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OCX bot core
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xor eax
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PostPosted: Sun Aug 14, 2005 10:44 am   Post maybe stupid    Post subject: OCX bot core Reply to topic Reply with quote

I'm thinking about writing an "OCX bot core" for VB/Delphi, etc. I'm adding bot capabilities to my setting editor (to allow online edition of zones). So I'm considering encapsulating the bot stuff into a control.

These would be the goals:

-Hide both core and protocol into the OCX. So people can write bots knowing shit about the undies of the game.

-Open the door to other programmers (a lot of people who want to write bots but don't want to learn C or Java).

What do you guys think?
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PostPosted: Sun Aug 14, 2005 11:21 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

No. Please don't make an even more platform-specific bot. It will get less and less useful as people switch to ASSS anyway.
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xor eax
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PostPosted: Sun Aug 14, 2005 12:39 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

I understand that you don’t want to hear about *another* bot core now that you’ve been through C++, MERV, etc. I’m thinking on people who don’t want to learn C. I also understand that you don’t want to hear about that people at all but they are there, and they are a whole lot I think.

My bots connects to asss so I don’t see why they will be less useful than any other SS bot system.

Also, I still think it’s not good to expose all SS knowledge in sources as MERV is doing.

Anyway, the OCX is done. It is just handling the chat and a few commands (*getfile/*putfile) because that’s all I need for online CFG edition. The idea is adding full packet handling to the work that I’ve done already.

Now talking about asss... I think “somebody” should write the needed modules to emulate subgame, I mean 100%. I think people is not moving to asss as fast as we expected because asss “won’t behave exactly as subgame does”. Continuum offered 100% compatibility (except for a few issues that can be easily solved) with SS. I my humble opinion, that’s why people moved so easily from SS to Continuum without noticing any difference. And that’s why zone owners are moving slowly to asss, because it is not offering same compatibility. 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.
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Cyan~Fire
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PostPosted: Sun Aug 14, 2005 3:05 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

xor wrote:
My bots connects to asss so I don’t see why they will be less useful than any other SS bot system.

Because people will want to host both the server and the bots on the same box.

xor wrote:
Also, I still think it’s not good to expose all SS knowledge in sources as MERV is doing.

It's only exposing it for people who are inteligent enough to understand it, and I feel comfortable with letting them know. Anyway, there's nothing too important about SS encryption, etc., anymore because of Continuum.

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.

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.
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PostPosted: Sun Aug 14, 2005 4:34 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

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.
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PostPosted: Sun Aug 14, 2005 4:51 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

xor eax wrote:
Also, I still think it’s not good to expose all SS knowledge in sources as MERV is doing.

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.
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PostPosted: Sun Aug 14, 2005 7:03 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

My post is of no relevance to the bot core and should not be present here.
Nor is the thread belonging to trash talk.
This should be in the bot development forum, numbbutt (mine go boom).


...Sigh, newbie admins.
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PostPosted: Sun Aug 14, 2005 7:31 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

Hed basicly be writing an ASSS emulator in that case... and if he did it well, not only would his bots run on ASSS, but existing ASSS modules would run on his core.

Thatd be cool to see, assuming he didnt write it for OSX only =(
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PostPosted: Sun Aug 14, 2005 7:47 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

OSX? Where did that come from? icon_confused.gif
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xor eax
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PostPosted: Sun Aug 14, 2005 8:36 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

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.

I know they forced people to a new client, so all players HAD to move to it or forget the game. But it had less impact on zones than moving to asss is having now.

I 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.


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.


I agree. I’m just talking about modules. I’m not talking about putting limits to asss, it is about building the required modules to emulate subgame more accurately. So people can leave one day his favourite subgame zone and the next day enter the same asss zone without noticing any big difference. To migrate to asss, I think zone owners need a collection of asss modules that offer backward compatibility with subgame. But I agree with you, it is their responsability. And I think they will turn to asss, slowly or not.

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.


Wow.. that's a great idea. I have to learn more about asss, write my own modules, etc. But I agree with you, it is the way to go with bots and asss. Obviously, it requires writing a module that load the same plugins as the bot core does. I will think of it all.
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xor eax
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PostPosted: Sun Aug 14, 2005 8:43 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

Gravitron wrote:
This should be in the bot development forum
Hey! give MGB a break :p

There is a few you can see at the moment, I will upload some very basic sample soon, then we can start talking in bots section...
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PostPosted: Sun Aug 14, 2005 9:57 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

there is a module to capture subgame compatability called sgcompat. for anything else (like *spec) you can use my commandalias module.
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PostPosted: Mon Aug 15, 2005 1:14 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

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.


