Server Help

General Questions - negative points

Cancer+ - Wed Aug 24, 2005 11:35 pm
Post subject: negative points
some times but not all the time when you kill someone, you get negative points. why is this? how can i fix it?
CypherJF - Thu Aug 25, 2005 12:15 am
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hMm it appears your point values are setup that way. review your arena config for more information. icon_smile.gif
Cancer+ - Thu Aug 25, 2005 5:00 am
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lol...thanks for the help?

i know its that, but i just dont see the problem.
Solo Ace - Thu Aug 25, 2005 12:24 pm
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Programs can look in several ways to values.

max int (unsigned) = FFFFFFFF = 4294967295 = (2 ^ 32) - 1
max int (signed) = 7FFFFFFF = 2147483647 = (2 ^ 31) - 1

Continuum seems to treat points as signed ints.

Edit: Your problem would probably be with signed short, which is only 2 bytes:

max short (unsigned) = FFFF = 65535 = (2 ^ 16) - 1
max short (signed) = 7FFF = 32767 = (2 ^ 15) - 1

Oops, (2 ^ 31) - 1 = 2147483647, not 2147483648. sa_tongue.gif
Gravitron - Thu Aug 25, 2005 12:47 pm
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Continuum and subgame been modified to disallow negative points, nor the biller recognizes them.

IIRC.
Solo Ace - Thu Aug 25, 2005 1:00 pm
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What? Is that why they're still there?
Gravitron - Thu Aug 25, 2005 4:23 pm
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By biller I mean SSC biller.
Solo Ace - Thu Aug 25, 2005 4:48 pm
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T3G is on the SSC biller, they still have this issue.
Cancer+ - Fri Aug 26, 2005 3:08 am
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no, i dont mean negative points as in they have them. i mean negative points as in this.

Cancer+(-22609) killed by: Solo Ace(2235)
Gravitron - Fri Aug 26, 2005 7:42 am
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Bounty issues are handled as solo ace explained.
Simply put, if you set the bounties too high, they roll over to the negative spectrum.

The point themselves which players hold on the score sheet/biller should be always positive, AFAIR, it's been this way since early 2000 or earlier or so when Priit showed up.
It could be that since receiving some complaints, Priit reversed his modifications and reallowed negative points, though I doubt it.
Cancer+ - Sat Aug 27, 2005 1:38 am
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well the bounty is only 12...well starts out with 12.
idk...
Gravitron - Sat Aug 27, 2005 1:46 am
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But how much do you pump it for the kill? Obviously it's not +1.
Cancer+ - Sat Aug 27, 2005 7:41 pm
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+5 i believe.
Gravitron - Sun Aug 28, 2005 9:45 am
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Just post your [kill] settings.

