
Underlord
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Underlord's Achievements
Newbie (1/14)
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http://www.svssubspace.com
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Historical Team/Squad appearances, Pro/IML/AML (work in progress)
Underlord replied to Nude For Satan's topic in 4v4 League
Lots of information from pyramid to season 5 or so available if you dig around the links at: http://web.archive.org/web/20010205040900/http://subrealm.net/archive.shtml For the last several seasons: http://www.svssubspace.com/index.php?page=Results -
The bots and the svszone.com website are on SimonSays' server. The website still works internally on the server, but there's no way to access it from the internet. I think the issue is with his latest router; for the website to work again he needs to fix it, get a new one or whatever.
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http://www.cafepress.com/buy/subspace/-/cf...archBox/x_0/y_0
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Telson, 1,2,3,4 are structures from 1995 SVS maps alpha/cz/rz/jackpot. The entire big boxes (1/4 the map) are shrunk versions of our 4v4 league map that has existed long before alpha battle arena. The things you pointed out are actually them copy/pasting parts from our 4v4 map into their arena. See our ?go 4v4squad1 type arenas for reference. 5 is 2v2 boxes that belong to DZ/CZ, we've owned them for over half a decade, alpha copied them and even copied our duel arena and 2v2 league. See our ?go 2v2 and ?go duel arenas for reference. All, Their bot's command list is a direct copy/paste of commands from our pre-existing bots. In conclusion, they copied our 2v2 and Duel boxes and even used exact same command names on their bots, they also copied parts of our 4v4 map and threw it into an alpha box. Their other commands are mostly copy/paste from our pre-existing 1v1/2v2/4v4 bots. If you see the output and functionality it's even more of a copy/paste. The players who made the CZ map do not play alpha, did not know what their battle map looked like or even know what it does. Our tileset is 100% from our decade old 4v4 league. In addition, their arena plays things like turretwars and redwars, while ours is only a functional 4v4, 4v4 two pracs at same time arena. The only similarity is that we share a common duel/battle/elim arena name, which we've used before alpha on/off during the last half decade.
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Alias Bot v2.0 (new php interface) Alias.zip http://www.hardwerk.net/dueling/bots/Alias/alias.zip Folder: http://www.hardwerk.net/dueling/bots/Alias Sample php output: http://www.hardwerk.net/dueling/bots/Alias/alias_php.htm -------- aliasrw.dll build 1 About ----- Alias Bot Stores player name, ip, mid, time zone, logins, and last seen information in a mysql database which are used to search aliases. Requires a MySQL database to function with the tables defined in tables.txt, and libmySQL.dll in bot directory. Files ----- aliasrw.dll - bot dll alias.php - php interface for the bot, insert host, username, and password at top of file to use - has greater search and category sorting ability than the bot sql.ini - settings file, insert db host, name, port, username, password libmySQL.dll - required in bot directory tables.txt - sql create commands for the tables mysql.zip - necessary mysql files to compile source, place in vc++ program folders, - add libmySQL.lib to project library (settings->link->object/library modules:) alias.zip - all above files zipped together alias_php.htm - sample php output (mid search) Commands -------- Sysop - *info (may be SMod) Exported Commands ----------------- !alias <name> - show aliases for given name !aliasip <ip> - show all pilots sharing that ip (example: 15.6.4.6 or 13.7.*) !aliasmid <mid> - show all pilots sharing that mid !seen <name> - show last time pilot entered arena Sample Output ------------- Alias information for 'Underlord' Most common login: 3 names share IP (25.20.18.200), 3 names share MID (786674269) Aliases: Underlord+, Underlord, Evil R) Name IP Address MID Logins TimeZone Last Seen ----------------------------------------------------------------------------------------------- 1) Underlord 25.20.18.200 786674269 41 240 2003-07-09 13:09:13 2) Underlord+ 25.20.18.200 786674269 2 300 2003-07-08 14:39:44 3) Evil 25.20.18.200 786674269 2 300 2003-07-07 00:47:01 Extra ----- The !alias command outputs any alias that matches any MID 'or' IP logged in by <name>. alias.php has an additional MID 'and' IP search opton. MIDs are not unique so a mid match does not necessarily mean it's the same person. An alias match is not guaranteed to be the same person, investigate. MID and IP and TimeZone match is the most likely proof. IPs are searched by the first three parts (example 15.6.4.6 searches 15.6.4.*).
