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Dr Brain

HS Staff
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Everything posted by Dr Brain

  1. Dr Brain

    Zone Down?

    Must have fixed itself. It's fine now.
  2. Won't tweaking this per-player create more antideath type invisibility? It's possible, I don't recall exactly how that's determined by the client. But if it does then it'd only be for the people with the item (and presumably they're more able to deal with the ramifications than the average newbie).
  3. First result: http://lkml.indiana.edu/hypermail/linux/kernel/0301.1/0362.html For reference, Stallman wrote the GPL. I don't know what else there is to say on the matter.
  4. Mercurial makes more sense when being used with the rest of ASSS. I personally prefer git, but they're pretty equivalent in terms of functionality. You will be told yes and yes. The situation is almost perfectly analogous to linux kernel modules. There's no amount of nuance with asss modules merely calling through function pointers in interfaces that avoids the GPL as long as you are using #include with GPL'd headers (and you still link directly to util.c functions). For anyone who ever finds this mattering for something important, you need to talk to a lawyer. Actually, you're still incorrect. I've looked into this matter on an unrelated occasion. Do a web search if you don't believe me. If you were correct, then any program being compiled on linux (i.e. including header files) would have to be GPL, which is obviously not the case. That's really a technicality in the case of ASSS, because there's run time linking going on (and that is definitely covered).
  5. I think you'll find this is untrue. #including does not have any bearing on the GPL. Linking is what invokes the GPL. So it's actually the people using the module who are in violation of the ASSS license. Fun, eh?
  6. Not a bad idea. I have no idea if respawn delay is currently supported by the hscore as a property, but there's no reason it couldn't be.
  7. Numpf, take a look at the README.developers included in the ASSS distribution since the beginning of time. Grel makes it clear that he has no objection to people using other licenses. Good thing too, or no one could use security.so/security.dll.
  8. Of course it's not flawless. If it wasn't for you, just be honest and say so. Don't try to invent reasons why it won't work for other people. As far as I know, there are no population issues with ASSS. A few years back, Hyperspace was getting peak populations of about 100, and never experienced anything unusual. Hockey zone was getting even higher populations during their leagues, but I was given to understand that most of those were spectators. There were issues, back in the early days of ASSS, when HS was the only real zone running on ASSS. They were actually related to the number of packets being sent, which scales with population. This is like 2004-2005 era. I think that by the time Hoch wrote that (2006, you said?), they had already been fixed. Either way, they've been fixed now, and fixed for years. The reason most zones (TW, EG, DSB) haven't switched is two fold: Firstly, they are getting free subgame hosting from PriitK and would have to pay for ASSS hosting. Secondly, they don't have much in the way of active development that would benefit from ASSS. After all, there's little point switching (and paying) if you're not going to use the expanded features it offers.
  9. Could you be more specific? But in general my experience has been that if Hoch said something, then the reverse was usually true. From the perspective of the staff? Tons of things. The staff chat and extra commands are extremely helpful. Simple things make a huge difference in the day-to-day running of the zone. From the perspective of the players? Not much directly, but of course they benefit from the increased gameplay options. The availability of chat clients is nice. Chaining commands (with |) is useful from time to time too. Checking ?usage on other players is fun too (it's been years since I've used subgame, so forgive me if this was already available). I'm sure there are other things that I've forgotten about in the last 8 years. From the perspective of the developers? It's night and day. With a little bit of effort, you can create gameplay that is simply impossible with a bot.
  10. Obviously your "clean" code wasn't as clean as you thought. Untrue. Asss logs backtraces for deadlocks just like it logs backtraces for segfaults. Hyperspace uses fakes very extensively, and to the best of my knowledge, none of our crashes are related to fakes. It's true that they need to be removed from empty arenas by the module, but this doesn't cause any crashes. For the curious, hyperspace's problems are mostly related to some badly written hyperspace-specific database code that I've never updated.
  11. Your initial post said most had stopped. Meaning some had not. I do not have access to continuum this week, so if someone can confirm that they have all stopped, and it's not a glitch like polix indicated, then I'll get the ball rolling on removing HS's +1000 population count (I don't have access to the server either this week, but I can bug people that do). Hyperspace does not use subgame. There are no bugs to exploit. I wrote the code to do exactly what it's doing. Report high population counts to continuum clients and leave the directory server based statistics websites alone.
  12. The moment all of the SSC zones stop doing it, I'll remove the inflation from Hyperspace. I put it in to make it worthless for them to have inflated populations to attract newbies, since this was the primary reason that they kept the "'feature". They have not been so candid in public discussions, but in-game they were fairly forthright. P.S. Hyperspace does not alter the statistics. I made sure of this before I did anything to the count.
  13. Dr Brain

    2m Squad FG

    Resets are neither announced nor hinted at. Resets are rarely even planned. Over the past several years we have found this to be the only viable approach.
  14. Dr Brain

    2m Squad FG

    You've failed already. The only way to get things done is through unilateral action and merciless suppression of your detractors. In this case that means arbitrarily setting the time yourself, sticking to it, and childishly taunting those that have other obligations for that time period.
  15. Mines can have different settings than bombs, such as damage and alive time. I suppose I could be wrong, but I don't believe a repelled bomb assumes these properties. Maybe some enterprising person can go and find out.
  16. Technically, they're not mines. They still have all the properties of the bombs they once were, but their graphic becomes a mine.
  17. Well some zones have (had?) the freezing repels. I suppose that makes mine repelling impossible.
  18. I assumed it couldn't be that, since HS has had mine repelling since the dawn of time (so has nearly every other zone).
  19. Made for TV movies are usually shot at 60 FPS, to match the TV's FPS. I imagine that the same goes for most television shows. While many TV shows make me sick, I don't think that has anything to do with the frame rate.
  20. I have no idea what is meant by "mine repelling" but I suppose you could repel your own mines with a bit of packet magic and a fake player providing the repel. It'd be extremely easy to kill yourself and your whole team though. Might be good for centering though.
  21. Yeah, it really bothers me that I'm effectively killing the game quickly because a few zones want to kill the game slowly over a feature no one uses. But I guess at least it's quick.
  22. Dr Brain

    Zone Down?

    It's up. I have no good reason for why it crashed, and it took me quite a while to get it back up. It's extremely vexing. Anyway, carry on.
  23. It's back up.
  24. Dr Brain

    Zone Down?

    Looks fixed as of this post.
  25. If you figure out a way to do it let us know. Until then, we'll believe it to be impossible.
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