BELMA - Battle Elasto Mania

Feature requests and ideas for the new unofficial versions of Elma and general talk related to those.

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Deadnes
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Post by Deadnes »

Okay, good. i mean its good that i am not banned or somthing :D
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Post by A.K.B. »

When do you expect the server back up?
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Post by Zweq »

1h-never, mila is on break
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Post by milagros »

ive just heard the server it down
lets make things clear - i can't even ping the server, it has nothing to do with the program, the server is simply down (try stats page and you'll see)
the only one that can do anything with it is skint0r
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Post by A.K.B. »

ok, understandaballes
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Post by zebra »

milagros wrote:ive just heard the server it down
lets make things clear - i can't even ping the server, it has nothing to do with the program, the server is simply down (try stats page and you'll see)
the only one that can do anything with it is skint0r
What is really going on? Why the whole server and http://b.attle.info/ is down? Why doesn't anybody do anything? We have already donated much money for it :(
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Post by milagros »

as i wrote, i'm normal user there who can run programs
i can't contact server owner or smth, only skint0r can
the other possibility is to somehow get together version that is running at the moment(not sure if it's that ez) and give it to zworqy or someone else and run it there without saving any stats
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Post by milagros »

running on zworqy's
ip 213.64.95.157, same ports, no stats
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Post by teajay »

lolz.. started a battle, but I was the only one online. :roll:
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Post by Hx »

yeah not many ppl are on haha just me and teajay then

but good news none the less :D
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Post by teajay »

Say what you want, but I don't see you around!
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Post by Kopaka »

I think it could be nice if it was possible to see qeue inside game when no battle is on. So in the break between two battles it will say in the buttom that a new lev starts in x seconds or smth.

So you know if there's a point in waiting around ingame.
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Post by Rapptor »

Hi, I've got belma version 1.006 and the connection wont work, is there a new version somewere or is my computer fuk't up?
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Post by Sla »

ip ok? 213.64.95.157

hey i know a guy who want to play belma but if we cant check b.attle.info? how to register?
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Post by zworqy »

Rapptor wrote:Hi, I've got belma version 1.006 and the connection wont work, is there a new version somewere or is my computer fuk't up?
1.008: http://zworqy.com/belma/belma_full.zip
Sla wrote:hey i know a guy who want to play belma but if we cant check b.attle.info? how to register?
Since there's no database now, I guess no passwords or anything is in effect, just run belma and play :)
<Fihlvein> another case of zworqy-is-always-right closed i guess
<yoosef> zworqy doesnt suck at anything
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Post by Sla »

zworqy wrote:Since there's no database now, I guess no passwords or anything is in effect, just run belma and play :)
yes, it work. Thanks
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Post by Rapptor »

Finally It Work! Thx! :)
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Post by milagros »

[1:29:pm] <teh_mila> hey nabs
[1:29:pm] <teh_mila> was annoyed with that 1000 files limit in editor
[1:30:pm] <teh_mila> fixed some detail and limit is 100k \o/
[1:30:pm] <teh_mila> took like 2 mins
[1:32:pm] <teh_mila> http://up.k10x.net/twdebyrmtaebq/belma.exe you need to update fak with hib's elmaconf
[1:33:pm] <teh_mila> no need to setup ballelma stuff
[1:33:pm] <teh_mila> its not really tested at all, works with my 2025 files in teh folder
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Post by Zweq »

milagros wrote:[1:29:pm] <teh_mila> hey nabs
[1:29:pm] <teh_mila> was annoyed with that 1000 files limit in editor
[1:30:pm] <teh_mila> fixed some detail and limit is 100k \o/
[1:30:pm] <teh_mila> took like 2 mins
[1:32:pm] <teh_mila> http://up.k10x.net/twdebyrmtaebq/belma.exe you need to update fak with hib's elmaconf
[1:33:pm] <teh_mila> no need to setup ballelma stuff
[1:33:pm] <teh_mila> its not really tested at all, works with my 2025 files in teh folder
yeah it's working without problems so far, nice that you finally fixed this thing that annoyed me 7 years and it took 2 mins ;)
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Post by DaFred »

yippie! max =)
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Post by milagros »

Zweq wrote:yeah it's working without problems so far, nice that you finally fixed this thing that annoyed me 7 years and it took 2 mins ;)
it was quite surprising it was that ez

1. i checked where is the error string "cant load >1000 files" referenced (10 secs)
2. last comparison (>1000?) before was with some global variable (10 secs)
3. checked where is that global variable referenced - it was always read, never written (once also for before some new operator) (10 secs)
4. changed that global variable with ultraedit to 100k and changed text string to 100k (20 secs)

maybe it was even under 1 min
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Xiphias
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Post by Xiphias »

cool mila thx been wanting this one for years :D

but One thing
Now that this patch is out I put all of my levels in my folder. But one or two levels have an invalid level name which makes elma crash when you try to open the editor.

I know that this error comes because some level has too long lvl name. But it's impsy to find it since there are several thousands levels in the folder.

would it be possible to add a function that shows where the error is?

