More hard player features

Ideas for expansions and improvements to Defcon

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Burner
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More hard player features

Postby Burner » Wed Dec 26, 2007 4:50 am

So there is list of features what maybe interest players who are allready played lot of this game.

1.) dedicated server with log output.
2.) API for addon programs what can read defcon levels, write speed setting, and start launching for pre selected targets. My idea is make program what controls 1-wire based "defcon lights" and nice red button what sends nukes for pre selected targets :)
3.) optimized code. I cant understand how this kind game what usually runs with old pentium needs new hardware and 3d card. Its wery sad that this not work with all laptops. Oh well... I understand techinaccly why but I cant undersand what was mind on programmer when select that kind solutions.


Bugfixes:
1) localhost server connection problem restore after network interface coming back. Now if you lost connection to wlan or if you cable disconnects and interface go down on windows also local client drop connection to server. Normally if client disconnect from server you can reconnect but on this case you cant.
2) If you set targets for fligters from carrier also carriers take new target. I hope this is bug and you fix it.
3) Some times planes shoot own airbases with nukes
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NeoThermic
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Re: More hard player features

Postby NeoThermic » Wed Dec 26, 2007 5:21 am

Burner wrote:So there is list of features what maybe interest players who are allready played lot of this game.

1.) dedicated server with log output.


Dedcon - Defcon Dedicated Server.

Burner wrote:2.) API for addon programs what can read defcon levels, write speed setting, and start launching for pre selected targets. My idea is make program what controls 1-wire based "defcon lights" and nice red button what sends nukes for pre selected targets :)


Generally won't happen without source access. Even then, the risk of breaking compatibility would make it null and void to try something like this.

Burner wrote:3.) optimized code. I cant understand how this kind game what usually runs with old pentium needs new hardware and 3d card. Its wery sad that this not work with all laptops. Oh well... I understand techinaccly why but I cant undersand what was mind on programmer when select that kind solutions.


It's being worked on currently. Watch this space...


Burner wrote:Bugfixes:
1) localhost server connection problem restore after network interface coming back. Now if you lost connection to wlan or if you cable disconnects and interface go down on windows also local client drop connection to server. Normally if client disconnect from server you can reconnect but on this case you cant.


Please create a topic in the windows troubleshooting forum with a detailed list of steps to reproduce.

Burner wrote:2) If you set targets for fligters from carrier also carriers take new target. I hope this is bug and you fix it.


The game has been out for so long that I'd wager it'd cause more problems fixing this "bug" than leaving it as something a commander must deal with.

Burner wrote:3) Some times planes shoot own airbases with nukes


Fighters have no nukes. If you're referring to bombers, I'd wager it's because you accidentally click-dragged a bomber to an airbase (that'll give it the signal to launch a nuke)

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Re: More hard player features

Postby Burner » Wed Dec 26, 2007 3:18 pm

Burner wrote:2.) API for addon programs what can read defcon levels, write speed setting, and start launching for pre selected targets. My idea is make program what controls 1-wire based "defcon lights" and nice red button what sends nukes for pre selected targets :)


Generally won't happen without source access. Even then, the risk of breaking compatibility would make it null and void to try something like this.


Well I have seen lot of different kind apis on closed source programs. Good example is Oziapi (http://www.oziexplorer3.com/oziapi/oziapi.html) there is only published information of public functions on api library. So you can use it with own programs without knowing to mutch.
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Re: More hard player features

Postby NeoThermic » Wed Dec 26, 2007 11:56 pm

Burner wrote:
Burner wrote:2.) API for addon programs what can read defcon levels, write speed setting, and start launching for pre selected targets. My idea is make program what controls 1-wire based "defcon lights" and nice red button what sends nukes for pre selected targets :)


Generally won't happen without source access. Even then, the risk of breaking compatibility would make it null and void to try something like this.


Well I have seen lot of different kind apis on closed source programs. Good example is Oziapi (http://www.oziexplorer3.com/oziapi/oziapi.html) there is only published information of public functions on api library. So you can use it with own programs without knowing to mutch.


Defcon's network model works by sending player commands, not much else. The game is a fat-client, the server just re-sends on player movements and the current game seed. If you change Defcon to allow an API to launch all your nukes, for example, every player must have the API installed or your commands will force you to fall out of sync.

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Postby bert_the_turtle » Thu Dec 27, 2007 12:14 pm

Not necessarily. If the result of the API call "Lauch all my nukes on Greenland, LOLZ" is that the appropriate silo state change and nuke launch commands that all clients understand are generated and transmitted to the server, it would work without the ordering client falling out of sync. Of course, there are other problems with that approach.
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Postby NeoThermic » Thu Dec 27, 2007 4:12 pm

bert_the_turtle wrote:Of course, there are other problems with that approach.


Hence why I said
NeoThermic wrote:Even then, the risk of breaking compatibility would make it null and void to try something like this.


:)

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