You got mighty confused here, I'm not talking about limitations.
I'm talking about setting a VIE client to 1280x1024dpi and entering the game, and setting a continuum client to 1280x1024dpi and entering the game, wooha, the VIE one actually provides several centimeters more of sight.

Only zone, AFAIK that actually uses the res limitation setting is trench, because it's a newb zone and they suck.
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xor eax
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PostPosted: Tue Aug 16, 2005 11:16 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

Bak wrote:
there is a module to capture subgame compatability called sgcompat. for anything else (like *spec) you can use my commandalias module.
Thank you, I will look into it. I have to learn the basics first.

Gravitron wrote:
[...] the VIE one actually provides several centimeters more of sight.
LOL... I don't want to start a discussion for a trivial thing like this, but... I just checked it, Continuum doesn't lose a single pixel on my monitor at 1280x1024, compared to what Subspace is showing. It must be something related to DirectX and your video card...
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PostPosted: Tue Aug 16, 2005 12:06 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

I suppose.
Now that I rechecked it seems to no longer exist.
So perhaps it had been a Dx/Gfx issue, though unlikely.
More possible, it been an issure with earlier continuum now fixed in 39.

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).

Eitherway, SS is fad man.
Why not make something better?
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PostPosted: Tue Aug 16, 2005 12:44 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

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).

At no point did Continuum ever make a pixel bigger or smaller than a pixel. No images were ever expanded or compressed. The only thing you could maybe be talking about, was that VIE read images as being made up of exactly 40x40 blocks, while Continuum knows it should have 40 blocks by 20 blocks, so each block is WIDTH/40, HEIGHT/20. So in that case, you could make ships bigger or smaller if you wish.

But still, each pixel in any image editor was always a pixel in Subspace or a pixel in Continuum. And if you used the default images, the total ship or bomb sizes were identical.
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PostPosted: Tue Aug 16, 2005 4:38 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

OF COURSE A PIXEL IS A FUCKING PIXEL DON"T GET MORONIC ON ME!
If I wasn't bussy slaying horde slimeballs I would dump your irish ass inside a mug and give you a wedgie.

*goes back to WoW*
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PostPosted: Tue Aug 16, 2005 5:17 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

Grav...
Look on the bottom of your monitor. See those knobs? Some of them adjust the size of your monitors display region. Continuum doesnt have access to those. =(
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PostPosted: Tue Aug 16, 2005 6:07 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

Maybe ss/cont was changing your refresh rate, that sometimes changes the physical display size (and explains why alt-tabbing takes so long).
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PostPosted: Tue Aug 16, 2005 6:45 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

This reminds me of that pixel size argument biggrin.gif
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PostPosted: Tue Aug 16, 2005 11:31 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

D1st0rt wrote:
This reminds me of that pixel size argument biggrin.gif


Everytime I remember that I want to kill someone.
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PostPosted: Wed Aug 17, 2005 12:39 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

in my web page design class back in high school one of the questions was how many pixels in an inch. I wrote an answer something on the lines of "it depends on your resolution", got it marked wrong (since it's auto graded), and then I stopped caring about that class.
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PostPosted: Wed Aug 17, 2005 9:13 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

I thought my bots can connect to asss but I'm having a problem uncompressing LVLs sent by assss. The call to ZLIB:uncompress fails with a Z_DATA_ERROR. Damnit... I hope I will trap it by logging the traffic and debugging Subspace if necessary (even subspace can inflate it and I just can't!!).

The size of the received compressed map is a bit larger than the size sent by subgame. But data have the expected size, the zlib signature is OK (0x9C78)... it looks like it needs to be uncompressed in another way...

I'm asking here trying to save time, because this could be an old issue. I've been searching forums and pages first but I haven't found anything related to LVL compression and assss. I won't upload the OCX until I'm sure it is asss compatible.
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xor eax
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PostPosted: Wed Aug 17, 2005 11:03 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

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... :p

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.
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PostPosted: Wed Aug 17, 2005 11:30 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

Which version of ASSS are you testing against?

1.3.6 had some level checksum errors in it that 1.4.0 fixed. Just make sure you use the latest version. Of course, you could have found a bug that's in both.
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