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by tzaeru
01 Mar 2018, 13:45
Forum: SPADS AutoHost
Topic: auto-update and multi-hosting
Replies: 5
Views: 5879

Re: SPADS doesnt recognise maintenance builds

bibim wrote:What is the value of the "autoUpdateRelease" setting used by all your SPADS instances sharing this SPADS installation ?
Ooh.

I had left this as "testing".

I suppose that's what's off here?
by tzaeru
28 Feb 2018, 19:55
Forum: SPADS AutoHost
Topic: auto-update and multi-hosting
Replies: 5
Views: 5879

Re: SPADS doesnt recognise maintenance builds

I do, yes.
by tzaeru
28 Feb 2018, 12:44
Forum: SPADS AutoHost
Topic: auto-update and multi-hosting
Replies: 5
Views: 5879

auto-update and multi-hosting

After updating, I get: NOTICE - [SPADS] Initializing SPADS 0.12.4 NOTICE - [SpadsUpdater] 4 package(s) updated NOTICE - [SPADS] AutoHost restart scheduled (reason: auto-update) ERROR - [SPADS] [SimpleLog] No log file configured, redirecting to standard output ERROR - [SPADS] Configuration file "...
by tzaeru
16 Feb 2018, 21:46
Forum: Engine
Topic: Spectator delay
Replies: 6
Views: 5317

Re: Spectator delay

AllowSpectatorJoin already exists to block unauthenticated late-to-the-party clients. Artificially delaying packets by a few minutes is easy, you just have to find something for specs to do on startup (blackjack and hookers?) until at least <delay> amount of game time has passed. Yeah, was figuring...
by tzaeru
16 Feb 2018, 16:00
Forum: Engine
Topic: Spectator delay
Replies: 6
Views: 5317

Spectator delay

Hi, it'd be cool if the engine could support spectator delay, i.e. having spectator gamestate lag a little behind from the players' gamestate. This could be configurable as a modoption. The primary motivation would be making spectator cheating less viable. I could look into adding this myself if you...
by tzaeru
16 Feb 2018, 11:15
Forum: Balanced Annihilation
Topic: OverKillHost1 spamming shared infrastructure
Replies: 11
Views: 3707

Re: OverKillHost1 spamming shared infrastructure

Even ban is not proper solution, because the bot will try to log all the time. I guess the owner of the bot is known, because there was someone who asked for bot-flags historically. Can someone who gave the bot those flags originally tell us who asked for it? BA doesn't manage the infrastructure so...
by tzaeru
15 Feb 2018, 20:49
Forum: Balanced Annihilation
Topic: OverKillHost1 spamming shared infrastructure
Replies: 11
Views: 3707

Re: OverKillHost1 spamming shared infrastructure

What we really should do is implement VPN blacklists, mandatory email registeration for hosting, and possibility for autohosts to require its players to have their email verified by Uberserver. Then these hosts and players who repeatedly harass the community could just be banned for good.
by tzaeru
06 Feb 2018, 12:53
Forum: Lua Scripts
Topic: LuaIntro and random numbers
Replies: 5
Views: 3490

Re: LuaIntro and random numbers

Courtesy to Doo for the snippet, went with a counter number stored in a file, roughly like so: -- Random tips we can show local tips = {"Tip #294:\n\nHave trouble finding metal spots?\nPress F4 to switch to the metal map.", "Tip #15: Some other tip."} -- Random unit descriptions ...
by tzaeru
06 Feb 2018, 10:31
Forum: Lua Scripts
Topic: LuaIntro and random numbers
Replies: 5
Views: 3490

LuaIntro and random numbers

Heyas, It seems that during LuaIntro, math.random() is not seeded yet so math.random() always returns the same number. Interestingly, os.time() doesn't seem to always be very reliable. It sometimes goes back to a number it already returned, and it never returns an odd number. But I'd need some sort ...
by tzaeru
05 Feb 2018, 16:52
Forum: Balanced Annihilation
Topic: Help me create some maplists!
Replies: 1
Views: 1242

Help me create some maplists!

