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Re: January 1 - 2010 [message #435116 is a reply to message #415183] Fri, 20 August 2010 07:03 Go to previous messageGo to next message
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Re: January 1 - 2010 [message #435898 is a reply to message #434645] Tue, 31 August 2010 10:52 Go to previous messageGo to next message
trooprm02 is currently offline  trooprm02
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jonwil wrote on Mon, 02 August 2010 08:49

Any major gameplay bugs (such as harvesters dumping the wrong amount or refineries giving the wrong credits) would have been picked up by the APB/Reborn/AR teams.



EvilWhiteDragon wrote on Thu, 12 August 2010 12:10

As said, the code will be fixed, and probably the always.something will be patched to 2.



Well actually, the test server right now gives 2 credits, then 3, etc and NOT 2/second every time. Also, the way the harvester dumps has been changed from 1 lump sum when completed, to an insanely fast trickle Huh

Oh and crate locations on maps have changed too....


[Updated on: Tue, 31 August 2010 11:01]

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Re: January 1 - 2010 [message #435921 is a reply to message #435898] Wed, 01 September 2010 00:56 Go to previous messageGo to next message
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trooprm02 wrote on Tue, 31 August 2010 19:52

jonwil wrote on Mon, 02 August 2010 08:49

Any major gameplay bugs (such as harvesters dumping the wrong amount or refineries giving the wrong credits) would have been picked up by the APB/Reborn/AR teams.



EvilWhiteDragon wrote on Thu, 12 August 2010 12:10

As said, the code will be fixed, and probably the always.something will be patched to 2.



Well actually, the test server right now gives 2 credits, then 3, etc and NOT 2/second every time. Also, the way the harvester dumps has been changed from 1 lump sum when completed, to an insanely fast trickle Huh

Oh and crate locations on maps have changed too....

2 then 3 means it's still at 2.5, because we didn't change the always.something.

Money dumps is not more tiberian sun style, like intended. Actually, on a non-TT server the ref does try to do a trickle, so it could happen you would get 150 once and 150 slightly after, though usually not noticeable.

Crate locations might have changed between SSGM versions, because WD didn't use all crate locations implemented by Westwood.


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Re: January 1 - 2010 [message #435922 is a reply to message #415183] Wed, 01 September 2010 01:36 Go to previous messageGo to next message
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You where looking for the word dbs Razz
It's Always.dbs Thumbs Up

About the crates; the location just changed or are more locations present?


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[Updated on: Wed, 01 September 2010 01:37]

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Re: January 1 - 2010 [message #435938 is a reply to message #435922] Wed, 01 September 2010 10:38 Go to previous messageGo to next message
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Omar007 wrote on Wed, 01 September 2010 10:36

You where looking for the word dbs Razz
It's Always.dbs Thumbs Up

About the crates; the location just changed or are more locations present?

Now they should all be available so there are more than there used to be in a SSGM server.


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Re: January 1 - 2010 [message #435939 is a reply to message #435921] Wed, 01 September 2010 11:28 Go to previous messageGo to next message
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EvilWhiteDragon wrote on Wed, 01 September 2010 02:56


2 then 3 means it's still at 2.5, because we didn't change the always.something.

Money dumps is not more tiberian sun style, like intended. Actually, on a non-TT server the ref does try to do a trickle, so it could happen you would get 150 once and 150 slightly after, though usually not noticeable.

Crate locations might have changed between SSGM versions, because WD didn't use all crate locations implemented by Westwood.



1)Crate locations shouldn't be changed from the default Westwood values (isn't this information specified in map files anyway?)

2)Harvy dumping, in regular servers now you get a few credits when the harv starts dumping, but only get the remainder (300?) when its completed. Now, your getting that amount throughout the dumping process at a very fast rate and this changed gameplay heavily...


Re: January 1 - 2010 [message #435950 is a reply to message #415183] Wed, 01 September 2010 16:22 Go to previous messageGo to next message
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1) The crate locations are indeed in the map files, and have not been changed. However, the code was bugged, ignoring some spawn locations. (Not related to WD's SSAOW/SSGM crates, Renegade contains the bug. Renegade's simple crates do not spawn in these locations either.)

2) The gradual harvy dumping is implemented in Renegade, but only works for very low framerates (due to rounding). I am sure most have experienced that they received part of the credits first and the remaining part later. That happens due to framedrops, where the current code attempts to gradually give credits.

I agree that both changes affect gameplay and both should be configurable 1) by removing the previously ignored crate locations and 2) by making the harv dump configurable (either all-at-once or trickle gradually).


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[Updated on: Wed, 01 September 2010 16:26]

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Re: January 1 - 2010 [message #435977 is a reply to message #435950] Thu, 02 September 2010 11:31 Go to previous messageGo to next message
trooprm02 is currently offline  trooprm02
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StealthEye wrote on Wed, 01 September 2010 18:22



I agree that both changes affect gameplay and both should be configurable 1) by removing the previously ignored crate locations and 2) by making the harv dump configurable (either all-at-once or trickle gradually).


Thanks for the explanation Smile And yah, something like oldcratelocations= and gradualharvdump= in SSGM 4 would be appreciated.