If you get bounties this high "Cancer+(-22609) killed by: Solo Ace(2235)" from +5 a kill and initial bounty of something low then you fucked something up.
Donkano - Sun Aug 28, 2005 10:00 am
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Or somebody has been giving free-kills all night.
Cancer+ - Sun Aug 28, 2005 2:42 pm
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well, i believe...it only happens when you have a flag. so i will post the [Flag] and [Kill] settings...
Cancer+ - Sun Aug 28, 2005 2:52 pm
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Code: Show/Hide
Flag:FlaggerOnRadar:1:::Whether the flaggers appear on radar in red 0=no 1=yes
Flag:FlaggerKillMultiplier:2:::Number of times more points are given to a flagger (1 = double points, 2 = triple points)
Flag:FlaggerGunUpgrade:1:0:1:Whether the flaggers get a gun upgrade 0=no 1=yes
Flag:FlaggerBombUpgrade:1:0:1:Whether the flaggers get a bomb upgrade 0=no 1=yes
Flag:FlaggerFireCostPercent:1000:::Percentage of normal weapon firing cost for flaggers 0=Super 1000=100% 2000=200%
Flag:FlaggerDamagePercent:1000:::Percentage of normal damage received by flaggers 0=Invincible 1000=100% 2000=200%
Flag:FlaggerSpeedAdjustment:125:::Amount of speed adjustment player carrying flag gets (negative numbers mean slower)
Flag:FlaggerThrustAdjustment:20:::Amount of thrust adjustment player carrying flag gets (negative numbers mean less thrust)
Flag:FlaggerBombFireDelay:0:::Delay given to flaggers for firing bombs (0=ships normal firing rate -- note: please do not set this number less than 20)
Flag:CarryFlags:1:0:2:Whether the flags can be picked up and carried (0=no, 1=yes, 2=yes-one at a time)
Flag:FlagDropDelay:15000:::Time before flag is dropped by carrier (0=never)
Flag:FlagDropResetReward:0:::Minimum kill reward that a player must get in order to have his flag drop timer reset.
Flag:EnterGameFlaggingDelay:0:::Time a new player must wait before they are allowed to see flags
Flag:FlagBlankDelay:200:::Amount of time that a user can get no data from server before flags are hidden from view for 10 seconds.
Flag:NoDataFlagDropDelay:500:::Amount of time that a user can get no data from server before flags he is carrying are dropped.
Flag:FlagMode:1:0:2:Style of flag game (0=dropped flags are un-owned, carry all flags to win)(1=dropped flags are owned, own all flags to win)(2=Turf style flag game)
Flag:FlagResetDelay:10000000000000000000000000:::Amount of time before an un-won flag game is reset (in hundredths of a second)   Advisable to be over 1000000
Flag:MaxFlags:15:0:32:Maximum number of flags in the arena. (0=no flag game)
Flag:RandomFlags:0:0:1:Whether the actual number of flags is randomly picked up to MaxFlags (0=no 1=yes)
Flag:FlagReward:1000:::Number of points given for a flag victory. Formula = (playersInGame * playersInGame * FlagReward / 1000). (0=no flag victory is EVER declared)
Flag:FlagRewardMode:0:0:1:How flag reward points are divided up (0 = each team member gets rewardPoints) (1 = each team member gets (rewardPoints * numberOfTeamMembers / maximumAllowedPerTeam))
Flag:FlagTerritoryRadius:1:::When flagger drops flags, this is how spread out they are (distance from drop-centroid in tiles).  (note: 0 = special value meaning hide flags in center area of board as normal)
Flag:FlagTerritoryRadiusCentroid:0:::When flagger drops flags, this is how far the drop-centroid is randomly adjusted from the actual drop location) (note: 1024 = hide anywhere on level)
Flag:FriendlyTransfer:0:0:1:Whether the flaggers can transfer flags to other teammates (0=no 1=yes)


that is the Flag settings.

Code: Show/Hide
Kill:MaxBonus:0:::Let's ignore these for now. Or let's not. :) This is if you have flags, can add more points per a kill. Founded by MGB
Kill:MaxPenalty:0:::Let's ignore these for now. Or let's not. :) This is if you have flags, can take away points per a kill. Founded by MGB
Kill:RewardBase:500:::Let's ignore these for now. Or let's not. :) This is shown added to a person's bty, but isn't added from points for a kill. Founded by MGB
Kill:BountyIncreaseForKill:10:::Number of points added to players bounty each time he kills an opponent.
Kill:EnterDelay:200:::How long after a player dies before he can re-enter the game.
Kill:KillPointsPerFlag:150:::Number of bonus points given to a player based on the number of flags his team has (as is done in Turf zone now)
Kill:KillPointsMinimumBounty:20:::Bounty of target must be over this value to get any KillPointsPerFlag bonus points.
Kill:DebtKills:1:::Number of kills a player must get after dying or resetting-ship before he starts getting points for kills. (0 = Normal)
Kill:NoRewardKillDelay:5000:::If you kill the same guy twice within this amount of time, you get no points for the second kill. (in hundredths of a second)
Kill:BountyRewardPercent:10000:::Percentage of your own bounty added to your reward when you kill somebody else.
Kill:FixedKillReward:-1:::Fixed number of points given for any kill (regardless of bounty) (-1 = use bounty as always)
Kill:JackpotBountyPercent:50000:::Percentage of kill value added to Jackpot 0=No Jackpot Game 1000=100% 2000=200%


the Kill settings.