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If your zone is continuum only then only bots listed on vip.txt or with mod+ powers can enter.
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Alias bot using a sql db http://www.hardwerk.net/dueling/bots/aliasrw/ Functionality -------------- /*info's players on arena entry (needs smod+) tracks aliases, ip, mid, logins Commands/Output -------- !alias <name> - show aliases for given name !aliasip <ip> - show all pilots sharing that ip !aliasmid <mid> - show all pilots sharing that mid !seen <name> - show last time pilot entered arena Alias information for 'Underlord' Most common login: 4 names share IP (25.20.18.200), 4 names share MID (786674269) Aliases: boondock, Underlord, Xorbid, Snooka R) Name IP Address MID Logins TimeZone Last Seen ----------------------------------------------------------------------------------------------- 1) Underlord 25.20.18.200 786674269 41 240 2003-07-09 13:09:13 2) boondock 25.20.18.200 786674269 2 300 2003-07-08 14:39:44 3) Xorbid 25.20.18.200 786674269 2 300 2003-07-07 00:47:01 Requirements ---------------- Requires the tables setup from aliastables.txt and the db login info set in sql.ini
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Been working on an AI bot by having a bot send in keystrokes to a continuum client. Problem 1: Getting it to turn correctly to an angle. Here's the code I'm currently using: #include "ExternalPrgController.h" StartPriority(); // sets thread to high priority for (count=0; count < turnangle; count++) { keybd_event (VK_RIGHT,0,0,0); Sleep (29); keybd_event (VK_RIGHT,0,KEYEVENTF_KEYUP,0); EndPriority(); // ends high priority } The problem is it turns inconsistently, sometimes several angles off. Without high priority its even worse, real time priority isn't noticably different. Need a way to match something to the time it takes to turn 1 angle in SS. Sleep(29) is the closest thing I've found, large for() loops, using windows time ticker, etc are all more inaccurate. Anyone know a better way than Sleep(29)? Problem 2: Getting the angle to turn to fire at an enemy. Current code: BYTE fireangle = TriangulateFireAngle(bot->work - p->work, p->vel - bot->vel, settings->ships[bot->ship].BombSpeed / 1000); // bot = me, p = enemy BYTE TriangulateFireAngle2(Vector &rel) { double dx = -rel.x, dy = rel.y; if (dy == 0) if (dx > 0) return 10; else return 30; double angle = atan(dx / dy) + PI; if (dy >= 0) { if (dx >= 0) angle -= PI; else angle += PI; } return BYTE(angle * 40.0 / TwoPI); } BYTE TriangulateFireAngle(Vector &pos, Vector &vel, Sint32 scalar) { // pos = relative positions // vel = relative velocities // scalar = velocity of bullets double a = vel.x * vel.x + vel.y * vel.y - scalar; double b = 2 * (pos.x * vel.x + pos.y * vel.y); double c = pos.x * pos.x + pos.y * pos.y; double time = (-b - sqrt((b * b) - (a * c * 2))) / (2.0 * a); if (time <= 0.0) time = (-b + sqrt((b * b) - (a * c * 2))) / (2.0 * a); return TriangulateFireAngle2(Vector(pos.x + Sint32(double(vel.y) * time), pos.y + Sint32(double(vel.y) * time))); } Thats mostly copy/paste of the built in merv code used to autofire when put in a ship. Can anyone explain it in physics/trig? Does it work when both ships are in motion? If not thats what I need. Problem 3: Need more physics formulas to calculate non-linear flight paths. Example: ship is flying along and wants to fly to some point. How to map that path without making the bot stop and then fly in a line to that point. Problem 4: During movements mervbot doesn't get any incoming information, which is usually .5 - 1.5 seconds. There an easy way to fix that? Add another thread? Pipe information to another bot? Problem 5: Takes too long to calculate fire angles, etc.. by the time its calculated and the ship has moved inches and the angle is off. Need a faster way to calculate angles or someway to compensate. source code: http://www.hardwerk.net/dueling/bots/ai2 (use !fly x (secs) or uncomment sections out of spawn.cpp (player move, weaponfire, ball move) etc.. still heavily in testing, bot needs sysop or lags out, settings.ini = first line = continuum window name, second line = player name to control)