Depends do you mean combined wr tt or combined player tt. The multi total times are combined single/multi, WR TT is not, yet.Pawq wrote:where combined tt? not there yet or i cant find?
Elma Online site: Plans, Ideas, Changes
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Re: Elma Online site: Plans, Ideas, Changes
Re: Elma Online site: Plans, Ideas, Changes
o,o funney
http://www.youtube.com/watch?v=a4_DyzIuLIs
http://www.youtube.com/watch?v=a4_DyzIuLIs
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Re: Elma Online site: Plans, Ideas, Changes
wtf?
Thorze wrote:I just wanted to make a cool topic like Juish have cool topics..
Re: Elma Online site: Plans, Ideas, Changes
i dont know if results from balles where everyone has 0 apples count to rankings, but it still shows they are real. i think its wrang :S
http://elmaonline.moposite.com/?s=battles&b=1217
http://elmaonline.moposite.com/?s=battles&b=1217
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Re: Elma Online site: Plans, Ideas, Changes
they do count (:
ofcourse unfair that you get that win and most ranking points just because you were first to esc/die
dunno if generally ppl with 0 apples should get no points?
ofcourse unfair that you get that win and most ranking points just because you were first to esc/die
dunno if generally ppl with 0 apples should get no points?
Re: Elma Online site: Plans, Ideas, Changes
yes, and this battle looks fucking ugly
Re: Elma Online site: Plans, Ideas, Changes
maybeKopaka wrote:dunno if generally ppl with 0 apples should get no points?
but i think that if everybody has 0 apples - nobody should get points
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Re: Elma Online site: Plans, Ideas, Changes
I was wondering. Do multi battle count in the rankings? Because what if I team with say FinMan and got 1st place.. and FinMan disconnects so I team up with Pab and get 2nd place..
e.g.
Would I get points for both positions?
e.g.
Code: Select all
Random Multi Battle
1st Xiphias FinMan 23:32
2nd Pab Xiphias 24:51
Thorze wrote:I just wanted to make a cool topic like Juish have cool topics..
Re: Elma Online site: Plans, Ideas, Changes
you dont get points for any
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Re: Elma Online site: Plans, Ideas, Changes
0 apples is a legitimate result imo. But i guess it would be fair to count these results as equal positions (position 3-8 for example)...Kopaka wrote:dunno if generally ppl with 0 apples should get no points?
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Re: Elma Online site: Plans, Ideas, Changes
Main rankings doesn't count multi. But for multi ranking(which is coming) and multi in cups ect. you get points individual, and only for your best result.Xiphias wrote:I was wondering. Do multi battle count in the rankings? Because what if I team with say FinMan and got 1st place.. and FinMan disconnects so I team up with Pab and get 2nd place..
e.g.Would I get points for both positions?Code: Select all
Random Multi Battle 1st Xiphias FinMan 23:32 2nd Pab Xiphias 24:51
Yes, but that's kinda the same, because with 0 apples you would be last, and the last doesn't get any points. So counting those as equal they would all get 0 points.Ali wrote:0 apples is a legitimate result imo. But i guess it would be fair to count these results as equal positions (position 3-8 for example)...Kopaka wrote:dunno if generally ppl with 0 apples should get no points?
Re: Elma Online site: Plans, Ideas, Changes
ok, then we are in agreement 0 apples should count as result but no points...
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Re: Elma Online site: Plans, Ideas, Changes
what if you play alone? its a lot harder, and imo then one should get 2xpointsKopaka wrote:Main rankings doesn't count multi. But for multi ranking(which is coming) and multi in cups ect. you get points individual, and only for your best result.
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Re: Elma Online site: Plans, Ideas, Changes
no.Pawq wrote:what if you play alone? its a lot harder, and imo then one should get 2xpointsKopaka wrote:Main rankings doesn't count multi. But for multi ranking(which is coming) and multi in cups ect. you get points individual, and only for your best result.
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Re: Elma Online site: Plans, Ideas, Changes
I don't know if i understand the logic behind these rankings but they sure seem a bit too short term.
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Re: Elma Online site: Plans, Ideas, Changes
That balle ranking is indeed sick. I went from ~60th place to 2nd in one afternoon...
Imho gaining less points for short hoylas would solve the problem... And: long balles = more points .
Imho gaining less points for short hoylas would solve the problem... And: long balles = more points .
