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General discussion about Defcon

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cza
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Postby cza » Thu Feb 02, 2012 8:09 pm

tllotpfkamvpe wrote:Carriers will track the position of detected subs, even after subs has moved out of its range. Subs can be on other side of the map, but the carrier will know where it is, as long as it says in anti sub mode.


Silence MVPE! That is my favorite bug, and like the fighter "skill" people were talking about, it wasn't something everyone was aware of. I like to think of it as a case where my nation's advanced technology provided me with a SOSUS system. :P


Actually, this flaw should be fixed, as should the fighters. Micro is one thing, but I don't think we should elevate every necessity (workarounds born of original design flaws) into OCD virtues. Are you a better player because you click your mouse faster (this is usually the argument of the noobs who cry "Speed, speed!" and want arcade Defcon) or because you are a better strategic thinker and use your nukes more efficiently?


P.S. The only sad thing is the fixes will really encourage the fighter spammers now!
Last edited by cza on Thu Feb 02, 2012 9:22 pm, edited 1 time in total.
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Zorotama
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Postby Zorotama » Thu Feb 02, 2012 8:38 pm

Bert..we tryed to to a 2vs2 in minicom dedicated server..I quit 2 times cause my laptop crashes ever with defcon..but the prob is that I can't rejoin after. The first time I find the server and I rejoined it, but the second time the server was hiden..and if I rejoin looking in my recent server list it gives me a message about incompatible version of minicom (mine is the last version..and the server is an "unknown" version) :(

Anyway R3D, you would have been fucked..as ever :mrgreen:
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bert_the_turtle
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Postby bert_the_turtle » Thu Feb 02, 2012 9:44 pm

The fact that you can't rejoin over the recent server list is a bug and is fixed for the next build.
That the server stops advertising itself is how I run my servers: start predictably once per hour, run as long as the game lasts, but stop advertising so the key can be reused for the next server instance.
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Postby R3D » Thu Feb 02, 2012 10:59 pm

zoro. onlig one fuck up was you when i raped your land :o

btw the is a bomber bug, bomber wil not return to cvs after it drop nuks
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Postby Zorotama » Thu Feb 02, 2012 11:25 pm

bert_the_turtle wrote:The fact that you can't rejoin over the recent server list is a bug and is fixed for the next build.
That the server stops advertising itself is how I run my servers: start predictably once per hour, run as long as the game lasts, but stop advertising so the key can be reused for the next server instance.


Yeah, I was thinking about stop advertising..that's why I searched in my recent server list (good to know tat will be fixed that bug).

R3D wrote:zoro. onlig one fuck up was you when i raped your land :o

btw the is a bomber bug, bomber wil not return to cvs after it drop nuks


LOL, You can rape my land only when I am not in the server..like a viking idiot using some strange drug to rape a sleeping girl.

Definetely..you are the king of noobs :wink:

About bombers..It's not a bug but a different behaviour of bombers (another theme is we like or not that)


Anyway I hope to try again minicom with humans..the only way to test it correctly.
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Postby Forever Young » Fri Feb 03, 2012 1:23 am

R3D wrote:zoro. onlig one fuck up was you when i raped your land :o

btw the is a bomber bug, bomber wil not return to cvs after it drop nuks

yeah, but only sometimes. i saw 2 of my bombers running to wrong way and red`s bomber tried to cross sa from west to east. maybe there was nothing in fuel range or plus the next airbases or carriers were still loaded with 5(for airbases) or 2(for carrier) bombers.