Re: January 1 - 2010 [message #436162 is a reply to message #435950] Mon, 06 September 2010 10:57 Go to previous messageGo to next message
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StealthEye wrote on Wed, 01 September 2010 17:22

2) The gradual harvy dumping is implemented in Renegade, but only works for very low framerates (due to rounding). I am sure most have experienced that they received part of the credits first and the remaining part later. That happens due to framedrops, where the current code attempts to gradually give credits.


But credits are floating point in the game engine as well, so I don't see how the low frame rate could really mess it up, it would just continue not to display the amount after the decimal point, like it always does.


Re: January 1 - 2010 [message #436214 is a reply to message #415183] Tue, 07 September 2010 08:38 Go to previous messageGo to next message
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I don't remember the exact computation, but basically, it computes the amount of credits to deliver that frame, using some multiplier. If the frame rates are high enough, this number is between 0 and 1, and when rounded becomes 0. Therefore, the "gradual" effect only works when the framerate is low enough, and the multiplier becomes >1.

Again, I don't remember the details, but it is likely something similar to this:

// Values from LevelEdit
int dropoffCredits = 300;
int dropoffDuration = 10; // I have no clue what the real value is for Renegade.

// Every frame
time_t currentTime = timeGetTime();
time_t timeDifferenceInMs = currentTime - previousUpdateTime;
int timeDifferenceInSec = timeDifferenceInMs / 1000; // Loses precision here, will be 0 if timeDifferenceInMs < 1000, ie when FPS > 1.
int amountToDropOff = dropoffCredits / dropoffDuration * timeDifference;
previousUpdateTime = currentTime;
distributeCredits(amountToDropoff);

What TT did was change the "int" to a "float" to avoid the roundoff error.


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Re: January 1 - 2010 [message #436315 is a reply to message #415183] Thu, 09 September 2010 17:55 Go to previous messageGo to next message
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I would love to know how (detailed please) you have fixed some of the lag issues inc. bandwidth lag. I've heard rumors... but I'd love to hear the truth.

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Re: January 1 - 2010 [message #436334 is a reply to message #436315] Fri, 10 September 2010 03:49 Go to previous messageGo to next message
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halo2pac wrote on Fri, 10 September 2010 02:55

I would love to know how (detailed please) you have fixed some of the lag issues inc. bandwidth lag. I've heard rumors... but I'd love to hear the truth.

Rewriting the netcode isn't detailed enough?


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Re: January 1 - 2010 [message #436339 is a reply to message #436334] Fri, 10 September 2010 11:46 Go to previous messageGo to next message
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EvilWhiteDragon wrote on Fri, 10 September 2010 04:49

halo2pac wrote on Fri, 10 September 2010 02:55

I would love to know how (detailed please) you have fixed some of the lag issues inc. bandwidth lag. I've heard rumors... but I'd love to hear the truth.

Rewriting the netcode isn't detailed enough?

Depends, did you rewrite it better or worse than the original version, and how will it handle on a server with 64 players...


Re: January 1 - 2010 [message #436351 is a reply to message #436339] Fri, 10 September 2010 19:50 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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Jerad Gray wrote on Fri, 10 September 2010 20:46

EvilWhiteDragon wrote on Fri, 10 September 2010 04:49

halo2pac wrote on Fri, 10 September 2010 02:55

I would love to know how (detailed please) you have fixed some of the lag issues inc. bandwidth lag. I've heard rumors... but I'd love to hear the truth.

Rewriting the netcode isn't detailed enough?

Depends, did you rewrite it better or worse than the original version, and how will it handle on a server with 64 players...


We're making it worse.



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Re: January 1 - 2010 [message #436372 is a reply to message #436351] Sat, 11 September 2010 08:18 Go to previous messageGo to next message
trooprm02 is currently offline  trooprm02
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EvilWhiteDragon wrote on Fri, 10 September 2010 21:50



We're making it worse.



Well, if the plan to make it give 2, then 3, then 2 (2.5) then I agree. I obviously haven't look at that code personally, but the FPS drop sceneario doesn't make much sense to me because ive played Renegade on both extremes (really low FPS long ago, and really high FPS now) and haven't noticed any difference Huh

Anyway, this doesn't matter if you guys are planning to patch the .dat/.ddb file to make sure its kept at 2 Thumbs Up

ps Evilwhitedragon, you can take me off your ignore list now instead of always forcing my posts to show lol....


Re: January 1 - 2010 [message #436430 is a reply to message #415183] Sat, 11 September 2010 17:51 Go to previous messageGo to next message
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The plan would be that there would be a distribution of a modified objects.ddb to go with SSGM 4.0 which would set the number to 2.


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Re: January 1 - 2010 [message #436597 is a reply to message #415183] Tue, 14 September 2010 19:43 Go to previous messageGo to next message
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"We're making it worse."

was that joke? I have troubles understanding sarcasm on a good question.


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Re: January 1 - 2010 [message #436616 is a reply to message #436597] Wed, 15 September 2010 01:48 Go to previous messageGo to next message
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halo2pac wrote on Wed, 15 September 2010 04:43

"We're making it worse."

was that joke? I have troubles understanding sarcasm on a good question.

That would obviously be sarcasm. Thumbs Up


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Re: January 1 - 2010 [message #436622 is a reply to message #436351] Wed, 15 September 2010 08:09 Go to previous message
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EvilWhiteDragon wrote on Fri, 10 September 2010 20:50


We're making it worse.


Kind of like the frame rate "improvement" from 2.9.2 to 3.x.x?


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