Re: Elma Online site: Plans, Ideas, Changes
hahaha indeed funny ranking, 34->19 in 3 battles ::D:D
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Re: Elma Online site: Plans, Ideas, Changes
hmm 34->4 already)))Pawq wrote:hahaha indeed funny ranking, 34->19 in 3 battles ::D:D
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Re: Elma Online site: Plans, Ideas, Changes
You could try tracking those improvements in the new system like I asked ppl to, instead of just complainingPawq wrote:hmm 34->4 already)))Pawq wrote:hahaha indeed funny ranking, 34->19 in 3 battles ::D:D
http://elmaonline.moposite.com/?s=ranki ... ts=rankinc
Re: Elma Online site: Plans, Ideas, Changes
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Re: Elma Online site: Plans, Ideas, Changes
would be nice if you added link to it below/sth the actual ranking, orka enter some weird link everytimeKopaka wrote:You could try tracking those improvements in the new system like I asked ppl to, instead of just complainingPawq wrote:hmm 34->4 already)))Pawq wrote:hahaha indeed funny ranking, 34->19 in 3 battles ::D:D
http://elmaonline.moposite.com/?s=ranki ... ts=rankinc
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Re: Elma Online site: Plans, Ideas, Changes
many thanks Kopaka this new thingy seems to be working fine, but we'll see after some long periodPawq wrote:would be nice if you added link to it below/sth the actual ranking, orka enter some weird link everytimeKopaka wrote:You could try tracking those improvements in the new system like I asked ppl to, instead of just complainingPawq wrote:hmm 34->4 already)))Pawq wrote:hahaha indeed funny ranking, 34->19 in 3 battles ::D:D
http://elmaonline.moposite.com/?s=ranki ... ts=rankinc
edit:
ability to see all players' battles, say, in ascending order considering position (and then ascending order considering amount of kuskis beaten) would be really mega nice :>
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Re: Elma Online site: Plans, Ideas, Changes
im still getting this in firefox, when i try to add levs to pack and search "max"...
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Re: Elma Online site: Plans, Ideas, Changes
Just a question, is it definite that all times from the database will be deleted after final eol release ? :/
Re: Elma Online site: Plans, Ideas, Changes
there will be new database on final server, old db wont go anywhere, at least for a while. problem is the id links between tables, it would be difficult to write script that moves, lets say, internal times from old db to new one. thats what i think anyways
Re: Elma Online site: Plans, Ideas, Changes
why not just start ids in new db from larger number?Zweq wrote:problem is the id links between tables, it would be difficult to write script that moves, lets say, internal times from old db to new one. thats what i think anyways
radical database structure changes planned? if not, why not just replicate old db to final server?
Through the externals to the skill.
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Re: Elma Online site: Plans, Ideas, Changes
hmm rankings etc supposed to be cleared no?
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Re: Elma Online site: Plans, Ideas, Changes
it was decided before starting the test that everything starts from a scratch in the final release. im just writing guesses anyway, i cant see the db structure, ive seen only one mysql command on irc. but im sure there would be difficulties with links between tables if not 1. start from scratch 2. copy whole db. anything between it i dont think the php code would recover, it takes one missing id for page to not load. anyway kopaka can give you better answers. you can just ignore meVes wrote:radical database structure changes planned? if not, why not just replicate old db to final server?Zweq wrote:problem is the id links between tables, it would be difficult to write script that moves, lets say, internal times from old db to new one. thats what i think anyways
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Re: Elma Online site: Plans, Ideas, Changes
One of the reasons was that no every has rights to play, so it's unfair that some people starts earlier, but most people have gotten access so that's not so relevant anymore I guess.
Another big reason is that due to bugs there are some wrong stuff in database here and there.
Another big reason is that due to bugs there are some wrong stuff in database here and there.
Re: Elma Online site: Plans, Ideas, Changes
server dying
megalong loading to site, no best times in eol, superlaggy chat, uberlaggy spying
megalong loading to site, no best times in eol, superlaggy chat, uberlaggy spying
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Re: Elma Online site: Plans, Ideas, Changes
Why is the Online Players list not in ascending order? I assume current order is in some sort of 'who has been online longest'-ish order but who cares about that? Very hard to see who is online with the current system.
Thorze wrote:I just wanted to make a cool topic like Juish have cool topics..
