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Messages - Simon

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3196
NeoLemmix Main / Re: My experience with NeoLemmix so far
« on: June 25, 2015, 08:55:13 AM »
other formats [...] aren't explicitly intended to be supported.

I assume this means "supported by the lib". You've given lots of support for it already.

Does the lib outright refuse to load a file with an unwanted ending?

Quote
if [...] a format other than OGG or IT doesn't work at some point [...] I'm probably not going to try too hard to fix it.

In that case, the forced rename has put users in the worst of all situations. They won't see at a glance which files have stopped working.

-- Simon

3197
Lix Main / Re: Exploders in Lix, with/without fling/timing?
« on: June 24, 2015, 06:54:24 AM »
Quote
An exploder assignment in a replay doesn't carry information about whether the exploder is timed or not. This is inferred by the number of players.

This sounds like a recipe for disaster. [...] always record their position as if they were untimed

I'm willing to solve this in a different way.

Reasoning for own suggestion: Replays have always stored the recording game's version. The game knows the rules of older versions. Upon loading a replay, if the replay is old, it's silently forward-converted. The file remains untouched. At this time, the game knows exactly whether or not to shift the assignment.

Should the rules change again, the replay forward convertor will grow some more moss, because it will be deciding between several different rules. The moss will grow all in one single function that's called once at replay loading.

About storing exploding time: I'm using replay data both for replays and for networking games. I'd like to keep this for simplicity. The assignment carries information about directional force. Assignments with the false directional force aren't carried out when replaying. Storing directional force is good for networked team games. If we store the time of explosion instead of assignment, several assumptions of the running game break, and need special cases.

Another idea is to store time of the assignment, but explicitly store timed/untimed with each assignment.

Quote
Quote
I am making a longer animation for the non-fling exploder. I'll show sprites when it's done. The exploder will stand still while going through the anim, as before. Thus, the crater is at the same position as when played back in the current Lix version. The explosion will happen a few frames later.

This is also potentially going to cause issues, particularly if other lixes pass through at the same time.

Yes, it's a physics change and may break some replays. This is accepted. Level pack managers can batch-verify their replay collection. There will be a WIP release before inflicting the change on everyone, to see whether the new anim is worth the break.

-- Simon

3198
Lix Main / Re: Exploders in Lix, with/without fling/timing?
« on: June 23, 2015, 12:00:11 PM »
Random properties of the upcoming implementation:

Replays won't record (change active skill in the skillbar) anymore. Instead, each assignment is augmented with information about the assigned skill. This makes the skillbar solely part of the GUI, like fast-forward. Playing back a replay will not change skills in the panel. Changing skills in the panel will not interrupt a playback.

I have written and tested backwards compatibility for older replays. Exploder assignments in older singleplayer replays will be moved forward in time. When playing back such an old singleplayer replay, the untimed exploder makes a crater at the same position as when played back in the currently released Lix versions. :8:()[:

An exploder assignment in a replay doesn't carry information about whether the exploder is timed or not. This is inferred by the number of players.

Exploder mass-assignments from the nuke are untimed in singleplayer, timed in multiplayer. :8():

I am making a longer animation for the non-fling exploder. I'll show sprites when it's done. The exploder will stand still while going through the anim, as before. Thus, the crater is at the same position as when played back in the current Lix version. The explosion will happen a few frames later.

Exploders in mid-air will not go through the anim, but explode instantly. This is also unlike the current version.

From the new anim, it's less obvious that exploders can be assigned in mid-air. We have to think about this. :lix-suspicious:

-- Simon

3199
Forum Games / Re: Family Feud 2015
« on: June 19, 2015, 03:33:45 PM »
A google-intensive round for the feud questions, but extremely fun games. Thanks!

<SimonN> feud results, feud results
<Proxima> indeed :) I enjoyed this round
<Proxima> you and NaOH were on a good wavelength, you submitted the same answers to all standard-scoring questions except Q1
<SimonN> Ravenclaw have two Chasers (Simon, bsmith), one Beater (Crane), three Seekers (namida, geoo, Akseli) and one Keeper (Proxima) (score 80)
<SimonN> :D :D :D :D
<SimonN> yeah, it didn't work out all the time for points, but the answers matched up often
<Ramond> Proxima is back!
<Proxima> yes :) hello
<SimonN> my prediction was that exactly one of geoo and NaOH would seek for Ravenclaw, and if both seek there, then the strong opposition doesn't get points either, so I should get a non-seeker role on the team
<SimonN> and my first hunch, which I erased before sending, was to seek for Hufflepuff >_>


-- Simon

3200
Forum Games / Re: Zendo, play by forum
« on: June 19, 2015, 01:52:42 PM »
I'd lean towards ending the game, too.

It is common for new masters to make rules too hard on accident. You have noticed this surprisingly early, and then handled it really well by offering hints or an early end. It's much better this way than attempting to change the secret rule mid-game.

-- Simon

3201
NeoLemmix Main / Re: My experience with NeoLemmix so far
« on: June 19, 2015, 01:46:42 PM »
renamed to have an IT extension; MOD and XM are two examples

Why are you forcing users to give misleading filenames? :-\

-- Simon

3202
Lix Main / Re: Exploders in Lix, with/without fling/timing?
« on: June 18, 2015, 05:41:03 AM »
Only one type of exploder per level: This is already in the current release. I didn't expect there to be levels that use both.

