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Messages - Deadcode

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196
General discussion / Re: HostingBuddy - multiple rounds
« on: August 22, 2014, 06:24 AM »
we just tried to play a bo3 inter with pizza and we couldnt light up after first round :(

I just fixed this. It should work now.

Note: So far the only involvement I've had in coding HostingBuddy has been fixing the player numbering on 2009-10-07 (so it would correctly recognize which players disconnected in-game), and doing this light-up fix just now.

197
General discussion / Re: New Hermit TR13 Map Record
« on: July 11, 2014, 06:51 PM »
Deadcode_Tr13.WAgame (12.11 kB)
dc 28 fancy tas xd

That's my older TAS, made on 2004-05-14. I did better since then: [attachment=1]
And here's my whole progression from 39.78 seconds to 24.02 seconds: [attachment=2]

198
General discussion / Re: SW fall
« on: July 08, 2014, 12:03 AM »
I exploited this glitch in this tool-assisted TCB #69 replay. The way it works is explained in an annotation in the chat.

199
Leagues Games Comments / Re: Game #172807, reported by avirex
« on: July 07, 2014, 11:49 PM »
This bug was introduced by a fix in v3.6.31.2b:
  • [DC] When an Indian Nuclear Test (2 poison points) was used right before the onset of a Sudden Death Nuke (5 poison points), the loss of health due to poison was applied twice (once after the Indian Nuclear Test and again after the Sudden Death Nuke). Both times only the Indian Nuclear Test's 2 poison points were applied, ignoring the Sudden Death Nuke's 5 poison points on that turn and subsequent turns. The fixed behaviour is now to add the poison points (2+5=7), applying the cumulative poison only after the Sudden Death Nuke and not between the two nukes.
This fix had the unintended consequence of introducing the bug seen in this replay.

I'll have to be careful when fixing this fix, because otherwise I might end up introducing yet another related bug!

200
Can someone explain all these skipped packets and desynchs in a row?

It's a bug in wkPackets.dll, which is part of WormNAT2. There was a WormNAT2 update that tried to fix the bug using a workaround, but it seems not to have worked. (Everyone has updated by now, including both of you, and the bug still happens.)

201
Leagues Games Comments / Re: Game #156783, reported by pizzasheet
« on: January 15, 2014, 11:07 AM »
Thanks j0hny! Using your replay I repaired pizzasheet's replay: [attachment=1]

I still need to do more research to understand what's causing this, but this is a big help. (I've repaired 4 similar corrupted replays, but this one was corrupted in two places and in a way that goes above and beyond what I saw in those 4 replays.)

Cheers,
Deadcode

202
Leagues Games Comments / Re: Game #160797, reported by avirex
« on: January 10, 2014, 03:45 PM »
Thanks guys! It was very helpful to see those other replays.

The disconnection was definitely not recorded in the host's (avirex's) replay, but was recorded fine in the clients' replays. I thought I had fixed this bug in v3.6.30.0, but apparently it can still happen under certain circumstances. I think I have an idea of what might be causing it.

Did it take about 150 seconds for Anubis to time out? (This question is for everyone except Anubis — to Anubis: since the overhaul to the disconnection code in v3.6.30.0, timeout of a host from a client's perspective is not yet implemented... it just keeps waiting forever, so you have to quit manually... which I can see you did from your replay.)

203
Leagues Games Comments / Re: Game #160797, reported by avirex
« on: January 09, 2014, 01:13 AM »
This replay was brought to my attention due to an apparent disconnection (Anubis) happening without the disconnection itself being recorded, just the auto-surrender of the team...

Anubis, may I please have your replay file of this game?

And, anybody else who was in this game — may I please have your replay file too?

204
Challenges Comments / Re: Challenge #336, TCB 81: The Turtle Express
« on: January 08, 2014, 05:54 AM »
Quote
Use all weapons at your disposal to transport the mine to the little hole where the green turtle is standing (bottom right).

Everybody has sent the package to the wrong person :o There's a little green turtle (or koopa) standing inside a hole. That's the mine has to end up in. The hole at the utmost right bottom is a trap.

Quote
- Use all weapons at your disposal to transport the mine to the little hole where the green turtle is standing (bottom right).

Well, that character in the lower right looked plausibly like a turtle with spikes. And you did say it was on the bottom right.

I have an extra excuse. The spiked thing looks just as green to me as the turtle due to my protanomalous vision (at least without zooming in). To others, the "green" should have been enough, I guess!

205
Challenges Comments / Re: Challenge #336, TCB 81: The Turtle Express
« on: January 02, 2014, 09:49 PM »
Thanks, pretty sure I understand the rules perfectly now and have no further questions :)

I can write down you're not allowed to knock the mine after dropping it at the start.

