I would love to try this out on a test trial basis. For a SPADS newbie like myself, could you provide basic instructions for installing and configuring it? (I have not run any plugins yet myself).
Thank you & it sounds like a wonderful idea.
-MajorB
Search found 17 matches
- 18 Mar 2015, 08:16
- Forum: SPADS AutoHost
- Topic: Plugin: "kings" type of team-making
- Replies: 7
- Views: 1307
- 18 Mar 2015, 08:12
- Forum: SPADS AutoHost
- Topic: Banning a range of ips
- Replies: 2
- Views: 1030
Banning a range of ips
A recent troublemaker inspired me to investigate netmask banning in SPADS. Fortunately, I did not have to write a patch for this as there is some existing functionality. It is not well documented so I am posting about it here. You can ban an inclusive range of ips with the following syntax: !ban ip=...
- 26 Feb 2015, 09:26
- Forum: Help & Bugs
- Topic: Collisions - units stuck in factories and on wind farms
- Replies: 3
- Views: 820
Collisions - units stuck in factories and on wind farms
I know that collision detection was revisited in the last release (98.0) and I was wondering if there are any devs that realize that it is still a bit broken. It was previously logged a 97 bug: https://springrts.com/mantis/view.php?id=4465 and now marked as resolved. However it happens regularly (ye...
- 27 May 2014, 02:51
- Forum: Engine
- Topic: libunwind feature branch ready for testing
- Replies: 1
- Views: 661
libunwind feature branch ready for testing
If you run linux and you'd like to try the new libunwind integration, it can produce nicer + more precise stack traces for you during your testing. You just need to have the libunwind library installed, then clone + build the following git repo: https://github.com/MajBoredom/spring It is in the &quo...
- 29 Mar 2014, 06:04
- Forum: Engine
- Topic: Debugging and stack traces
- Replies: 7
- Views: 3543
Re: Debugging and stack traces
After some playing with libunwind and posix thread signals, I managed to create a stub program that creates a worker thread, runs it, then allows you to suspend that thread from the main thread (sort of Java-like). The suspended thread is just a signal handler for the worker that waits on a mutex pr...
- 04 Mar 2014, 09:30
- Forum: Engine
- Topic: New starting position options
- Replies: 23
- Views: 4175
Re: New starting position options
A few thoughts: The problem is to break it down into strategic value of a start position. I think you need to estimate - closeness of ressources - space to build, - narrow entrances to defend - routes to allys and enemys - and expanding options (really difficult too estimate) You evaluate those all,...
- 22 Feb 2014, 02:33
- Forum: Engine
- Topic: New starting position options
- Replies: 23
- Views: 4175
Re: New starting position options
My thoughts: The existing start position handlers are done as part of the engine, and are c++. It seems a bit awkward to extend a single start position mode in Lua, or to make it mod-specific. Second, this is truly an option for all mods. On the surface, Lua code may seem to be more maintainable, bu...
- 21 Feb 2014, 16:20
- Forum: Engine
- Topic: New starting position options
- Replies: 23
- Views: 4175
New starting position options
Hello spring community, I am again soliciting feedback for a new feature. The feature would improve the Team FFA game type by providing a new StartPosType (rts/Game/GameSetup.h:64). To be specific, this is when there are several allyteams (>=3) with >=2 teams (usually 1 player per team) on each ally...
- 17 Feb 2014, 02:34
- Forum: Engine
- Topic: Debugging and stack traces
- Replies: 7
- Views: 3543
Re: Debugging and stack traces
these are for the most part meaningless It tells you what happened (trying to to access a cell outside an array), and where it happened (the file and line number where it occured, and who called it). What else would you need to know? Thanks. Let's assume I understand the basic premise of a stack tr...
- 11 Feb 2014, 23:20
- Forum: Engine
- Topic: Debugging and stack traces
- Replies: 7
- Views: 3543
Debugging and stack traces
Before I post a bug on mantis, I was wondering if one of the developers can give instructions on how to read/interpret the stack traces in infolog.txt. I was told by Kloot that these are for the most part meaningless. Is there a way to compile the engine in order to get more information out of a rep...
- 28 Dec 2013, 11:17
- Forum: Lobby Clients & Server
- Topic: !vote to trade players for team balancing
- Replies: 9
- Views: 2162
Re: !vote to trade players for team balancing
Well, I didn't intend to turn this into a "TS-bash" thread -- I just think that the players should have an override option that works on top of any auto-balancing system. They wouldn't invoke it most of the time, but there are times when they would definitely want it for reasons that the a...
- 28 Dec 2013, 07:46
- Forum: Lobby Clients & Server
- Topic: Primer on "pool" vfs used for downloading mods
- Replies: 4
- Views: 1853
Primer on "pool" vfs used for downloading mods
I use linux. I noticed that when springlobby downloads a new mod, it doesn't put the .sdz file under my datadir in /mods or /games. Instead, it seems to break these files up into some kind of mysterious VFS/DB structure under the "pool" directory. (Is this correct?) This always gets put in...
- 11 Dec 2013, 21:57
- Forum: Feature Requests
- Topic: Better warning system
- Replies: 34
- Views: 6526
Re: Better warning system
Re: the original idea with the warning sound: it's a good idea but the fix needs to be carefully thought out. For example, in BA it is a very common strategy to set up a "flea spam" lab which repeats fleas and sends them into an enemy base with a FIGHT or MOVE order. When the fleas start t...
- 05 Dec 2013, 22:48
- Forum: New Developer Discussion
- Topic: Programmer applications
- Replies: 14
- Views: 17291
Re: Programmer applications
Hello, I'm new to the springrts community. I play occasionally under a different name, but mostly I am interested in programming. The proposals page at: http://springrts.com/phpbb/viewforum.php?f=61 ...does not allow me to view (I am not authorized to view). I run linux (Fedora / 64 bit). I would be...
- 02 Dec 2013, 19:02
- Forum: Lobby Clients & Server
- Topic: !vote to trade players for team balancing
- Replies: 9
- Views: 2162
Re: !vote to trade players for team balancing
As far as I can see the only question here is "is there anything major wrong with the teams the current algorithm generates" and, unles you can offer some statistics to say that there is, I'm sticking with no. It's because of the ability to create smurf accounts which foil the algorithm. ...
- 02 Dec 2013, 17:18
- Forum: Lobby Clients & Server
- Topic: !vote to trade players for team balancing
- Replies: 9
- Views: 2162
Re: !vote to trade players for team balancing
How does it meet the definition of a conflict of interest? Do you mean: "an individual player is interested in a balanced game but may also just want to win." ... ? Voting tends to mitigate these individual interests since the voters can come from any of the teams. If the players have to v...
- 02 Dec 2013, 04:36
- Forum: Lobby Clients & Server
- Topic: !vote to trade players for team balancing
- Replies: 9
- Views: 2162
!vote to trade players for team balancing
Here is a spads / autohost / lobby server feature request that would greatly improve the quality of big team games and is not difficult to code. The premise is that TrueSkill, for all its academic merits, will never be quite as good as player judgment when it comes to balancing the teams. So, why no...