Proxima: Will change Halfway down the stairs as you have described. I recommend you to post an updated version to the pack thread, in addition. This way, the change won't be reverted later, when geoo does maintainance work on the pack.

Your bomber-timing levels: Yeah, they don't seem trivial to me at all without timing. :-)

-- Simon

3203
Site Discussion / Re: Warning about PM attachments
« on: June 17, 2015, 02:05:15 PM »
Yes! Free, unmangled text files for free citizens! Thanks for the quick fix.

-- Simon

3204
Lix Main / Re: Exploders in Lix, with/without fling/timing?
« on: June 17, 2015, 11:32:51 AM »
Yes, icon design is the next thing, and it's important. I didn't want to go here before making the above decision.

-- Simon

3205
Lix Main / Re: Exploders in Lix, with/without fling/timing?
« on: June 17, 2015, 11:24:56 AM »
I would like to make both exploders untimed in singleplayer, keep all exploders timed in multiplayer.

It's much more efficient and pleasant to have no timing in singleplayer. :lix-cool: There is some consistency here, too.

This needs a decision within the upcoming days. I.e., if you're really concerned about this decision, now would be a good time.

Skippable background {
I tried to keep the releases within the past month backwards compatible. Anyone with 2015-01 or newer should have been able to netplay together.

I screwed up, and nukes aren't transmitted properly between 2015-01 and 2015-06. Skills are transmitted fine. When people all have 2015-06-xx, they can play together again.

The obvious fix is to make people update to 2015-06. Even if I found the bug, one group of people had to update anyway -- either the old version users, or the new version users.

To make the update enticing, I would like to put due physics changes into this update. A big change is timed/untimed exploders.
}

-- Simon

3206
Lix Main / Re: Feature wish: un-Stretched widescreen
« on: June 17, 2015, 03:18:28 AM »
ccx has explained it perfectly. Thanks. 8-)

Right now, choose Integer scaling, or play windowed.

Support for all screen resolutions will come in the D port using Allegro 5. The support has been a development goal from day 0 there. Screenshot with my desktop resolution of 1280x1024, which is 5:4.

-- Simon

3207
Edit Simon 2015-06-16 18:00 UTC: namida has reuploaded the archive, now everything is playable.

Both geoo's and my level are chopped off in the middle of the files.

Reupload would be nice. :-)

(What am I experiencing: geoo's level is chopped off in line 322, my level is chopped off in line 105. My level should have 107 lines instead. There seem to be chopped off exactly as many bytes as there are linefeeds in the original file. Downloaded the archive twice, didn't fix the problem. Unpacked with two different programs, didn't fix the problem.)

(What others would experience: Lix refuses to start the level and displays icons for missing terrain.)


-- Simon

3208
General Discussion / Re: Best quotes from IRC and Mumble
« on: June 16, 2015, 10:49:18 AM »
[12:28] <geoo> l.get_good returns true if the contained level is valid, and false if it's not or doesn't exist, right?
[12:29] <SimonN> right, not exist implies not good
[12:29] <geoo> so basically, when I hold the key I want the same to happen as in the !get_good case, right?
[12:29] <SimonN> right
[12:30] <geoo> except that it doesn't work


Later:

[12:34] <SimonN> the gameplay will again decide which level to load, what a mess
[12:36] <geoo> so it must be possible for levels to be both good and not good...oh wait nvm you're overwriting l
[12:37] <SimonN> the magic doesn't happen in this file
[12:37] <SimonN> gameplay/gameplay.cpp:106, determine_filename
[12:38] <geoo> haha, so is the function even used?
[12:38] <SimonN> which function?
[12:38] <geoo> ReplayBrowser::on_file_select
[12:38] <SimonN> it is used, but only to check whether the level is good
[12:38] <SimonN> if it's good, we go into the game, and the game again decides which level to use
[12:39] <SimonN> it so happens to come to the same conclusion as the browser
[12:39] <geoo> that's terrible redundancy
[12:39] <SimonN> this is extremely dumb code
[12:39] <SimonN> yes
[12:39] <SimonN> also, gameplay.cpp:109 the comment is wrong, but the code is right
[12:40] <SimonN> the comment should be "always use pointed-to level"
[12:41] <geoo> ok it works now


-- Simon

3209
Forum Games / Re: Family Feud 2015
« on: June 15, 2015, 02:50:40 AM »
How is the next host decided anyways?

If you would like to host one, then it's you!

(wait, how did I got here? ??? ;P)

-- Simon

3210
Lix Main / Re: Discoverable UI (scrolling, dir select)
« on: June 14, 2015, 09:18:31 PM »
Thanks. I'll try to put it in the tooltips for now.

You're making a reasonable case against the buttons. Then, tutorial + tooltips seems to be the best we can do, other than fat in-your-face advertisements that obscure the main play area.

I will make two options: one to show tooltips, one to show skills on hotkeys. This was demanded a couple years ago already, I should have done it earlier.

-- Simon

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