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Re: SEye [message #254550 is a reply to message #253687] |
Wed, 18 April 2007 09:34 |
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jnz
Messages: 3396 Registered: July 2006 Location: 30th century
Karma: 0
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General (3 Stars) |
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Although, the only reason it uses the player ID is so when the player dies (or is destroyed) the ID doesn't change. This is logged in gamelog, so i suppose... but i would have to rewrite the player part of the paint event and the player part in scripts.dll to match the vehicles and buildings. give me about an hour and ill see what i can do.
EDIT: Merovingian did 3 more maps last night, replacing my crappy field.mix. the total map list that now works are:
Islands
Hourglass
Field
Complex
City_Flying
City
Canyon
[Updated on: Wed, 18 April 2007 09:36] Report message to a moderator
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Re: SEye [message #254571 is a reply to message #253687] |
Wed, 18 April 2007 12:27 |
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danpaul88
Messages: 5795 Registered: June 2004 Location: England
Karma: 0
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General (5 Stars) |
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Erm... gamelogs can be around the 100mb mark depending on the size of the server, it might be better to parse it line by line..
Perhaps run through about 20 seconds worth of data, then pause until the animation catches up to about 1 second behind and scan ahead another 20 seconds, so you are always between 1 and 20 seconds ahead of the animation.
Another possibility is having some kind of application to remove redundant data from the gamelog and save it to a new file. For example, if you 5 position lines for a player and their health stats didnt change on any of those lines you could remove the data and have it programmed to use the last data read in. That way you only read data which has actually changed since the last data.
So the lines
Quote: | [17:20:28] POS;SOLDIER;1500000210;CnC_GDI_MiniGunner_0;67;-63;0;0;100;100
[17:20:29] POS;SOLDIER;1500000210;CnC_GDI_MiniGunner_0;68;-64;0;0;100;100
[17:20:30] POS;SOLDIER;1500000210;CnC_GDI_MiniGunner_0;69;-65;0;0;100;100
[17:20:31] POS;SOLDIER;1500000210;CnC_GDI_MiniGunner_0;70;-66;0;0;99;55
[17:20:32] POS;SOLDIER;1500000210;CnC_GDI_MiniGunner_0;71;-67;0;0;99;55
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might become
Quote: | [17:20:28] POS;SOLDIER;1500000210;CnC_GDI_MiniGunner_0;67;-63;0;0;100;100
[17:20:29] POS;SOLDIER;1500000210;;68;-64;;;;
[17:20:30] POS;SOLDIER;1500000210;;69;-65;;;;
[17:20:31] POS;SOLDIER;1500000210;;70;-66;;;99;55
[17:20:32] POS;SOLDIER;1500000210;;71;-67;;;;
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That way you could get some level of compression on the file sizes. Also since the object ID always refers to the same object you could remove the SOLDIER part as soon as it's been associated with the ID by the CREATED event...
[Updated on: Wed, 18 April 2007 12:29] Report message to a moderator
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Re: SEye [message #254572 is a reply to message #253687] |
Wed, 18 April 2007 12:32 |
Genesis2001
Messages: 1397 Registered: August 2006
Karma: 0
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General (1 Star) |
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/me grabs some Asprin and tries to understand what dp said...
:S lol Yea, the above statement describes me as I was reading danpaul's post...
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Re: SEye [message #254578 is a reply to message #253687] |
Wed, 18 April 2007 13:19 |
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jnz
Messages: 3396 Registered: July 2006 Location: 30th century
Karma: 0
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General (3 Stars) |
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I had a fealing it was a bad idea.
The ways SEye works, it has a timer that updates the field every 100 milliseconds. All it does is invalidate the frame the main field is in, this causes the program to redraw it. In the paint event, it reads from 3 arrays, building, players, and vehicles. and displays the info, so it is all seperate.
Now, by reading more data than needed wont affect the CPU usage, unless it is reading from the socket and has to split the data by a delimiter then parse each one. Just one, can cause a "traffic jam" and the whole program will freeze and .NET will shut it down. This will be vary rare and only accour on people with slow internet connections.
I can get it to read gamelogs line by line, it's just like i said, harder. I can get every line of a file into a String array with one function call. No instances needed . In this case, i need to create and instance a read from it.
