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Messages - CyberShadow

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136
General discussion / Re: HostingBuddy updated
« on: July 29, 2015, 09:10 PM »
Elite (Fruit island maps only, by default).
Bad idea imo

IIRC I got that from the rules of whatever league was running at that time. Nothing is in stone, so we can discuss changing the defaults if there is consensus.

What about giving us a skeleton of HB so we can implement our own one that would report league game and so on?

I can't make the code public. One reason is that it makes some evil things very easy to do, and I've been burned by releasing my code in the past. If you can put together a detailed document of your idea, I could look into implementing it, hopefully wouldn't be too hard. One thing you should keep in mind is that HB can't record replay files, because the on-wire and on-disk formats are quite different.

An alternative idea would be to expose an API which league authors can consume, but we'd need to discuss the exact feature set.

137
General discussion / Re: HostingBuddy updated
« on: July 29, 2015, 11:27 AM »
  • Maps that display the "this map does not have black at position 0, please wait" error. These maps end up loading but with ugly white background soil.  I found several examples of these. Eg: http://wmdb.org/16374

OK, there's definitely something going wrong there, since when that map is loaded in W:A, it looks fine. Something to do with how HostingBuddy generates the waLV chunk. I've asked Deadcode so we're investigating.

  • Maps that have more than 64 colors and destructible terrain. Sometimes HB says "WMDB map requires some processing to fix (Map colour palette is too large (256) but could be reduced to 112.), please wait". Hostingbuddy should check to see if destructible terrain is enabled, and in those cases dither down to a maximum of 64 colors. Eg: http://wmdb.org/6247 In some instances, I noticed that HB does in fact dither the map down from 256 to 64 colors successfully though – eg. http://wmdb.org/23092 (even though I distinctly remember playing this one with white soil before and thus have habitually skipped it since)

I suspect this is closely related to the above issue.

One thing to note, though, HostingBuddy does not dither down the map - it simply removes unused colors. W:A expects the host to send them a map with no more than 113 colors, even if some are never used, so HB simply reshuffles and compacts the palette to accommodate W:A's requirements.

  • Maps that are simply uploaded with the wrong (or unconventional) settings for the scheme. For example, roper maps without "water drops", or mole shopper maps with borders or without holes automatically placed. I found many examples of these. Some pre-processing checks could possibly look for some of these things and alert the host. For example: "This roper map does not have water drops. Type !wd to enable them". I can come up with a more comprehensive list if you want. Eg: http://wmdb.org/5068 (no holes), http://wmdb.org/13173 (has a border)

I've pushed out a change that prints such map settings up-front when you load a map, as well as make more settings customizable for both PNG and random maps. We could also enforce map settings in the scheme configuration, e.g. enforce that maps have no borders in mole shopper games (i.e. the default overrides the map setting, but a user setting can override the default). Something like that is already done for Elite (Fruit island maps only, by default).

  • Maps which (less importantly) simply don't conform to my personal preferences. For example, I don't much care for ultra-long Rope Race maps that take hours to complete. And some maps are objectively just plain bad, eg: http://wmdb.org/586. But I can live with skipping these maps manually.

http://wmdb.org/586 seems to be rated low, so HostingBuddy should never pick it. Does it?

Would it be possible/feasible to store a personal blacklist locally on each user's PC? That way you don't have to tie nicknames to IPs or anything like that. And with a local blacklist, my personal preferences in maps wouldn’t affect others' ability to play unglitched maps. The only downside seems to be that messing with local files would probably require users to download an update. Perhaps automatic map caching might also then be possible ?.

It would require protocol changes, which are always a complicated and messy affair. This is basically Internet cookies, but for W:A. If we were to go into that direction, the most beneficial course would probably be to get rid of the chat interface and integrate HB into W:A's interface, (which all is ever so non-trivial of course). For now, I think we should approach the problem from other angles.

138
General discussion / Re: HostingBuddy updated
« on: July 28, 2015, 11:57 PM »
Thanks for the feedback, j0e.

I can't really think of a way to have customized settings without some sort of user registration system, or tying preferences to a nickname (which are impersistent and spoofable).

Are the map problems something we can address directly? HostingBuddy does have a bunch of map  preprocessing code, perhaps we can take advantage of that. Can you describe the problem in more detail, and provide some examples of bad and good maps?

As for the disconnects, yes, I'm aware of the gravity of that problem. It was the reason I started the disconnects thread. Unfortunately, even the simplest solution (attempt to reconnect on a dropped connection) is difficult to execute, because of how complicated and intertwined W:A's network code is (listening for and establishing new connections is something heavily tied to the frontend). It remains very high on our list.

139
General discussion / HostingBuddy updated
« on: July 28, 2015, 09:48 PM »
Hi,

As of 2015-07-28 21:30 UTC, an updated version of HostingBuddy is now live on WormNET.

