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Samapico No, these DO NOT look like penises, ok?
Joined: May 08 2003 Posts: 1252 Offline
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Posted: Tue May 04, 2010 5:22 pm Post subject: |
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Some languages initialize variables, like VB6 (dunno about .net), but still it's an assumption you should never make _________________ (Insert a bunch of dead links here)
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Wed May 05, 2010 1:52 pm Post subject: |
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lvz map objects are positioned using the top left corner as a reference instead of the center.
is this also true for screen objects? _________________ SSC Distension Owner
SSCU Trench Wars Developer
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Samapico No, these DO NOT look like penises, ok?
Joined: May 08 2003 Posts: 1252 Offline
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Posted: Wed May 05, 2010 7:30 pm Post subject: |
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Why would anything be referenced to the center? Tiles go from (0,0) to (1023,1023), the pixels on your screen go from (0,0) to (X,Y) the same way...
If you are talking about the top-left corner of the image being placed at the specified coordinate, same deal.
Screen objects are referenced to top-left of the screen by default, but you can have them reference to whatever you want... just read the example.ini that comes with the lvz builder
C10,C-20 would be 10 pixels to the right from center, and 20 pixels above from center of the screen. In the lvz format, this is referred to as X type/Y type.
LVZ refpoints.gif - 31.62 KB
File downloaded or viewed 114 time(s)
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Mon May 17, 2010 2:26 pm Post subject: |
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so if i have an array in a struct, and want to do:
int[5]={1,2,3,4,5};
how do i do it?
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Dr Brain Flip-flopping like a wind surfer
Age:38 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Mon May 17, 2010 2:50 pm Post subject: |
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you can define it as part of the struct initializer, or you can spell it out:
my_struct->my_int[0] = 1;
my_struct->my_int[1] = 2;
my_struct->my_int[2] = 3;
my_struct->my_int[3] = 4;
my_struct->my_int[4] = 5;
A for loop is better if your values have some kind of sense to them. Any decent optimizing compiler will unroll the loop anyway, so never hesitate to use whichever is best for readability. _________________ Hyperspace Owner
Smong> so long as 99% deaths feel lame it will always be hyperspace to me
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Mon May 17, 2010 5:44 pm Post subject: |
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nuuuuuuuuuuuuuuuuuu :C
i have 8 sets of 50 nonsensical numbers -___-"
o well, guess ill have to hack my way across the C yet again :(
time to convert to string + parse $$$
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Dr Brain Flip-flopping like a wind surfer
Age:38 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Mon May 17, 2010 5:54 pm Post subject: |
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If they're constant, you can declare them in a global array, and then use a for loop to copy them in.
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Thu May 20, 2010 12:43 am Post subject: |
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so what would cause a crash after a successful module attach without any log messages, with a log message at the start of every function, with no deadlock?
related:
anyone know how to debug a dll, preferably with gdb?
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Fri May 21, 2010 7:15 am Post subject: |
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so do u get a segfault immediately, or when the function returns?
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Thu Jun 03, 2010 9:08 pm Post subject: |
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i wrote a turret module (autoturret/pointdefense) that uses the findTurretTarget(), fireControl(), and lhypot() functions from autoturret.c
it works just fine, as long as the range (int bd=1024*16) is set to the whole map.
if you lower the range, it will crash, or if you set it to detect nonfake nonteam players and there arent any, it will crash.
however, i cant figure out why, and i suck at math.
any ideas?
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Dr Brain Flip-flopping like a wind surfer
Age:38 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Thu Jun 03, 2010 10:57 pm Post subject: |
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Crashes where? Code?
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Fri Jun 04, 2010 11:05 am Post subject: |
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Quote: | i cant figure out why |
simply lower autoturret range to test, it will crash when noones in range
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Dr Brain Flip-flopping like a wind surfer
Age:38 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Fri Jun 04, 2010 6:43 pm Post subject: |
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If the problem is that it crashes when it can't find a player to shoot at, perhaps the solution is to make sure it doesn't shoot (or point) when there's no one there. Math shouldn't be involved.
