Great way to fix bugs, that. I have found a few bugs in ASSS that I never would have even been able to look for if I didn't have the source code. As a result, the next release will be better for everyone, including me.
Closing a program so you don't have to worry about getting bug reports for a version you didn't write seems like overkill
Mr Ekted - Wed Mar 17, 2004 3:57 pm
Post subject:
My comments were based purely on grel's worry that people would get other verison of ASSS confused with the official.
Anonymous - Wed Mar 17, 2004 4:15 pm
Post subject:
people seem to be able to distinguish catid's programs from others...
Mr Ekted - Wed Mar 17, 2004 11:00 pm
Post subject:
lol?
Anonymous - Thu Mar 18, 2004 8:15 am
Post subject: flag mod
Actually, there's another change that I didn't mean to include. The flag module has all the same bugfixes and features i added to it a while ago. I think there's a bug in flag spawning, since fairly often the last flag to be spawned is way far away from the others. Other than that, it's a great improvement over the original. Grel has decided to not support the flag game until he has time to work on a rewrite for this module, so for now you can use mine if you like.
Anonymous - Thu Mar 18, 2004 10:44 am
Post subject: RE: lag bug in autowarp
well! it turns out that the hack isn't working 100% yet. i'll keep working on it. apparently at high velocities, it still looks laggy.
Anonymous - Thu Mar 18, 2004 12:05 pm
Post subject: Missing pthreadvc.dll
Hi, when i try to run the asss.exe i get an unable to locate componet error saying This appliction has failed to start because pthreadvc.dll was not found.
Do you guys know where i can get this file?
HD
Anonymous - Thu Mar 18, 2004 1:06 pm
Post subject: RE: pthreads DLL
it's under ASSS\src\vs_net\pthreads\lib in the archive
catid - Sat Apr 03, 2004 1:38 am
Post subject: new version
i've released another version of ASSS for win32, including yet more features not merged into Grelminar's CVS tree.
different in this version:
disconnect ACK for billing server connections
remove another "data before connect" warning
lvzobject system rewrite
filetrans enhancements
?cd/?pwd - change base of relative paths
?renfile/delfile - manage files on server
?getfile/?putfile upgraded for ?cd
?makearena - win32 port&helptext
?ls - like ls
cool config files: arena owner, etc
win32 fix for dirent.h functions
win32 compat update for defs.h
only allow X connections per IP
syncookies
adds support for subgame-style spoof protection to enc_null and enc_vie
send lvz data to bots
MERVBot(b<41) chokes on the packets, but it works with subspace
windows-friendly default file extensions
just needs some changes in CVS to add .conf extensions
accepted, but not in CVS:
is_valid_path
like the last version; it accepts a lot more characters now
also, fixed typos in the mmap code
voices
ALT+F11/F12 voices for Continuum and SubSpace
everything is tested aside from memory limits
i removed my changes to the flag system because they had issues
Anonymous - Sat Apr 03, 2004 10:19 pm
Post subject:
It seems Catid, that either your version or the original
takes values for ship specials (i.e. Repels) and gives a
joining ship whatever the max is set to, and ignores the
Initial setting.
InitialRepel=1
RepelMax=5
Leaves me with 5 Repels when I join game.
Flag game is set to None, Prizes are shut off, as well as Ball
being disabled. I've checked through settings and I don't see
anything that makes this seem to be a "feature" so, I thought
I'd tell you.
Dr Brain - Sun Apr 04, 2004 12:14 am
Post subject:
Have to ask it... Is initial bounty set to 0 too?
Anonymous - Mon Apr 05, 2004 3:03 am
Post subject:
Catid, you really should modularize your "releases" it's silly and confusing to have a whole separate release when all but a couple modules are the same. Some people may want to use one or more of your patched modules but may not be interested in wading through your win32 release to find them -- especially if they're not using win32. I'm not sure if you just miss the point of modular design? or maybe it's some kind of scheme to encourage grel to merge your patches more/faster? or maybe you want more attention? or maybe you just quickly tar'd up your dev folder and if people decide to use it then they can have at it?
Either way,
If you're hoping to provide a "release" that is win32, then do a pure one from the base code -- a standard win32 build will let other people develop modules separately.
If you're hoping to provide some alternate modules, then do that separate from a full release.
But don't force would-be win32 users to swallow your patches by trying to do both at the same time.
ie: release your patched modules separate from any full release
catid - Tue Apr 06, 2004 10:44 am
Post subject: RE: nonsense
i thought i already refuted this nonsense, divvy
no i shouldn't modularize it any more than Grelminar already does. it's my release, so it gets what i think is good for it. some of the changes cannot be made "modularly" without changing the modules that depend on them. in short, it's not silly, and it's less confusing than having a zillion versions of the same module
grelminar has made plain to me which changes i can expect to see in CVS, which is essentially everything except syncookies. so you're really getting a "beta" version of what goodies will be available soon.
i'm not in charge of win32 distribution, so don't expect more than this
> release your patched modules separate from any full release
no, you do it, if you care so much
Anonymous - Tue Apr 06, 2004 12:53 pm
Post subject:
> i'm not in charge of win32 distribution, so don't expect more than this
Fair enough, I was just concerned about needlessly splitting development. It just came out a bit harsher than I intended.