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stag shot Newbie
Joined: Jan 18 2005 Posts: 10 Offline
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Sat Mar 11, 2006 2:28 pm Post subject: |
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I don't see any problem.
If a player asks to go to freq 9999, then it should let them. _________________ Hyperspace Owner
Smong> so long as 99% deaths feel lame it will always be hyperspace to me |
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Sat Mar 11, 2006 2:57 pm Post subject: |
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Dr Brain wrote: | I don't see any problem.
If a player asks to go to freq 9999, then it should let them. |
So much for asking you for help any more.  _________________ 4,691 irradiated haggis! |
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stag shot Newbie
Joined: Jan 18 2005 Posts: 10 Offline
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Posted: Sat Mar 11, 2006 3:58 pm Post subject: |
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Dr Brain wrote: | I don't see any problem.
If a player asks to go to freq 9999, then it should let them. |
It was allowing one too many freqs.
stag |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Sat Mar 11, 2006 6:13 pm Post subject: |
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Couldn't you just set the value of MaxFrequency one lower if that's your problem?
It's not as if the setting is called NumberOfAllowedFrequencies. If MaxFrequency = 1, then it should be allowing anything from 0 to 1 inclusive, since you would type =1 to change freq.
And I think what Dr Brain is trying to say is if you change > to >= then you can't get on freq 9999, only up to 9998. |
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Sat Mar 11, 2006 6:33 pm Post subject: |
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It is consistent with subgame. |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Sat Mar 11, 2006 6:44 pm Post subject: |
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Fair enough. |
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Sun Mar 12, 2006 1:36 am Post subject: |
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Smong wrote: | And I think what Dr Brain is trying to say is if you change > to >= then you can't get on freq 9999, only up to 9998. |
That's exactly what I was saying. The fact that freqs start at 0 doesn't change where the max is. |
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Sun Mar 12, 2006 2:03 am Post subject: |
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MaxFreq is really MaxFreqs, which is a count of the number of valid frequencies (0 to n-1). The variable name in the code is similarly misnamed. |
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Cyan~Fire I'll count you!

Age:37 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Sun Mar 12, 2006 4:04 pm Post subject: |
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Ekted wrote: | The variable name in the code is similarly misnamed. |
You have the code?
So I guess VIE just made a mistake in their if statement, then. It seems sad to keep the mistake just for reverse-compatibility. Maybe a new key like "MaxFreq2" or something a bit more creatively named is in order?
On a side note, does this mean that the bold statement on the wiki is wrong? _________________ This help is informational only. No representation is made or warranty given as to its content. User assumes all risk of use. Cyan~Fire assumes no responsibility for any loss or delay resulting from such use.
Wise men STILL seek Him. |
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Sun Mar 12, 2006 4:17 pm Post subject: |
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Cyan~Fire wrote: | You have the code? |
I meant in the asss code. |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Sun Mar 12, 2006 7:12 pm Post subject: |
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Cyan~Fire wrote: | On a side note, does this mean that the bold statement on the wiki is wrong? | The emphasised statement applies to asss. I can only imagine either grel (or whoever coded that part of fm_normal) either didn't look at template.sss and concluded the function of the setting from its name, or thought this was another bugged vie setting that could be fixed.
Asss doesn't claim to be a clone of subgame, kill points for example are managed differently in asss (in fact I think the code that calculates kill points might be incomplete, bountyrewardpercent off the top of my head). |
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Cyan~Fire I'll count you!

Age:37 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Sun Mar 12, 2006 7:52 pm Post subject: |
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I know it's not a clone, but seeing as it's so easy to drop a subgame cfg into arena.conf, someone could easily get caught out with this discrepancy. |
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Sun Mar 12, 2006 7:54 pm Post subject: |
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Smong wrote: | The emphasised statement applies to asss. I can only imagine either grel (or whoever coded that part of fm_normal) either didn't look at template.sss and concluded the function of the setting from its name, or thought this was another bugged vie setting that could be fixed.
Asss doesn't claim to be a clone of subgame, kill points for example are managed differently in asss (in fact I think the code that calculates kill points might be incomplete, bountyrewardpercent off the top of my head). |
I understand that. Being willing to "move forward" is THE strength of asss. But making subtle tweaks to functionality that are not obvious serves to make adoption a bumpy ride. It took us an hour just to figure out why people were able to get in a spider when no settings were changed. Is there a guide to migration from subgame to asss that covers all the changes in settings (and additional settings) to be expected? |
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CypherJF I gargle nitroglycerin

Gender: Joined: Aug 14 2003 Posts: 2582 Location: USA Offline
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Posted: Sun Mar 12, 2006 9:50 pm Post subject: |
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Quote: | Is there a guide to migration from subgame to asss that covers all the changes in settings (and additional settings) to be expected? |
Nope. Though, I'm sure it has been suggested more than once. Whenever I suggested such things all I got was, don't have "time" to do it and that I could "feel free" to do it if I wished.
So good luck.  _________________ Performance is often the art of cheating carefully. - James Gosling |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Grelminar Creator of Asss
Joined: Feb 26 2003 Posts: 378 Offline
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Posted: Tue Mar 14, 2006 2:51 am Post subject: |
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This was unintentional. In this case, compatibility is worth more than semantic technicalities. I'll change it to be compatible with subgame. |
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