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Server Help | ASSS Wiki (0) | Shanky.com
Bricks through walls.

 
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ExplodyThingy
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PostPosted: Sun Oct 05, 2003 7:58 pm    Post subject: Bricks through walls. Reply to topic Reply with quote

If you manage to back yourself into a corner, its possible to have the brick appear on both sides of the wall. Such as, instead of making a T it makes a +
Whatever is wrong i like it, could it be made an option instead of a fix?
I have a several screenshots of it occuring, but currently have no host to upload them (blame polix's host).
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Hunch Hunch
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PostPosted: Sun Oct 05, 2003 8:21 pm    Post subject: Re: Bricks through walls. Reply to topic Reply with quote

ExplodyThingy wrote:
If you manage to back yourself into a corner, its possible to have the brick appear on both sides of the wall. Such as, instead of making a T it makes a +
Whatever is wrong i like it, could it be made an option instead of a fix?
I have a several screenshots of it occuring, but currently have no host to upload them (blame polix's host).


Umm.. these forums support uploading. Just zip the bmp, or use gif/png (best), and you don't have to worry about file sizes then.
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ExplodyThingy
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PostPosted: Sun Oct 05, 2003 8:42 pm    Post subject: Reply to topic Reply with quote

Here be two screen shots of em. The bricks in the arena are size 30. In screenshot60.bmp, both bricks are dropped from the outside, showing just how useful/disasterous it can become. This does not only happen on 1-tile-wide walls.



screenshot60.png - 18.65 KB
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screenshot60.png - 18.65 KB
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screenshot59.png - 15.82 KB
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screenshot59.png - 15.82 KB
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Grelminar
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PostPosted: Mon Oct 06, 2003 9:31 pm    Post subject: Reply to topic Reply with quote

This sounds like the infamous server-map-out-of-sync-with-client-map thing that I've heard several reports of, but never been able to figure out. Do flags in that arena drop on top of walls also?

I'm hesitant to ask you to post your config up here, because I doubt it'll help, but maybe if you could post just what your general/map value is set to, and the location of that particular file?
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ExplodyThingy
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PostPosted: Mon Oct 06, 2003 9:41 pm    Post subject: Reply to topic Reply with quote

The flags are turf flags, 8 of them. The ball often spawns on top of tiles (x,y : 512, 512, radius 50, with a *x3 set of tiles at 512 512). Ill go and try to drop the flags on walls and see what happens.

I have you on sysop list on my test server, so if you ever see it up you can come in and check.
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Smong
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PostPosted: Tue Oct 07, 2003 2:26 pm    Post subject: Reply to topic Reply with quote

I also noticed that the pball starts at exactly the specified position the first time you enter the arena instead of using the radius parameter.
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catid
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PostPosted: Tue Oct 07, 2003 3:27 pm    Post subject: topic Reply to topic Reply with quote

pball spawning in same place: this is due to a bug in rand(), it's not being seeded. anyway, i've written some PRNG code hopefully Grel will merge soon that will do away with this particular problem and fix some more esoteric issues

flags on walls: yup, happens in my test zone all the time. it appears to be a bug in the way the maps are stored in their sparse arrays, because the flag spawn code is otherwise correct (or it will be ^_^)
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ExplodyThingy
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PostPosted: Tue Oct 07, 2003 9:39 pm    Post subject: Reply to topic Reply with quote

Flags through walls simply made it explode. I simply vaporized the wall! In the shot, the wall is symetrical, with transparent flyunders in the gaps. I simply rubbed up into that corner, they droped, the wall disappeared, i flew into the gap (left engines on to hold in place), and having won the game, the flags moved over center again. You can see that flag tiles dont always delete thier old position, the brick still sees them there.
You can also see the ball over the wall.




The amazing disappearing wall

screenshot71.png - 27.81 KB
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The amazing disappearing wall

screenshot71.png - 27.81 KB
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PNG > Zip

screenshot69.png - 25.75 KB
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PNG > Zip

screenshot69.png - 25.75 KB
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PostPosted: Tue Oct 07, 2003 11:02 pm    Post subject: Reply to topic Reply with quote

Grel: What have you changed in sparse since some of the earlier versions? I remember doing HEAVY testing a while ago on it, to make sure it have the map data correctly, and that it was the best compression on most lvls (did test with around 600 maps). It didn't have this problem before (well, walls drops did, but that was fixed a while ago).
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Grelminar
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PostPosted: Wed Oct 08, 2003 3:36 am    Post subject: Reply to topic Reply with quote

The sparse code hasn't been changed since March 2002.

I suspect it's at a different level. Like that the map data just isn't getting initialized at all. Some debugging statements might help prove something, but I've never encountered the problem on my own server.

Also, I don't think anyone posted the value of the general:map setting, and the location of the map file. That would be a little helpful.
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PostPosted: Wed Oct 08, 2003 11:22 am    Post subject: Reply to topic Reply with quote

ExplodyThingy, upload your map (zipped) and tell Grel those settings.
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Plody
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PostPosted: Wed Oct 08, 2003 12:49 pm    Post subject: Reply to topic Reply with quote

The plan was to upload the map and all the relevant settings to my site and just link to them, so that he can retrieve them as needed.

I managed to get a not-good quarter grade, so it may take some time to get around my parents so i can upload the files. Friday afternoon, latest. Tonight if im lucky.

I should also mention that in screenshot69 the brick was dropped AFTER the flags respawned. In screenshot 71, i dropped flags, changed teams, grabbed flags, and THEN dropped the brick.
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PostPosted: Wed Oct 08, 2003 6:27 pm    Post subject: topic Reply to topic Reply with quote

mapdata.c problems have been happening on my test server. in my case, the maps ARE loaded properly, and flags don't drop on them. For a while. Later on, it goes weird on me. (no idea why) It appears to lose some tile data, because it will drop bricks and flags around SOME of the remaining tiles, and not in others.

I also tested other parts of the map, and found that only the afflicted part was doing this, though i may be mistaken... So it's most likely a bug in the binary/trinary tree algorithms related to removing nodes like bricks which are stored on the maps for a short while. This kind of bug would NOT show up in MGB's test which does not attempt to remove tiles from the sparse arrays.

He was only adding new nodes and evaluating the compression achieved. (I'm interested in this data, by the way. Please send me a copy of your results if you still have them: cat02e@fsu.edu)
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PostPosted: Wed Oct 08, 2003 6:34 pm    Post subject: topic Reply to topic Reply with quote

furthermore, another symptom of this bug is "phantom tiles" appearing on the map after some tiles have been erased by flags. Clearly defined lines of tiles may be seen where flags DONT drop, and where tiles used to be. But it doesn't happen to some tiles, some are lost forever.
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ExplodyThingy
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PostPosted: Wed Oct 08, 2003 8:15 pm    Post subject: Reply to topic Reply with quote

Hehe, got lucky, parents are out icon_smile.gif
General:Map = main.lvl

Location (relative to asss.exe)
\maps\main.lvl

Any setting you need is available to you, ill post it all if you want.[/code]




mapsasss.lvl

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PostPosted: Mon Oct 20, 2003 1:12 am    Post subject: resolved! Reply to topic Reply with quote

i would explain away others' issues with this to using old versions of the server (boo!)

i fixed mine, had to do with a new bricks.c file i added to the server

case closed!
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