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ExplodyThingy Server Help Squatter
Age:38 Gender: Joined: Dec 15 2002 Posts: 528 Location: Washington DC Offline
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Posted: Sun Oct 05, 2003 7:58 pm Post subject: Bricks through walls. |
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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). _________________ There are no stupid question, but there are many inquisitive idiots.
Loot
Dr Brain> I hate clean air and clean water. I'm a member of Evil Conservitive Industries
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Mine GO BOOM Hunch Hunch What What

Age:42 Gender: Joined: Aug 01 2002 Posts: 3615 Location: Las Vegas Offline
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Posted: Sun Oct 05, 2003 8:21 pm Post subject: Re: Bricks through walls. |
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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 Server Help Squatter
Age:38 Gender: Joined: Dec 15 2002 Posts: 528 Location: Washington DC Offline
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Posted: Sun Oct 05, 2003 8:42 pm Post subject: |
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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
File downloaded or viewed 84 time(s)
screenshot60.png - 18.65 KB
File downloaded or viewed 84 time(s)
screenshot59.png - 15.82 KB
File downloaded or viewed 65 time(s)
screenshot59.png - 15.82 KB
File downloaded or viewed 65 time(s)
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Grelminar Creator of Asss
Joined: Feb 26 2003 Posts: 378 Offline
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Posted: Mon Oct 06, 2003 9:31 pm Post subject: |
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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 Server Help Squatter
Age:38 Gender: Joined: Dec 15 2002 Posts: 528 Location: Washington DC Offline
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Posted: Mon Oct 06, 2003 9:41 pm Post subject: |
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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 Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Tue Oct 07, 2003 2:26 pm Post subject: |
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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 Guest
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Posted: Tue Oct 07, 2003 3:27 pm Post subject: topic |
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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 Server Help Squatter
Age:38 Gender: Joined: Dec 15 2002 Posts: 528 Location: Washington DC Offline
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Posted: Tue Oct 07, 2003 9:39 pm Post subject: |
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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
File downloaded or viewed 68 time(s)
The amazing disappearing wall
screenshot71.png - 27.81 KB
File downloaded or viewed 68 time(s)
PNG > Zip
screenshot69.png - 25.75 KB
File downloaded or viewed 49 time(s)
PNG > Zip
screenshot69.png - 25.75 KB
File downloaded or viewed 49 time(s)
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Mine GO BOOM Hunch Hunch What What

Age:42 Gender: Joined: Aug 01 2002 Posts: 3615 Location: Las Vegas Offline
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Posted: Tue Oct 07, 2003 11:02 pm Post subject: |
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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 Creator of Asss
Joined: Feb 26 2003 Posts: 378 Offline
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Posted: Wed Oct 08, 2003 3:36 am Post subject: |
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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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Mine GO BOOM Hunch Hunch What What

Age:42 Gender: Joined: Aug 01 2002 Posts: 3615 Location: Las Vegas Offline
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Posted: Wed Oct 08, 2003 11:22 am Post subject: |
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ExplodyThingy, upload your map (zipped) and tell Grel those settings.
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Plody Guest
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Posted: Wed Oct 08, 2003 12:49 pm Post subject: |
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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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catid Guest
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Posted: Wed Oct 08, 2003 6:27 pm Post subject: topic |
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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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catid Guest
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Posted: Wed Oct 08, 2003 6:34 pm Post subject: topic |
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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 Server Help Squatter
Age:38 Gender: Joined: Dec 15 2002 Posts: 528 Location: Washington DC Offline
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Posted: Wed Oct 08, 2003 8:15 pm Post subject: |
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Hehe, got lucky, parents are out
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
main.lvl.zip - 44.49 KB
File downloaded or viewed 25 time(s)
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catid Guest
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Posted: Mon Oct 20, 2003 1:12 am Post subject: resolved! |
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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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