The harder part i am worried about is the timing, because, if i read it at my own speed it would be going alot faster or slower than it should. My salvation in this is gamelog provides the time that the data was logged, so, i will need to read ahead 1 line, get the time take the current line's time a take away and wait for that amount of time before i progress. Sounds simple, although, i have no idea how i am going to do that yet.
Do you think i should create a "converter" for the gamelogs to make then smaller and easily SEye readable?
[Updated on: Wed, 18 April 2007 13:21] Report message to a moderator
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Re: SEye [message #254614 is a reply to message #253687] |
Wed, 18 April 2007 15:29 |
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danpaul88
Messages: 5795 Registered: June 2004 Location: England
Karma: 0
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General (5 Stars) |
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A converter might be useful for allowing players to download replays etc, as their file size could be reduced by 50% or more...
Anyway, I am sure you will come up with a suitable solution for parsing gamelog files, I was simply offering some thoughts off the top of my head for your consideration
[Updated on: Wed, 18 April 2007 15:29] Report message to a moderator
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Re: SEye [message #254966 is a reply to message #253687] |
Sat, 21 April 2007 11:59 |
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jnz
Messages: 3396 Registered: July 2006 Location: 30th century
Karma: 0
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General (3 Stars) |
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2 things.
1) My password got changed to the box again, and my session ended (so the server went down again).
2) The formula was incorrect, when the screen changed the positions on the map went at half the "speed" in relation. With a few changes to it, to include the screens height and width it now works correctly.
I'm going to create a php image script to tell you when the server is up and whatnot.
I gotter reconfigure all the maps as well -.-
[Updated on: Sat, 21 April 2007 12:00] Report message to a moderator
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Re: SEye [message #255987 is a reply to message #253687] |
Thu, 26 April 2007 14:33 |
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Dave Anderson
Messages: 1953 Registered: December 2004 Location: United States
Karma: 0
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General (1 Star) |
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SEye 0.3.0B has just been released! Get it here!
Remember to use the support forums for help, we need to centralize the discussion on the SEye to a single location.
David Anderson
Founder, Software Consultant
DCOM Productions
Microsoft Partner (MSP)
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Re: SEye [message #256663 is a reply to message #253687] |
Tue, 01 May 2007 14:34 |
CFGpower
Messages: 54 Registered: April 2006 Location: Geneva
Karma: 0
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Recruit |
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where do i must install it ? folder please ?
or readme file ? thanks you
CFGpower on WOL
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Re: SEye [message #256745 is a reply to message #253687] |
Wed, 02 May 2007 03:35 |
songokuk
Messages: 171 Registered: November 2004
Karma: 0
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Recruit |
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if you want a popular server to test it on if u havent got one already, give me a shout. (Goku's / EKT Marathon Server)
you can grab me on IRC @ irc.elitekamikazeteam.com
Goku
Website: www.elitekamikazeteam.com
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Re: SEye [message #256790 is a reply to message #253687] |
Wed, 02 May 2007 10:40 |
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<off topic>
Thank you for quoting my interesting Windows dilema...
</off topic>
Crash dumps eh?
hmm, I'll grab some Ren friends and run a local copy of the FDS with Seye for you, see what happens.
This PC has issues with .Net framework, so I can't do anything. :s
Renguard is a wonderful initiative
Toggle Spoiler
BBC news, quoting... |
Supporters of Proposition 8 will argue California does not discriminate against gays, as the current law allows them to get married - as long as they wed a partner of the opposite sex.
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halokid wrote on Mon, 11 October 2010 08:46 |
R315r4z0r wrote on Mon, 11 October 2010 15:35 |
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the hell is that?
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[Updated on: Wed, 02 May 2007 11:07] Report message to a moderator
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Re: SEye [message #256798 is a reply to message #253687] |
Wed, 02 May 2007 11:26 |
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Liek, right now? Sure.
Renguard is a wonderful initiative
Toggle Spoiler
BBC news, quoting... |
Supporters of Proposition 8 will argue California does not discriminate against gays, as the current law allows them to get married - as long as they wed a partner of the opposite sex.
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halokid wrote on Mon, 11 October 2010 08:46 |
R315r4z0r wrote on Mon, 11 October 2010 15:35 |
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the hell is that?
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