now grant it, i havent done all of these. there was a person before me doing these settings and i just changed what i thought needed.
Donkano - Sun Aug 28, 2005 2:55 pm
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Can you post it from the server.cfg and not the server.set?
Cancer+ - Sun Aug 28, 2005 3:08 pm
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no because i have this other program. my server.cfg just shows the ships status. not the whole thing.
Donkano - Sun Aug 28, 2005 3:12 pm
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It is near the bottom of the server.cfg.

Oh well, I guess I may as well root through all this extra text...

Change:
Code: Show/Hide
Kill:RewardBase:500:::Let's ignore these for now. Or let's not. :) This is shown added to a person's bty, but isn't added from points for a kill. Founded by MGB


To:
Code: Show/Hide
Kill:RewardBase:5:::Let's ignore these for now. Or let's not. :) This is shown added to a person's bty, but isn't added from points for a kill. Founded by MGB


That will do a +5 bty per kill, right now it is a +500 bty per kill
Cancer+ - Sun Aug 28, 2005 3:38 pm
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hmm that is not the sets that are in there now. the ones in there now said 1000.

the program i was using is CSedit. i dont really use it, a guy just sent it to me. i also didnt know i could look at other settings, i thought it was only ships...sry.

Code: Show/Hide
MaxBonus: 900
MaxPenalty: 0
RewardBase: 1000
BountyIncreaseForKill: 8
EnterDelay: 200
KillPointsPerFlag: 3000
KillPointsMinimumBounty: 0
DebtKills: 0
NoRewardKillDelay: 1
BountyRewardPercent: 10000
FixedKillReward: 50000
JackpotBountyPercent: 5000


you said change the reward base to 5? ok i did that and now i will test it.
Cancer+ - Sun Aug 28, 2005 8:59 pm
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Edit: it didnt work.

another thing (didnt want to start another post)

when you have a flag, and you kill someone, SOMETIMES, it doesnt add time to the timer. how do i fix?
Donkano - Sun Aug 28, 2005 9:50 pm
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FixedKillReward: 50000 seems fishy...
Muskrat - Sun Aug 28, 2005 10:30 pm
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Try a much lower bounyrewardpercent.
Cancer+ - Sun Aug 28, 2005 10:40 pm
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how much on each do you think? we do want high jackpots.
Cancer+ - Sun Aug 28, 2005 10:41 pm
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err
fixedkillreward is 5000 not 50000
Cancer+ - Mon Aug 29, 2005 11:51 pm
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can anyone help me on this? it is still happening
Cancer+ - Wed Aug 31, 2005 1:17 am
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ok i figured it out

the points for killpoints and killperflag points added together and multiplied and alot of math...was too high. i believe solo said this before. thanks anyways.
Anonymous - Fri Sep 02, 2005 7:50 pm
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[quote="Gravitron"]Bounty issues are handled as solo ace explained.
Simply put, if you set the bounties too high, they roll over to the negative spectrum...[quote]

Wait, so you mean there's a max to positive numbers? There's another positive <-> negative interger point besides zero?
Solo Ace - Fri Sep 02, 2005 9:16 pm
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It just depends on how the program "looks" at the value.
A book is small compared to a house, but the book's big compared to an ant (that doesn't have much to do with what you're asking though, and yeah, it's a great explaination, I know). sa_tongue.gif

An int type (4 bytes) has the ability to store more data than a short type (2 bytes), of course. And depending on how the program looks at the value (as a signed or unsigned) it can be negative (signed) or not (unsigned).