No need to add an extra rule. You could just change

- Place a mine on the cyan block at the top left.

into

- Place a mine on the cyan block at the top left (such that it is resting there when your next turn starts).

and maybe there's even a better (shorter, simpler) way that I can't think of right now.

Yeah Deadcode, use your intuition in some way combined with pseudo-logic sience  :)
I could do that, but then I'd basically be forced to put my most conservative interpretation of the rules into effect, and might be disallowing myself from doing something that the challenge's author would have been fine with had I only asked.

People think differently. There's no reason to assume that the decisions I'd make about rules would be the same as the challenge author's.

Also, happy new year.
Thanks, you too!

206
Challenges Comments / Re: Challenge #336, TCB 81: The Turtle Express
« on: December 31, 2013, 10:23 PM »
• The rules don't state anywhere that placing your worm at the start is required. Is it? (And if so, why? Given that the rules seem to imply that the turn and turn time used to place the mine don't count towards your score)

• How are seconds rounded before dividing by 1000 and adding to the number of turns? Rounded down? Rounded up? Rounded to the nearest?

• Does the mine have to stay at its destination, or just touch it once?

• Are you allowed to die, as long as you get the mine to its destination?

• Are you allowed to place the mine and knock it in the same turn?

• Are you allowed to place more than one mine on the cyan block before conveying one of them to the destination?

207
Tech Support / Re: Online game disconnects
« on: December 07, 2013, 08:30 PM »
Thanks, got them. And it turns out I was completely wrong about it being a desynchronization problem. It appears to be a network-related problem.

The replay files don't give me enough information to figure out what happened in a case like this. Could you please record a game session using Wireshark and send that to me? http://worms2d.info/Recording_a_packet_log — if you can get your friend to do this at the same time, it'd be even better.

208
Tech Support / Re: Online game disconnects
« on: December 07, 2013, 06:32 PM »
First of all thanks for your answer.
So, tell me if I'm wrong, to avoid the eventual disconnect from the other players or mine I need to host a game with Direct IP and not via WormNet? I usually use WormNet to host the games ( I have WormNAT2 too btw) so is strange that this can occur according to what you said.

Okay maybe I assumed too much. If you're hosting via WormNET and other players are also joining via WormNET (or joining via your /url), there should be no problem at all. So maybe I need more information.

Could you please send me your .WAgame replay file of one of these games that ended prematurely, and if possible, the replay file(s) of the other player(s) in that same game round?

209
Tech Support / Re: Online game disconnects
« on: December 07, 2013, 07:04 AM »
It sounds like you are experiencing desynchronizations. This is almost certainly due to one or two settings being different on your end and your friend's end: Rope Knocking and/or Blood Amount.

When joining a game via WormNET it is not possible for these settings to be out of sync, because they are associated with what channel you enter (#AnythingGoes, #PartyTime, etc.) but with Direct IP, sync of these two settings is not directly enforced. We've taken some steps to make W:A less likely to let these settings go out of sync, but apparently it hasn't been enough because people have still been experiencing these types of desynchronizations.

Here's how to avoid it: When playing Direct IP games, always have the host host W:A either on WormNET or by using a "wa:host" URL ("wa:host?Scheme=Pf" for Rope Knocking=100%, "wa:host?Scheme=Be" for Blood Amount=100%, "wa:host?Scheme=Pf,Be" for both) and then have the host type the "/url" command to put a URL for clients to join in their clipboard, which they can then paste to each player they invite to join their game as a client. This method gives the game a Game ID which W:A checks to make sure all sides used the correct URL.

The host should not host the game by clicking "Direct IP" with no IP address entered in, or by launching W:A with a "wa://" URL. This method results in a blank Game ID which allows Rope Knocking and Blood Amount to be out of sync. (And clients should not be able to join the game by entering the host's IP address next to the "Direct IP" button and clicking "Direct IP".) A WA URL can be launched simply by "running" it using Start -> Run.

I intend to fix this issue in the next W:A Update, but in the meantime, hopefully the above solution is one you and your friends can use.

BTW, I don't know anything about Hamachi. Does it integrate with W:A in any way?

210
Challenges Comments / Re: Challenge #314, TCB 19: Shotfun!
« on: December 03, 2013, 02:55 AM »
Quote
- Ranks are decided by substracting the turn time from the amount of points. Greater sums rank higher.

It doesn't make sense to me. Turn time in seconds? Amount of points will always be less than turn time, score will be negative ???
We can't substract in different measurement  ???

I agree, units should have been specified. But looking at the scores of submissions so far, it looks like turn time in seconds. This would make the unit-safe formula: Score = (shotguns left) * (2 points / shotgun) - (Turn time used) * (1 point / second)

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