Re: Elma Online site: Plans, Ideas, Changes
one megaeztoimplement and wouldbemegacool feature:
in all ranking tabs (ranking, wins, exp etc) in battle type add option "all", just summing all others. would be megakul)
also some multi ranking would be supernice, but way harder to do than prev one. i will love you for that "all" option )))
in all ranking tabs (ranking, wins, exp etc) in battle type add option "all", just summing all others. would be megakul)
also some multi ranking would be supernice, but way harder to do than prev one. i will love you for that "all" option )))
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Re: Elma Online site: Plans, Ideas, Changes
kopa, imo you should replace the ranking with rank inc. already... seems quite decent, old one is just pants
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Re: Elma Online site: Plans, Ideas, Changes
i believe it's mysql overload as last time.. if the site was down, it would all run smootherPawq wrote:server dying
megalong loading to site, no best times in eol, superlaggy chat, uberlaggy spying
[carebox]
Re: Elma Online site: Plans, Ideas, Changes
To make as well as the complete statistics on Internals,all or nearly so level pak.
To begin with going to revive old boring pa00le01.lev a series and abula pak it is obligatory
To begin with going to revive old boring pa00le01.lev a series and abula pak it is obligatory
Re: Elma Online site: Plans, Ideas, Changes
download link http://elmaonline.moposite.com/download/elmaonline.rar = 404
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Re: Elma Online site: Plans, Ideas, Changes
teh site is down now to find out whether it's my code that floods teh server after a day or two, or it's kopaka's site
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Re: Elma Online site: Plans, Ideas, Changes
mabe fix?eol site wrote:16. Zweq [WNO] 01:16,64
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Re: Elma Online site: Plans, Ideas, Changes
no need, current plan is "all results will be erased when we move to final server".
Through the externals to the skill.
Through the skill to the internals.
Through the internals to the divinity.
Through the skill to the internals.
Through the internals to the divinity.
Re: Elma Online site: Plans, Ideas, Changes
how is that time made anyway?
Re: Elma Online site: Plans, Ideas, Changes
Bugbance!
then again i don't know anything
maybe easier not to think abouut alöl things thought than not things thought ... or something..=?
maybe easier not to think abouut alöl things thought than not things thought ... or something..=?
Re: Elma Online site: Plans, Ideas, Changes
cool rec, thx.
Re: Elma Online site: Plans, Ideas, Changes
left first, bug baunc
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Re: Elma Online site: Plans, Ideas, Changes
1. Heres an EOL thought I had during economics class, we were discussing economics of growth. Earlier in the week I was designing a level and I reached the maximum vertices total, max polygon total and max vertice per polygon total and I wasn't even done 1/4 of the designing yet :S .
Relating to the economics of growth we may draw conclusions:
Factors of growth include:
Human capital - (highly skilled, trained workers.) in our case highly skilled kuskis
Natural resources - levels, lgrs, replays
Technology - Programs and new versions.
I feel that this is what has happened in elma development as of late:
Human capital: We currently have highly skilled kuskis, highly skilled developers and highly skilled level editors. With the introduction of EOL(new technology) we increased playability, fun factors, replay veiwing, speed, apple times map zooms, stats recording, battles types etc.. These benefit the highly skills kuskis with a better driving climate and abilty to have more options. this all positively affects the growth curve shifting it to the right
Then the developers came out with even more technology to help the highly skilled level editors such as ALE and NEW! the ability to copy and join polys, realtime display of the level. These were great tools but the facility to use these tools to their potential in, is not complimentary.
With all these new factors I feel elastomania's "economy" is nearing full employment. this is a verticle line where output stops.
Our natural resources "levels" "replays" "lgr's" are being used to their capicity and scarcity is setting in. When i had to start deleting vertices just to draw a new polygon i knew there was a problem. The problem now is that we are nearing our next step in growth. this step needs to emphasize on a better level designing climate.
A solution to exhausted resources: like "land" for instance, is "drain a lake and build factories on it". they increased the size of their land and now can boost output further.
The highly skilled level editors are "under employed" meaning they are way more skilled then their job allows them to be. Due to lack of resources. The most Valuable resources to a level designer are max vertices, max Polygons, max vertices per polygon, max pictures, max level height and max level width. these all account to the box we must build within. By increasing the limits to all of these to some sort of massively large(nearly infinite) playground elma can again grow further.
