Random Spawn Points (with LOVER$BOY)

General Stuff about Armagetron, That doesn't belong anywhere else...
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LOVER$BOY
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Re: Random Spawn Points (with LOVER$BOY)

Post by LOVER$BOY »

compguygene wrote:
LOVER$BOY wrote:Wow! Cool sine.

I'm glad now that the scripts would be useful somewhere now :)

Now I wonder if I should start making php framework for the php scripts to use in servers...
Please do! For those of us (I am thinking me here) who are NOT php coders, but can hack it a little to customize it, that would allow for so much more variety and fun. I have suggested this to a few others who seemed headed that direction in the past, but nobody has done it. Another big plus in your case is that you already are using Launchpad, so you could do this in a way that would be around, even if you disappear! Yes, this is my begging!
Oi, oi. Stop that. You know I don't like it when you do it like that!

Sure. Why not. I understand your point comp and I was already planning on setting up a framework anyway. Just in case I suddenly lose my interest in tron and leave (there had been moments like that). There will always be users out there who might benefit from this even if today is not that day.

Although, saying so you know that those scripts will be filled with my comments and their functions. I had a big argument about that few months ago with a couple of guys and frankly I didn't change much. I reduced how much commenting I am doing now but I still couldn't change that habit :P

Alright comp. I'll get onto putting the framework together soon. I am wondering though... what should I do about the script.php? Should I make the framework work with regular servers or just the regular sty+ct? sty+ct+ap got loads of ladderlog events such as

Code: Select all

ROUND_STARTED
ROUND_ENDED
MATCH_ENDED
CYCLE_DESTROYED
PLAYER_GRIDPOS [player] [x] [y] [xdir] [ydir] [speed] [team]
ZONE_CREATED # right when the zone is loaded into the map during the map is loaded onto server
and many more can be found here: http://vertrex.tk/wiki/index.php?title=Ladderlog_Events.

Just wondering although it doesn't bother me since anyone can customize it to their fitting.
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compguygene
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Re: Random Spawn Points (with LOVER$BOY)

Post by compguygene »

Since you have been actively fixing bugs with sty+ct+ap, I would think that it would be best to just frame your scripts around your branch. To make it easier for others to adapt the scripts for sty+ct, which is by far the most common branch used in servers, it might be best to leave a standard comment in the code to denote features that are exclusive to the sty+ct+ap branch. The functions that you have added do certainly add a lot of possibilities to the game! I appreciate your quick squashing of bugs as they have arisen.
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LOVER$BOY
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Re: Random Spawn Points (with LOVER$BOY)

Post by LOVER$BOY »

compguygene wrote:Since you have been actively fixing bugs with sty+ct+ap, I would think that it would be best to just frame your scripts around your branch. To make it easier for others to adapt the scripts for sty+ct, which is by far the most common branch used in servers, it might be best to leave a standard comment in the code to denote features that are exclusive to the sty+ct+ap branch. The functions that you have added do certainly add a lot of possibilities to the game! I appreciate your quick squashing of bugs as they have arisen.
Awesome. Thanks for the compliment compguygene :D

Well so far my best bug fixes are:

Code: Select all

* CYCLE_WALL_TIME #-1 values ensures tails won't get built while greater values ensure tails will get built this many seconds after being spawned
* RACE_TIMER_ENABLEd #Fixed the zone collapsing which was the main problem causer. Now it collapses ALL active zones on the grid.
* Added all missing language strings.
That CYCLE_WALL_TIME is a command that doesn't seem to work in sty+ct, 0.4 and 0.2.8. Although I have temporarily fixed it, I would appreciate if a better fix was discovered :)

Ok comp. I will base the script on sty+ct+ap but will state clearly which feature belongs in sty+ct+ap branch :)

/me is feeling an air of excitement now that he has coding to do after 2 weeks of constant Kingdom Hearts 2 gaming.

Anyway, just to throw in... I was asked by Tristan from Advanced Racing |Timer|Queueing|Rotation to make a TIMER_ settings. You can find out how they work looking at this link here: http://vertrex.tk/wiki/index.php?title= ... R_Settings

By the way, that arena boundary commands that I mentioned to you earlier are here :http://vertrex.tk/wiki/index.php?title= ... Y_Commands
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LOVER$BOY
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Re: Random Spawn Points (with LOVER$BOY)

Post by LOVER$BOY »

Ok. I've created the branch for the framework. It's called php_server_framework in launchpad.

Please check and tell me if you want me to add more into the framework ;)
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Re: Have any unused settings lying around?

Post by Phytotron »

sinewav wrote:Concord's settings are so great.../
Yes, and how familiar they look. 8)
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Re: Random Spawn Points (with LOVER$BOY)

Post by Concord »

yes, definitely. I love your Bebop in Harlem and just watered it down a bit (3 rubber and lower acceleration, maybe some other minor changes, I definitely straight plagiarized the thinking behind the general speed settings)
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Re: Random Spawn Points (with LOVER$BOY)

Post by sinewav »

While we are at it, here is a directory with the current maps. I might make more later as I keep exploring Lightcycle games.

U N I V E R S E
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Re: Random Spawn Points (with LOVER$BOY)

Post by Phytotron »

Concord wrote:yes, definitely. I love your Bebop in Harlem and just watered it down a bit (3 rubber and lower acceleration, maybe some other minor changes, I definitely straight plagiarized the thinking behind the general speed settings)
And being that mine are descended from Lucifer's 'Breakfast in Hell', and that his were descended from 'Breakfast of Champions', why, this might at least partially fall under the 'Breakfast' banner. Or something. Partly. I notice sinewav gives points for simple survival, which 'Breakfast' servers never have. I'd say "points for cores only" is an integral part of the 'Breakfast' philosophy.

Also, I think you should double the rounds for each map, for a total of 10 instead of just 5; five is a little quick. Either way, I'd also raise or altogether lift the score limit (I'd just go to high score after 10 rounds). I mean, the way you have scoring now, a person could conceivably win in 3 rounds.
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Re: Random Spawn Points (with LOVER$BOY)

Post by Mecca »

#GoodStuffSoFar

I would like it if the CYCLE_TURN_SPEED (is that still the setting? :/) was just a tad (JUST a tad) higher. It' still fine the way it is though.
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Re: Random Spawn Points (with LOVER$BOY)

Post by Phytotron »

No such setting. There's CYCLE_TURN_SPEED_FACTOR, but that has to do with how much turning slows your speed. The default is 0.95, and that's what everyone is intuitively used to—it's been that value in all but maybe 2 servers I've seen, ever.

What I assume you're thinking of is CYCLE_DELAY, the setting which determines the minimum time between turns—which translates to how tight double/multi-bind turns are. And on that I absolutely disagree with you on even the "tad." Not only is the default of 0.1 preferable, I believe it should be hard-coded (not that it will ever happen).
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Re: Random Spawn Points (with LOVER$BOY)

Post by Mecca »

Thanks, I thought it had changed from CYCLE_TURN_SPEED at one point; but couldn't remember.
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Re: Random Spawn Points (with LOVER$BOY)

Post by Titanoboa »

I'd very much like to see a sumo bar for 8-10 people with random spawn points. Maybe not a good idea for competitive play. But for casual, public sumo it'd be great.
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