pm    Post subject: Reply to topic Reply with quote





ay.png - 2.72 KB
File downloaded or viewed 14 time(s)
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Solo Ace
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PostPosted: Sun Nov 21, 2004 1:41 pm    Post subject: Reply to topic Reply with quote

Ay!
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lp_street_soldier
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PostPosted: Thu Dec 02, 2004 7:42 am    Post subject: Reply to topic Reply with quote

lol... interesting
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CypherJF
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PostPosted: Thu Dec 02, 2004 8:44 am    Post subject: Reply to topic Reply with quote

bumper!
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