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Thu Jun 10, 2010 2:39 pm Post subject: |
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seems i have to start doing Player *p=NULL instead of just Player *p...
also, what would cause all my flags to hide themselves when i have fake players in ships?
and is there a way to get spectators to send position packets more often?
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Fri Jun 11, 2010 9:18 pm Post subject: |
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what metric is the recharge on ships based off of?
if a warbird has 1000 recharge, what does that mean?
it gets 1000 energy per second? millisecond? year?
also, is it possible to prize fake players? (havnt looked into it yet)
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Arnk Kilo Dylie Seasoned Helper
Age:36 Gender: Joined: Jul 14 2006 Posts: 108 Offline
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Posted: Sat Jun 12, 2010 2:10 am Post subject: |
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If you're going to pile on a ton of questions about ASSS at least keep them focused to ASSS and don't double post...lordy
Respectively of the questions you asked/statements you said that have anything to do with the server,
1. Sure, though I can only think of one general reason why you'd ever need to initialize a stack Player *...unless you've got some crazy design going
2. Doing crazy things?
3. Sure, you can tell asss to send a prize packet to the fake player. It won't blow up. Ever heard of just trying something?
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JoWie Server Help Squatter
Gender: Joined: Feb 25 2004 Posts: 215 Offline
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Posted: Sat Jun 12, 2010 9:24 am Post subject: |
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recharge is energy per 10 seconds
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Samapico No, these DO NOT look like penises, ok?
Joined: May 08 2003 Posts: 1252 Offline
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Sat Jun 12, 2010 2:13 pm Post subject: |
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thanks
hehe, was barely conscious when i wrote that, but still got work done
also, i have
[Net]
AllowVIE=0
AllowCont=1
why was some retard able to waltz in my zone and load up about 7 VIE bots?
(as per ?info)
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Arnk Kilo Dylie Seasoned Helper
Age:36 Gender: Joined: Jul 14 2006 Posts: 108 Offline
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Posted: Sat Jun 12, 2010 3:45 pm Post subject: |
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Net:AllowVIE and Net:AllowCont not being actual settings may or may not have something to do with it..? Yet another thing you should probably check before asking..
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Sat Jun 12, 2010 4:00 pm Post subject: |
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its in net.c, as well as being in http://forums.minegoboom.com/viewtopic.php?t=8659
/* cfghelp: Listen:AllowVIE, global, bool, def: 1
* Whether VIE protocol clients (i.e., Subspace 1.34 and bots)
* are allowed to connect to this port. */
ld->allowvie = cfg->GetInt(GLOBAL, secname, "AllowVIE", 1);
/* cfghelp: Listen:AllowCont, global, bool, def: 1
* Whether Continuum clients are allowed to connect to this
* port. */
ld->allowcont = cfg->GetInt(GLOBAL, secname, "AllowCont", 1);
yeah, its probably real.
you should check.
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JoWie Server Help Squatter
Gender: Joined: Feb 25 2004 Posts: 215 Offline
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Posted: Sat Jun 12, 2010 5:11 pm Post subject: |
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Just use funky:auth_vie (in src/contrib)
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Arnk Kilo Dylie Seasoned Helper
Age:36 Gender: Joined: Jul 14 2006 Posts: 108 Offline
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Posted: Sat Jun 12, 2010 5:58 pm Post subject: |
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Listen:Allow* is not Net:Allow*
Do you think I didn't actually check this before posting I thought you could've gotten the hint about checking things before posting!
Also yeah I've never used any of those settings, auth_vie is always what I've used.
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Sat Jun 12, 2010 7:50 pm Post subject: |
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auth_vie looks good, i never noticed it until now
it also looks redundant if you have allowvie=1
also, if its in funky, why isnt it in the funky folder?
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Sat Jul 10, 2010 3:05 am Post subject: |
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yo when im tracking a fake player, what should i look before when the fake gets destroyed before the player pointer becomes invalid?
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