0.2.8.3_rc4 available! Post bugs here.
- Phytotron
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Re: 0.2.8.3_rc4 available! Post bugs here.
Oy, I'm getting these MESSAGE_CACHE_SIZE and timer hiccup messages all the dang time now. A little while I got one during a local game. It froze up and I just sat and waited and eventually got the timer hiccup message. Then, the other night while attempting to connect, it gave me an additional message:
***
I swear I've both experienced and witnessed 'phasing' or some such thing, where I or someone will pass directly through a wall they've hit straight-on, perpendicularly. I can't figure how to make it repeatable, but figured I'd mention it in case anyone else has experienced or seen it. I think I've only seen in that Mud Puddle server; perhaps related to _timebased being 1.4? I dunno.
Oh, something relatively trivial, but I discovered PLAYER_RANDOM_COLOR, which I actually find practical for myself. Question: in an online game, how often should it change? (I tried the search function but it kept filtering out 'color' and/or 'player' and giving me 683 results.)
Grumble grumble. I'll go back to playing with 0.2.8.2.1 for awhile and see if I continue to get these.***
I swear I've both experienced and witnessed 'phasing' or some such thing, where I or someone will pass directly through a wall they've hit straight-on, perpendicularly. I can't figure how to make it repeatable, but figured I'd mention it in case anyone else has experienced or seen it. I think I've only seen in that Mud Puddle server; perhaps related to _timebased being 1.4? I dunno.
Oh, something relatively trivial, but I discovered PLAYER_RANDOM_COLOR, which I actually find practical for myself. Question: in an online game, how often should it change? (I tried the search function but it kept filtering out 'color' and/or 'player' and giving me 683 results.)
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Re: 0.2.8.3_rc4 available! Post bugs here.
Each time someone enters, leaves or changes color(so you always have a unique color)Phytotron wrote:Oh, something relatively trivial, but I discovered PLAYER_RANDOM_COLOR, which I actually find practical for myself. Question: in an online game, how often should it change? (I tried the search function but it kept filtering out 'color' and/or 'player' and giving me 683 results.)
Re: 0.2.8.3_rc4 available! Post bugs here.
Actually, once per round. Every round, it looks for a random color that is farther away from the other colors than the color you currently have. If it finds one, it changes to it. Only a few tries are made, so in addition to relatively likely changes whenever someone new comes in or changes their color, there's the chance of a random change every round.epsy wrote:Each time someone enters, leaves or changes color(so you always have a unique color)
- compguygene
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Re: 0.2.8.3_rc4 available! Post bugs here.
This sounds like a fun command. Is it a Boolean command?
Armagetron: It's a video game that people should just play and enjoy 
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- Phytotron
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Re: 0.2.8.3_rc4 available! Post bugs here.
Ah, well methinks it's not working properly for me, then. It can go multiple rounds, matches even, without changing. Seems it may also have issues with recognising people abusing the color overflow bug (multicolored cycles)?
I think I got annoyed first time someone posted their little script or hack or whatever to make this happen, categorising it in my mind with multicolored cycles/tails and the colored names and chats that had gotten so popular and annoying. But upon finding it recently, I realised that this could be very practical for me. I've never liked having the same color as another player (or when two or more other players have the same color; nothing I can do about that), and am frequently changing my own as people come in the server. Now I got something that'll automate it for me—if it'll work (or work better, whatever the case).
I think I got annoyed first time someone posted their little script or hack or whatever to make this happen, categorising it in my mind with multicolored cycles/tails and the colored names and chats that had gotten so popular and annoying. But upon finding it recently, I realised that this could be very practical for me. I've never liked having the same color as another player (or when two or more other players have the same color; nothing I can do about that), and am frequently changing my own as people come in the server. Now I got something that'll automate it for me—if it'll work (or work better, whatever the case).
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Re: 0.2.8.3_rc4 available! Post bugs here.
Thank you for the explanation. I will have to experiment with this. By the way, in a server if you were to set BUG_COLOR_OVERFLOW 0, people that are using this have their custom tail/bike colors overridden. For instance, this is what the Ladle config does to ensure that all members of a given team are the same color.
Armagetron: It's a video game that people should just play and enjoy 
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Re: 0.2.8.3_rc4 available! Post bugs here.
That can happen if you already have an ucommon color, like pink. I usually end up pink or purple for quite some timePhytotron wrote:Ah, well methinks it's not working properly for me, then. It can go multiple rounds, matches even, without changing.