This is mostly an internal overhaul (major restructuring plus port to the latest version of the programming language used), which will allow us to improve it at a faster pace and provide  better integration with other services.

The update does come with two small improvements:

 - HostingBuddy is now on the #PartyTime and #RopersHeaven WormNET channels, as well as #AnythingGoes.
 - Proper timeout detection has been added, which should resolve issues with dropped connections stalling games forever.

If you notice anything broken or out of place, please post here. You can also post feature requests to the HostingBuddy forum on our UserVoice site: http://feedback.worms2d.info/forums/78223-hostingbuddy . I'll be going through the suggestions there this week.

Known issues being worked on:
- HostingBuddy has a Netherlands flag.

On Steam: http://steamcommunity.com/app/217200/discussions/0/535151589908960047/

140
Tech Support / Re: No servers! wtf ?
« on: March 31, 2015, 01:57 AM »
Should be fixed now.

141
Tech Support / Re: Error new wormnat2
« on: February 26, 2015, 02:11 PM »
Hi,

I've uploaded a new version of WormNAT2 a few weeks ago. This version doesn't need wkPackets.dll or borlndmm.dll. It should also fix the "skipped packet" bug, which could cause random disconnects.

wkWormNAT2Ex is a version of WormNAT2 included with some snoopers. This version has some additional interoperability needed to host games from snoopers, but this functionality is already integrated in the main version. Using the old version of WormNAT2 should be avoided whenever possible, as it causes random disconnects as mentioned above.

142
General discussion / HostingBuddy - multiple rounds
« on: August 22, 2014, 03:46 AM »
I've finally added some basic multi-round capability to HostingBuddy. Please give it a go.

(I know, this should have been done years ago...)

143
General discussion / Re: bug
« on: July 06, 2014, 02:30 PM »
Works for me, please elaborate?

144
Tech Support / Re: What happening O.o
« on: May 04, 2014, 01:39 AM »
Looks similar to http://worms2d.info/Troubleshooting_FAQ#When_I_try_to_team_in.2C_nothing_happens , have a look there and see if it helps.

145
Tech Support / Re: What happening O.o
« on: May 03, 2014, 12:28 AM »

146
Roping offline is absolutely different then online.

Please try the following:

1) Host a LAN, WormNET or TCP/IP game only by yourself. Does it feel like roping online or offline?
2) Create a HostingBuddy game and start it by yourself (the game should have only yourself and HostingBuddy). Or, use the "Play now" link on a WMDB map. Does it feel like roping online or offline?

147
General discussion / Re: Disconnects
« on: June 23, 2013, 01:35 PM »
Let's please keep this thread on topic. Other suggestions can be posted as new threads or on the W:A UserVoice page.

148
General discussion / Re: Disconnects
« on: June 23, 2013, 10:41 AM »
Btw, maybe there is even simpler solvation.

How about echanced map editor?

Map editor with an option of loading replay in it in order to get
map, barrels, mines, worms, in the places  the were on the moment of dc.

I know some wormkit module helps to do some of that already.


So all we do is just restoring the situation on the map.

All we need is a possiblity to plant mines, barrels and worms with modiifed hp.

I don't think this solution is very practical, because:

1) As presented, the idea will not restore worm health / poison status, weapon inventory, sudden death status, etc.
2) Presently, the map editor is just an image editor with some metadata. It is completely separated from worms/teams or network code. Thus, this would be difficult to implement.
3) It would be rather tedious to do for every disconnect, rather than simply wait for the connection to be re-established.

Deadcode informed me that resuming a game from a replay would not be too difficult, however there are many details with this approach that need to be dealt with, such as user interface presentation (usability and discoverability), and security.

149
General discussion / Disconnects
« on: June 23, 2013, 04:57 AM »
Hi. I'm thinking of possible ways to solve the problem of games ruined by network disconnections.

We will probably not have the ability to continue a game from a replay before 4.x (and I personally think this solution is overcomplicated), but instead I'm thinking of trying something much simpler: trying to simply reconnect to the host if the connection failed.

Before we go ahead with this, I'd like to collect some information from people who are affected by this problem. Please answer these questions:

1) If the host rehosts immediately after you drop, are you able to join their game with no problems?
2) Do you (or the person on the other side of the disconnect) have to wait for the broken connection to "time out" in order for the game to continue?
3) When you're disconnected, do any other programs (e.g. IRC) lose their connections as well?
4) Do you generally have sporadic Internet connectivity problems (e.g. web pages not loading one second, then loading fine after a few seconds)?

Also, please post some replays of games with such disconnects.

150
Announcements / Re: W:A v3.7.0.0 Released
« on: February 23, 2013, 06:26 PM »
It's probably because you registered with an email address that is no longer working. If you can, change your email address; if you can't, create a new account.

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