Code: Show/Hide
max_unsigned_int            = 4294967295
max_unsigned_int += 1       = 0

max_signed_int              = 2147483647
max_signed_int += 1         = -2147483648

max_unsigned_short          = 65535
max_unsigned_short += 1     = 0

max_signed_short            = 32767
max_signed_short += 1       = -32768

So, yes, 0 isn't always what it goes back to.
It's pretty silly how Continuum handles points, obviously.
Gravitron - Sat Sep 03, 2005 12:18 am
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Kitten Queen wrote:
Wait, so you mean there's a max to positive numbers?

In a word, yes.


Byte (8 bits = 2^8 values = 256 characters)
Word (16 bits = 2^16 values = 35,536 characters)
Dword = double word (32 bits = 2^32 values = 4,294,967,296 characters)

Unsigned byte range from 0 to 255
Signed byte range from -128 to 128
Unsigned short integer range from 0 to 35535
Signed short integer range from -32,768 to 32,768
Unsigned long integer range from 0 to 4,294,967,295
Signed long integer range from -2,147,483,648 to 2,147,483,647

As you can see, if you define the memory area as signed (IE hold plus/minus attribute) when you bypass the highest possible number, the value will rollover to the lowest negative one and start climbing back up, same effect is true vice versa (going below lowest possible negative number will rollover to highest possible positive).
Cyan~Fire - Sat Sep 03, 2005 10:20 am
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Grav wrote:
value will rollover to the lowest negative one and start climbing back up, same effect is true vice versa

As cute as it is that you basically said the same thing Solo did, what you added is wrong. It will roll over to the highest negative number because, in simple terms, 0xFFFFFFFF is -1.
Gravitron - Sat Sep 03, 2005 12:40 pm
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So, if I was to take 128, add 1, I'll be at -1 not -128?
And if I was at -128 and add 1, I'll be at 1 not 128?
Mine GO BOOM - Sat Sep 03, 2005 1:30 pm
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Gravitron wrote:
So, if I was to take 128, add 1, I'll be at -1 not -128?
And if I was at -128 and add 1, I'll be at 1 not 128?

For signed 8 bit integer, 128 is impossible. The highest is 127 (01111111). If you'd add 1 to that, you'd get -128 (10000000). Add one to that, you'd get -127 (10000001).

In your previous post, unsigned short ranges up to 32,767 not 32,768. You did get long correct. This is assuming that the computer system is using two's complement, which pretty much every system does use. For those that still don't understand why if you add two positive numbers, you might end up with a negative number, or a smaller positive number, read the Wiki like on two's complement.
Anonymous - Sat Sep 03, 2005 1:38 pm
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I was being sarcastic.
D1st0rt - Sat Sep 03, 2005 1:56 pm
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Ugh, all of this reminds me of the IB CS exam where one of the problems was representing -113 as a floating point number using a 6 bit mantissa and a 4 bit exponent.
Cyan~Fire - Sat Sep 03, 2005 3:44 pm
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What did you have to do? Just give the hex value for mantissa and exponent? That sounds easy enough to me.

Just curious, what material was there on the IB exam? I would have taken IB CS, but they switched from C++ to Java that year for the AP.
Gravitron - Sun Sep 04, 2005 9:26 am
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Ops, yeah, 127 and 32767.
Just did a division to 2 and forgot to take one off the positive.
Anyway, so if I was right, then WTF that nimrod cyan is bullshitting about?
I knew there's a good reason I consider him an idiot.
Cyan~Fire - Sun Sep 04, 2005 11:50 am
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I'm sorry, I see what you were saying now. I was thinking of -127 as the "highest negative number", I guess I'm just weird like that. icon_razz.gif My bad.
Gravitron - Sun Sep 04, 2005 4:07 pm
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Yeah, your brain works on double negative, it goes like : duuurr highest negative that must mean the highest aboslute number and throw a minus infront of it, regardless of mathematical realities being that low is always in declining order whilst high is always placed on the incrementing order...duuuurrrrrr
Lowest negative between -10 and 10 is -1, because 1 is the like lowest number, no -1 is not highest, duurrrrr, -127 that's highest negative, not lowest, duuurrrrr.


Allow me to reiterate: MORON!
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