Heyas, I'm putting up some maplists for automatic rotation on PrincessHosts. Namely, I'm looking for maps suitable for 1v1, 2v2-3v3, 4v4-5v5, and 8v8. I was planning on around 8 to 10 maps for each host, each maplist representing a versatile pool of the best available maps. If you guys can throw som...
by tzaeru
05 Feb 2018, 13:50
Forum: SPADS AutoHost
Topic: SPADS doesnt recognise maintenance builds
Replies: 2
Views: 4337

Re: SPADS AutoHost

Can't seem to be able to use maintenance builds from the maintenance branch ( https://springrts.com/dl/buildbot/default/maintenance/ ) 'testing' for autoManagedSpringVersion also just picks stable 104.0. NOTICE - [SPADS] Initializing SPADS 0.12.2a ERROR - [SpadsUpdater] Spring 104.0.1-151-g11de57d i...
by tzaeru
26 Jul 2017, 13:17
Forum: Balanced Annihilation
Topic: I think the commander as it is is a bad game mechanic
Replies: 38
Views: 14694

Re: I think the commander as it is is a bad game mechanic

To add to my post above, I am totally ok with: - Commander being the most powerful early-game constructor unit. - Commander being used to reinforce control of a frontline both as a combat unit and as a constructor. - Commander dgun. - Commander dropping enough metal to make it appealing to protect t...
by tzaeru
26 Jul 2017, 11:38
Forum: Balanced Annihilation
Topic: I think the commander as it is is a bad game mechanic
Replies: 38
Views: 14694

Re: I think the commander as it is is a bad game mechanic

Commander gameplay (exactly how it is) is pretty much BA's spine, it is it's DNA. If you think the commander is a bad game mechanic then, no offense, I really think BA is not the game for you. Game mechanics can surely be fine-tuned. I didn't suggest removing the commander or rendering him fully us...
by tzaeru
24 Jul 2017, 18:42
Forum: Engine
Topic: A few questions about "handle raw movement directly in the PFS" commit
Replies: 9
Views: 3817

Re: A few questions about "handle raw movement directly in the PFS" commit

Alrighto, very cool!

I'll add this to BA to test around with right away.
by tzaeru
24 Jul 2017, 17:40
Forum: Engine
Topic: A few questions about "handle raw movement directly in the PFS" commit
Replies: 9
Views: 3817

A few questions about "handle raw movement directly in the PFS" commit

Heyas, Sorry if this is in the wrong forum section, but I'm super curious about this particular commit: https://github.com/spring/spring/commit/51e1163fa865628c0d47b459945542f78a41c54f Is the goal of this to implement a ZK-like raw movement on a free path -thing straight to the engine, allowing unit...
by tzaeru
24 Jul 2017, 16:35
Forum: Help & Bugs
Topic: Problem in loading a rapid archive with --write-dir enable
Replies: 10
Views: 3054

Re: Problem in loading a rapid archive with --write-dir enable

Well, I spent some time grepping the sources. Would need to build Spring and start doing debug prints to figure out where it goes off - the data directory handling stuff has a quite few indirections in it.

I guess it's a Windows-specific problem.
by tzaeru
24 Jul 2017, 15:16
Forum: Balanced Annihilation
Topic: I think the commander as it is is a bad game mechanic
Replies: 38
Views: 14694

Re: I think the commander as it is is a bad game mechanic

My REAL point is that it would make a lot more sense if the comm explosion was no more than a fusion. It would solve the massive issues of commbombing, and it would still have a effect on units attacking it when it died. 2 Comms dgunning each other no longer decimate half the map. A slightly smalle...
by tzaeru
22 Jul 2017, 14:11
Forum: Help & Bugs
Topic: Problem in loading a rapid archive with --write-dir enable
Replies: 10
Views: 3054

Re: Problem in loading a rapid archive with --write-dir enable

No luck. :? Here's the Python script I use to test: from subprocess import call import os ver_string = "103.0.1-1222-g37dc534 develop" call(['pr-downloader', '--filesystem-writepath', 'data/', '--download-engine', ver_string]) call(['pr-downloader', '--filesystem-writepath', 'data/', 'chob...
by tzaeru
21 Jul 2017, 18:33
Forum: Help & Bugs
Topic: Problem in loading a rapid archive with --write-dir enable
Replies: 10
Views: 3054

Problem in loading a rapid archive with --write-dir enable

Heyas, I'm making a small wrapper/installer for Chobby & Spring. When I run the engine with spring.exe --write-dir "C:\Users\tzaeru\Documents\ChobbyWrapper\data" --menu "Chobby $VERSION" with Chobby.sdd in C:\Users\tzaeru\Documents\ChobbyWrapper\data\games, all works fine. Wh...
by tzaeru
21 Jul 2017, 11:06
Forum: Balanced Annihilation
Topic: I think the commander as it is is a bad game mechanic
Replies: 38
Views: 14694

Re: I think the commander as it is is a bad game mechanic

Having at T1 a unit with high HP and BP means that you can either use it to quickly grow your homebase (eco) or advance the front. It is a strategic decision. Practically, there's very rarely a real choice though. If it's a 1v1 or a small team game, you're forced to advance since your commander BP ...

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