Yeah, those colors would be treated as out of range and thus very far away from the randomly picked color, even if the actual color as it appears on screen would be the same. Hmm. Dunno whether that is fixable with reasonable effort.Phytotron wrote:Seems it may also have issues with recognising people abusing the color overflow bug (multicolored cycles)?
- Jonathan
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Re: 0.2.8.3_rc4 available! Post bugs here.
How about some retro integer math?Z-Man wrote:Yeah, those colors would be treated as out of range and thus very far away from the randomly picked color, even if the actual color as it appears on screen would be the same. Hmm. Dunno whether that is fixable with reasonable effort.Phytotron wrote:Seems it may also have issues with recognising people abusing the color overflow bug (multicolored cycles)?

shovel(x) = 17 * x % 256
trench(x) = min(x, 15) // perhaps a little bit more to compensate for the [0.7, 1] lighting factor
color_dist(x, y) = dot(x - y, x - y) // or whatever, more perceptual
distance(x, y) = color_dist(shovel(x), shovel(y)) + 289 * color_dist(trench(x), trench(y))
289 = equal influence. Tweakable.
ˌɑrməˈɡɛˌtrɑn
Re: 0.2.8.3_rc4 available! Post bugs here.
I didn't say it's impossible or even that I wouldn't know how to do it
But fact is, the color overflow is a bug, and I don't really want to cater for it all over the place.

- Jonathan
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Re: 0.2.8.3_rc4 available! Post bugs here.
I figured, but I already did half of it before I knew it.
And yeah, the idea of "supported bug" bugs me.

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- Phytotron
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Re: 0.2.8.3_rc4 available! Post bugs here.
How's about we just get a shovel and bang over the head people who use the color overflow, then toss them in a trench.Jonathan wrote:shovel(x) = 17 * x % 256
trench(x) = min(x, 15


- Phytotron
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Re: 0.2.8.3_rc4 available! Post bugs here.
I'm getting tired of me, too.
So, I said I'd try using 0.2.8.2.1 for awhile to see if I got those messages and hiccups and whatnot. Well, on first time I loaded it up since saying so, I selected 'Internet Game' and the following loooong list came scrolling by. This isn't even all of it, but only so far as I could page up. Something to do with score biasing?
So, I said I'd try using 0.2.8.2.1 for awhile to see if I got those messages and hiccups and whatnot. Well, on first time I loaded it up since saying so, I selected 'Internet Game' and the following loooong list came scrolling by. This isn't even all of it, but only so far as I could page up. Something to do with score biasing?
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Re: 0.2.8.3_rc4 available! Post bugs here.
That's normal if you downgrade, only happens once, those are unknown fields to the server list that were added in the meantime the old client doesn't understand, so it complains. Current versions just log the same message once only.
- Phytotron
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Re: 0.2.8.3_rc4 available! Post bugs here.
Gotcha.
For the record, since I've gone back to using 0.2.8.2.1, I haven't received that message_cache error, freeze, or hiccups.
I did receive this just today, though, as I exited a server:
For the record, since I've gone back to using 0.2.8.2.1, I haven't received that message_cache error, freeze, or hiccups.
I did receive this just today, though, as I exited a server:
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Re: 0.2.8.3_rc4 available! Post bugs here.
I don't even remember under what circumstances that message gets printed, but if it happens during disconnection, it's nothing to worry about. If it is printed on a server or in a local game and a recording is available, then yes, definitely, there's a problem and I want that recording really badly. But so many things happen to the game state when you disconnect and none of them matter because the whole thing is going to get torn down two microseconds later anyway.