PS i only get 60% on tests and assignments so i dont claim much knowings in economics class lol i nab economics
2. new ideas:
a) first step, as i mentioned above increase all level designing parameters to almost infinite, with the adoption of the cutting/copy paste function the old parameters just dont come close to the potential of design.
b) EEL - Elma Editor On-Line (Real time editing room)
We took the time to take elma online, but imagine the possibility of multiple kuskis simultaneously editing levels together in the same level editing "room". it would be something like ALE and NEW! meets chain levels. With a real time chat window on the side to discuss while designing of the level. When you go to test play you can all go freely in and out of the level. from the last saved point. to save all kuskis would have to click an "agree" button. to make it fair. I understand that there could be confusion/coinflict in design and such but that all depends on how professional you approach the situation.
c) lets say when you right click a level, replay or lgr file. would it be possible to have a built in game feature when it writes a new level or replay file it posts in the level properties the user who drove it. your "in game" nick. acts like a signature of originality. this would have to be uneditable.
d) More designer stats, number of polys places, # of vertices placed, # of each pictures used, ect. the list could go on.
thats all for now, it was just a brainstorming session getting people to think, it could be impsy stuff. but remember we need to avoid scarcity and think of growth while maintaining its classic graphics and physics. haha, just thought of the word "elmanomics - the study of sustaining a healthy hoyling climate" , ok im done
Relating to the economics of growth we may draw conclusions:
Factors of growth include:
Human capital - (highly skilled, trained workers.) in our case highly skilled kuskis
Natural resources - levels, lgrs, replays
Technology - Programs and new versions.
I feel that this is what has happened in elma development as of late:
Human capital: We currently have highly skilled kuskis, highly skilled developers and highly skilled level editors. With the introduction of EOL(new technology) we increased playability, fun factors, replay veiwing, speed, apple times map zooms, stats recording, battles types etc.. These benefit the highly skills kuskis with a better driving climate and abilty to have more options. this all positively affects the growth curve shifting it to the right
Then the developers came out with even more technology to help the highly skilled level editors such as ALE and NEW! the ability to copy and join polys, realtime display of the level. These were great tools but the facility to use these tools to their potential in, is not complimentary.
With all these new factors I feel elastomania's "economy" is nearing full employment. this is a verticle line where output stops.
Our natural resources "levels" "replays" "lgr's" are being used to their capicity and scarcity is setting in. When i had to start deleting vertices just to draw a new polygon i knew there was a problem. The problem now is that we are nearing our next step in growth. this step needs to emphasize on a better level designing climate.
A solution to exhausted resources: like "land" for instance, is "drain a lake and build factories on it". they increased the size of their land and now can boost output further.
The highly skilled level editors are "under employed" meaning they are way more skilled then their job allows them to be. Due to lack of resources. The most Valuable resources to a level designer are max vertices, max Polygons, max vertices per polygon, max pictures, max level height and max level width. these all account to the box we must build within. By increasing the limits to all of these to some sort of massively large(nearly infinite) playground elma can again grow further.
PS i only get 60% on tests and assignments so i dont claim much knowings in economics class lol i nab economics
2. new ideas:
a) first step, as i mentioned above increase all level designing parameters to almost infinite, with the adoption of the cutting/copy paste function the old parameters just dont come close to the potential of design.
b) EEL - Elma Editor On-Line (Real time editing room)
We took the time to take elma online, but imagine the possibility of multiple kuskis simultaneously editing levels together in the same level editing "room". it would be something like ALE and NEW! meets chain levels. With a real time chat window on the side to discuss while designing of the level. When you go to test play you can all go freely in and out of the level. from the last saved point. to save all kuskis would have to click an "agree" button. to make it fair. I understand that there could be confusion/coinflict in design and such but that all depends on how professional you approach the situation.
c) lets say when you right click a level, replay or lgr file. would it be possible to have a built in game feature when it writes a new level or replay file it posts in the level properties the user who drove it. your "in game" nick. acts like a signature of originality. this would have to be uneditable.
d) More designer stats, number of polys places, # of vertices placed, # of each pictures used, ect. the list could go on.
thats all for now, it was just a brainstorming session getting people to think, it could be impsy stuff. but remember we need to avoid scarcity and think of growth while maintaining its classic graphics and physics. haha, just thought of the word "elmanomics - the study of sustaining a healthy hoyling climate" , ok im done
TT= 38 somethin