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Bak

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Everything posted by Bak

  1. That's a feature... took a few hours to code
  2. Some fun screenshots. First kill: More fun:
  3. I'm in grad school in a state school and the same thing applies to us (state employee pay freeze). Even though the money I'm getting paid is coming from grants won by my advisor and not the state. He's free to spend the money on anything related to the project, except paying us more.
  4. I've added an update for Discretion with all the recent progress. You can get it through the built-in update manager. The player position interpolation now works as expected, and floating point has been eliminated in the game physics. I told SS Council a year ago that there would be a beta by the end of the year so this is pretty much it. There is some bad news, however, in that my harddrive had crashed earlier in the year and although I had done an svn commit, I did not svn add some server-side files. So for now, reliable in-order checks and lag checks are disabled . I think I'm going to spend the next week or so working on a map / settings for a demonstration zone
  5. OKay, discretion has been changed to use fixed-point for physics. I keep two tables around one for sin and one for arctan. It works now... no more of this bug.
  6. arnk found this one: http://gcc.gnu.org/bugzilla/show_bug.cgi?id=323 Really unbelievable. I'm redoing discretion to use fixed-point math instead of floating point, at least for physics...
  7. Those options look like they're only for DEC Alpha architectures, but I'll try them anyway. All the variables are on the stack (non pointers). The pointers are only used to be able to print out the hex value of the double's (since you can't use %x directly)
  8. I've been debugging this one particular bug forever now (since the last update) and have isolated it to this debug segment within the code: ~99% of the time when I replay a particular trace I get this output: ~1% of the time, particularly when the function is concurrently being accessed by another thread, I get this output: Now from this it would appear that "double res = speedFactor * sinTheta;" can result in two different values, 0xffffffffc078fffff or 0x00000000c0790000, which seems wrong. I'm hoping to figure out the root cause of this. Here are my ideas: 1. The round mode for floating point is set to a "don't care" mode where, based on some unknown factor, it may round in different ways 2. There is a cross-thread memory corruption occuring that changes the value of sinTheta in a slight and usually-unnoticeable way 3. multiplication is not thread-safe due to some compiler/linker options missing 4. the floating-point flags are not properly stored/reset when switching between threads in Windows all of these seem completely wrong to me. Any other ideas? Am I missing something simpler?
  9. Why's that?
  10. What language did you write it in? You should release the source code.
  11. seems rather one-sided. also why is having the birth rate growing the goal of our society again?
  12. I learned to type by programming a lot. Is there a programming version?
  13. cool.
  14. I heard priitk used some 32 bit variables where 16 bit variables would have sufficed.
  15. I like the idea of trimming government, it's just that republicans haven't done that ever in my lifetime. If the tea-party can follow through with this then I might consider voting for them, but until then, in my mind, they're just the extreme-right of the republican party, and will fail to do what they promote like always. Also: it doesn't help that they're socially conservative like far-right republicans. If they were more diverse in this aspect, it would seem much more like an overdue movement and not a breakaway branch of the GOP.
  16. I made a fake player in discretion follow me around and it reminded me a lot of how mervbot will follow you if you put it in the game, so I think that the algorithm is correct. It's interesting, though, that changing some of the constants, such as the 200ms interpolation time, makes it look jumpy and very poor. I suspect it's since the inter-packet time is 200ms, so if both were lowered it might also work.
  17. just an update, this is in and works beautifully. I was in the process of updating the audit mechanism to include the two new pieces of data per player in order to check if collisions are being computed correctly (adjustMilliseconds and adjustVelocity [which has an x and y components, so actually 3 pieces]), when I decided it would be a good time to fix the incorrect-positing-update bug (which has been around for months), which I worked on for >6 hours or so last Sunday but still need to fully debug (it may be that memory is being corrupted, which sucks). I feel like I'm 90% there in terms of finding the cause, though, but who knows. It doesn't help that I can't reliably reproduce the bug, except by flying around aimlessly for 5-15 minutes, which really hurts when debugging.
  18. So use EZ Image Rotator, then select the black with a magic wand tool and whatever tolerance you prefer, delete, and paste black.
  19. ah, yes. this may be better for transparency
  20. all their image comparisons are aliased (which I think means nearest neighbor interpolation). I wonder how it compares to an anti-aliased rotation, such as the one employed by EZ Image Rotator. One of the requested features for shipset rotation was anti-aliasing (which makes sense since aliased versions look terrible), so I don't know if this actually produces better results.
  21. sounds like you're almost there, just need to compile the freetype project :/ freetype -> aedGuiBak -> FrontEnd not sure about the time.h... maybe the new minGw reorganized the headers (are you using minGW?)
  22. Sorry.
  23. are the apps entirely in Java? Can you write C++ apps for the phone (or at least, the non UI portions?). It would be good if we could reuse existing code as must as possible. Can apps exist in a directory on the phone (is it like a normal filesystem?) Can they read and write to these files? Can you have both TCP and UDP sockets? Is OpenGL supported?
  24. I would like to eventually use parts of the project to make an iPhone app, even if it's not a full client but only supports limited play. It may entice people enough to download the full version on their home PC. I don't think I've seen any other games do this yet. Anyone have experience making iPhone apps (or Android, I suppose)?
  25. hmm perhaps.
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