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Help with "Regions" for a newbie zone dev.

 
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Special Agent Fox Mulder
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Joined: May 23 2010
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PostPosted: Thu May 27, 2010 9:56 pm    Post subject: Help with "Regions" for a newbie zone dev. Reply to topic Reply with quote

Hi all,

I've played a bit on various servers under the name j.x.

I'm having a bash at developing a zone, working on putting together the necessary dev environment to compile some of the modules I've found around in the hopes of expanding my limited coding/scripting abilities.

I am a bit flummoxed by one thing I've not been able to find in the documentation or elsewhere on the forums about regions.

tldr : new noob question coming..

I've created a region in DCME which I have verified in game via ?mapinfo however I can't find what to add to the server side settings (outside the .lvl) to correspond with the regions function.

I'm under the impression I need to add something to the default config file in the arena folder to tell the server what to do with the region.

Would anyone mind posting an example, or pointing me in the right direction so I can learn what do do here?

I'm trying to get an autowarp up and going and will be happy to contribute what I learn to a page on the ASSS wiki.

Many thanks
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Samapico
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PostPosted: Thu May 27, 2010 10:46 pm    Post subject: Reply to topic Reply with quote

I "think" the autowarp functionality is part of ASSS's core, but I could be wrong, maybe it requires some module... I don't know.

With some searching, I think you have to put this in modules.conf:

funky:autowarp


Also, you have to edit the region's properties in DCME to make it 'autowarp' and set the coordinates (or arena) you want it to warp people to.
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Cheese
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PostPosted: Fri May 28, 2010 1:52 am    Post subject: Reply to topic Reply with quote

its one of those core modules that arent loaded by default for whatever reason, like objects or watchdamage
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Arnk Kilo Dylie
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PostPosted: Fri May 28, 2010 3:00 am    Post subject: Reply to topic Reply with quote

Be aware of the issues of using "auto warp," the technique that lets you keep your momentum when warping is inherently flawed with Continuum (because it's a trick, at best.) It will cause clients seemingly to get out of sync, and on their screens weapons will shoot at an incorrect distance from their ship. Depending on your settings, this could be highly undesirable, or tolerable.

If I were to guess, this innate flaw is why it's not loaded by default.
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Special Agent Fox Mulder
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PostPosted: Fri May 28, 2010 5:53 am    Post subject: ah sorted Reply to topic Reply with quote

Found the Edit Region function in DCME (hadn't noticed I could click on that pencil) and have the basic no momentum conserving autowarp working now. Thanks for the help biggrin.gif
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Cheese
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PostPosted: Mon May 31, 2010 2:04 am    Post subject: Reply to topic Reply with quote

also, after large amounts of use of that without any sync issues, i might mention that i found a bug in continuum where the timer becomes unsynced when loading extremely large lvz gfx, such as the warp gates in hyperspace, which happen to use moveto...
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Arnk Kilo Dylie
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PostPosted: Mon May 31, 2010 3:30 am    Post subject: Reply to topic Reply with quote

You'll notice that your "sync" will change when moving between the center corner-warps in HS, which involve no LVZs whatsoever. You can see the effect by turning on ping times next to the player's names. Yours should be 0, but you'll sometimes see it change when you're autowarped. Various guessing can keep the effect minimal. I don't know the full extent of the abilities, but there's definitely a limited amount you can do with the selfpos trickery.
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Cheese
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PostPosted: Mon May 31, 2010 12:35 pm    Post subject: Reply to topic Reply with quote

if that is true, then my guess is that we both may be correct, and that continuum will experience sync error when it renders a large amount of graphics of any kind, including a full screen of tiles when it is warped, even if i can never recall a sync error happening then :P
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Dr Brain
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PostPosted: Mon May 31, 2010 12:45 pm    Post subject: Reply to topic Reply with quote

Sync errors (I'm talking about the ones coming from position packets for the client's player) are unrelated to frame lag induced from graphics.

To convince yourself, realize that the packet has to be received and processed to do the warp. The amount of graphics at warp destination cannot effect the processing speed, since the warp happens afterward.
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Cheese
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PostPosted: Mon May 31, 2010 1:02 pm    Post subject: Reply to topic Reply with quote

is it because the packets are timestamped?
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