xor wrote: |
My bots connects to asss so I don’t see why they will be less useful than any other SS bot system. |
xor wrote: |
Also, I still think it’s not good to expose all SS knowledge in sources as MERV is doing. |
xor wrote: |
Now talking about asss... [snip] I think asss is a pretty good idea and a pretty good job that it’s already done, but it needs a few more development to replace subgame. |
xor eax wrote: |
Also, I still think it’s not good to expose all SS knowledge in sources as MERV is doing. |
Gravitron wrote: |
continuum working same as SS? not noticing difference?
The resolution is smaller, the prox is off the whack, the network handling can barely handle 300ms latency not to mention people with only 100ms but 30ms spikes and the list doesn't end. |
Cyan~Fire wrote: |
The problem with making an asss that works just like subgame is that that defeats the purpose of asss, to make a more extensible (and sensible) server. I can understand the need for players to use something similar to what they're used to, but zone owners themselves have a responsibility to learn to use new technology. They're taking it upon themselves. |
Mine GO BOOM wrote: |
If you are really making it independent of the protocol, you could easily add an inferface to ASSS itself so bots will run either on your core, or via module directly on ASSS. |
Gravitron wrote: |
This should be in the bot development forum |
cocnut wrote: |
disagree about resolution. It is in settings, you can run a zone without res limitation. As far as I know resolution was limited to decrease position and weapon traffic and also to make the game more fair because people with good huge monitors and resolutions was having an unfair advantage over the rest of players. |
Bak wrote: |
there is a module to capture subgame compatability called sgcompat. for anything else (like *spec) you can use my commandalias module. |
Gravitron wrote: |
[...] the VIE one actually provides several centimeters more of sight. |
Gravitron wrote: |
Just to make it clear, though, in that we are in understanding:
I wasn't talking about getting more total screen room, more pixels. I was talking about continuum's routines for proportional reduction in image sizes per resolution, to make it fit. In VIE, I had smaller images, or so it seemed, as I was able to get more tiles in the screen, more "sight" between my ship and the end of the screen per my resolution than I was gettingn in continuum (IE continuum's %size reduction of ships/tiles was less than that of VIE). |
D1st0rt wrote: |
This reminds me of that pixel size argument ![]() |
xor eax wrote: |
It is solved.
Asss is not sending the packets in the right order. But it is my fault, I wasn't stacking the packets. Now I see that packets must be stacked and reordered to get the valid data (when downloading files from server). Subspace does it. I wasn't doing it because it seems not to happend with subgame... ![]() Another thing... I guess this must be a well know bug, but I found that a security checksum packet is usually received (from asss) during the map download, at login time. The level checksum sent by the client fails, of course, and it triggers a "Level checksum mismatch" security violation at server. I don't know which module is in charge of this but it needs a revision. |
Cerium wrote: |
1) Are you sending the packets reliably? Unless the code itself fucks up the order, thats the only way it should be able to happen. With something like an LVZ or level it should be sent reliably anyway, so make sure thats being done. |
Code: Show/Hide Logging in, please wait... --wli.lvl -Server checksum:3911AAD9 Logged in successfully Compressed map size: 47261 ... Packet SID: 80 Packet SID: 81 Packet SID: 82 Packet SID: 83 Packet SID: 84 Packet SID: 85 Packet SID: 86 Packet SID: 87 Packet SID: 88 Packet SID: 89 Packet SID: 90 Packet SID: 91 Packet SID: 92 Packet SID: 93 Packet SID: 94 Packet SID: 95 Packet SID: 110 <--- (last map packet) Packet SID: 96 Packet SID: 97 Packet SID: 98 Packet SID: 99 Packet SID: 100 Packet SID: 101 Packet SID: 102 Packet SID: 103 Packet SID: 104 Packet SID: 105 Packet SID: 106 Packet SID: 107 Packet SID: 108 Packet SID: 109 Uncompressed map size: 105888 Map received (wli.lvl) 3911AAD9 105888 bytes. |
Cerium wrote: |
2) Subgame does the same thing, but seems to ignore the first incorrect level checksum. |