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Postby bert_the_turtle » Fri Feb 03, 2012 10:41 am

Ah, that's a semi-bug. Those bombers were out of range of any landing opportunity and lost in any case, but decided to head for the nearest full carrier. Umm. (That they set an in-between waypoint in such a case is intentional, they're hoping that by the time they get there, you free something up for them.)
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Postby Forever Young » Fri Feb 03, 2012 11:28 am

düse wrote:Und wo wir gerade dabei sind: What about to enable whiteboard visibility for specs? (Like /set wb on and /set wb off)

+ enable radar for specs? i am not sure if that is possible
with these two things spectators will have more fun.
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Postby bert_the_turtle » Fri Feb 03, 2012 12:27 pm

It's mostly an UI problem, you want to selectively activate radars for each player so you can see what happens where they overlap. Also, radar range rendering is quite fillrate intensive, activating it for everyone at once is likely to cause performance issues. There is an alternative rendering path already coded that could potentially help; it renders the true radar grid, which is what the game uses internally. It's a bit slow right now, but could be improved with caching and it could do additive blending for each team, which the regular code can't.
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Postby Forever Young » Fri Feb 03, 2012 12:34 pm

bert_the_turtle wrote:Ah, that's a semi-bug. Those bombers were out of range of any landing opportunity and lost in any case, but decided to head for the nearest full carrier. Umm. (That they set an in-between waypoint in such a case is intentional, they're hoping that by the time they get there, you free something up for them.)

these two bombers are flying to airbases, although there are carriers closer to them with enough space.
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and here fleet is travelling detour. wrong path! btw i like that star in the ghost path!
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Postby Forever Young » Fri Feb 03, 2012 1:00 pm

bert_the_turtle wrote:It's mostly an UI problem, you want to selectively activate radars for each player so you can see what happens where they overlap. Also, radar range rendering is quite fillrate intensive, activating it for everyone at once is likely to cause performance issues. There is an alternative rendering path already coded that could potentially help; it renders the true radar grid, which is what the game uses internally. It's a bit slow right now, but could be improved with caching and it could do additive blending for each team, which the regular code can't.

i see. nice! but i thought about to see all radars, not selectively. i thought it is easier to make, but i understand that, also these performance issues. so we can say, to seperate the radars is more intelligent.
WeAreDefconBastardsNotTerrorists



Let's dance in style

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are you gonna drop the bomb or not?

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Postby bert_the_turtle » Fri Feb 03, 2012 5:01 pm

That bomber behavior is intentional; they try to evenly fetch leftover nukes. They prefer the faraway landing spot over the closer one (as long as it's in range) because that gives you more time to manually adjust the orders if you disagree; if it went for the closer spot, it may be too late to turn it around.

The fleet movement is just the navpoint system which I won't touch for a bit (doing so would inevitably either lead to the Bering Strait getting impassable or passable without effort, by the way; I kind of have a feeling neither would be welcome); the ships first need to head in a straight line to a point of the navigation network, and they're not too dense because the network stores the best path from any of them to all others and uses a not too good algorithm to calculate them. In principle, though, this is easily fixable with better data.
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Postby Forever Young » Fri Feb 03, 2012 5:17 pm

the bering street is now very easy to pass. at first, i thought this is not necessary, because the help line in your radar mod is working fine, but it is easy to use for newplayers and the experienced players have still an advantage.
because in that easy way, the fleet is moving a bit around the bering like a circle till they are passing full.
so, if you can go the straight way you are faster than the noob way. :)
i can say now: i like it. :D

what do you mean with better data? more screenshots? i think not, or?
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Postby bert_the_turtle » Fri Feb 03, 2012 9:18 pm

Oh right, I forgot the new ship-over-land bug I introduced right at the seam, I had hoped nobody would notice :) It's already fixed for the next build.

Forever Young wrote:what do you mean with better data? more screenshots? i think not, or?
No, not screenshots; better content of main.dat, specifically data/earth. Cleaner sailable territories with nooks removed and/or more/better navigation markers.
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Postby Schubdüse » Fri Feb 03, 2012 9:55 pm

Err Bert, I have a small question and I know, I will burn in the Defcon-Hell for asking it:
Is Defcon anyhow cough"sloppy"cough coded?

I mean you are doing some heavy fixes there, aren't you?

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