Instead of just showing Sorry, Internal error!
could it be possible to show what level it is?
Like:

Sorry, Internal error!
Invalid string:
Ssjaofdjsado.lev
Copy_of_JASIO.lev
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Post by zworqy »

or just make the editor ignore invalid level names
<Fihlvein> another case of zworqy-is-always-right closed i guess
<yoosef> zworqy doesnt suck at anything
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Post by Xiphias »

zworqy wrote:or just make the editor ignore invalid level names
:D
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Post by milagros »

no idea how ez it is:)
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Post by Mawane »

I know how to know which file(s) it is. Make two folders. Select a part of all your levels and put them in Lev folder. If it crash, your file(s) is in the selection. So reduce selection until you get your error file(s). Easy, no?
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Post by milagros »

well, i didn't even know there is that bug.. but i guess someone mentioned some problems with it a few weeks ago, i thought its not very important

yesterday i played with that more apples/polygons/pictures thingie
seems not that hard to increse apples to <127, polygons/pictures to anything <2.1bil and also number of vertices per polygon (1000 was it?) and total number of vertices (5000?)

only would need loads of testing because code will be updated at around 200 places (like resolution/zoom change) and ez to miss some
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Post by Kopaka »

Xiphias wrote:...shit about levels....
Isn't there already some way you can show a more detailed error message? By making some messages.inf file in elma dir or something, can't really remember.
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Post by teajay »

LOLZ, then I would start to make some sick levels =D
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Post by 8-ball »

127 apples levs :o~
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Post by Lukazz »

that will give us very cool new pipe levs :)
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Post by zworqy »

I don't care much about number af apples, vertices etc., what I would like is bigger level area :)
<Fihlvein> another case of zworqy-is-always-right closed i guess
<yoosef> zworqy doesnt suck at anything
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Post by sierra »

8-ball wrote:127 apples levs :o~
[OMG] | [SpEF] | Apparently my TT was once 39:26:06
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Post by milagros »

[11:12:pm] <teh_mila> hey
[11:13:pm] <teh_mila> ust did apples to 127, polys to 1200 and max vertices to 20000
[11:13:pm] <teh_mila> nothing is tested
[11:13:pm] <teh_mila> made teh patch to elma12, but works with balelma (when offline only atm)
[11:13:pm] <teh_mila> need someone to test everything
[11:14:pm] <teh_mila> http://up.k10x.net/kbvpzpyqfeyvm/elma12a.exe
[11:15:pm] <teh_mila> if everything works fine, will be added to next ballelma
[11:15:pm] <teh_mila> only 125 apples possible, 2 objs are start and exit
[11:15:pm] <teh_mila> texts are not changed, will be after we decide whats optimal no of those obs
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Post by milagros »

tell nicholas to update ALE after teh
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Post by A.K.B. »

I agree with zwor- is a bigger level area actually possible?
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Post by Xiphias »

A.K.B. wrote:I agree with zwor- is a bigger level area actually possible?
belma already has one bug when the level is too big (done with ALE). The kuski start floating in the air, just simply stop moving.

So if this is done then mila has to remember to fix this bug aswell =)

Would be max with some huge good level :P
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Post by Xiphias »

Kopaka wrote:
Xiphias wrote:...shit about levels....
Isn't there already some way you can show a more detailed error message? By making some messages.inf file in elma dir or something, can't really remember.
Message.inf it was. But it was useless in this case:P

Code: Select all

<<Message.inf accessed>>
     Iuoriureiur
I wonder what this means :P some secret elma language maybe ^^


Ok... so I went for error hunt :? and found the levels manually
Some of them were:

Code: Select all

dead for more.lev
Kiros Aterio.lev
damianos12.lev
bubu001locked.lev
berhabdul.lev
With just ignoring this error would be very helpfull, as zworqy mentioned
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Post by Zweq »

A.K.B. wrote:I agree with zwor- is a bigger level area actually possible?
I asked mila earlier, he only said it would take more than 2 mins ;)
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Post by milagros »

Xiphias wrote:Message.inf it was. But it was useless in this case:P

Code: Select all

<<Message>>
     Iuoriureiur
I wonder what this means :P some secret elma language maybe ^^
balazs used to do soething like if(error) internalerror("anbiodfsaniofsdf");
it's ez to localize error then without knowing what it means
Xiphias wrote:With just ignoring this error would be very helpfull, as zworqy mentioned
i guess it's ez

and that larger area may be impsy (depends on if it only checks if it's ok or it's the limit of directx and it remembers whole map)
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Post by milagros »

did 5 mins try
http://up.k10x.net/ujjpgkzbifpax/belma.exe
it shows also long levs, when you load, you get internal error
same as when you play
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Post by nony »

milagros wrote:[11:12:pm] <teh_mila> hey
[11:13:pm] <teh_mila> ust did apples to 127, polys to 1200 and max vertices to 20000
[11:13:pm] <teh_mila> nothing is tested
[11:13:pm] <teh_mila> made teh patch to elma12, but works with balelma (when offline only atm)
[11:13:pm] <teh_mila> need someone to test everything
[11:14:pm] <teh_mila> http://up.k10x.net/kbvpzpyqfeyvm/elma12a.exe
[11:15:pm] <teh_mila> if everything works fine, will be added to next ballelma
[11:15:pm] <teh_mila> only 125 apples possible, 2 objs are start and exit
[11:15:pm] <teh_mila> texts are not changed, will be after we decide whats optimal no of those obs
this together with bigger (unlimited?) level area is the total sickness. brings elma to another life, again. very nice indeed. gratz, mila.
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Post by milagros »

i remember why was larger area a problem
i would have to change all ballelma messages because if i want same accuracy, more bits are needed for position
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Post by jaytea »

i dont think increasing the limits is all that great

what was wrong with the previous limits? fun levels were easily possible, a good (battle) level for example wouldn't require you to go anywhere near those limits

now nab level makers are just going to annoy everyone by starting their experimental bullshit in belma battles, as if we didnt have enough bullshit there already ;/
im pretty good at elma
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Post by 8-ball »

fyi you're the only one who complains.
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Post by SveinR »

I kind of second jaytea's opinion. But nab level makers will of course start nab battles anyway.
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Post by Sla »

totally agree with that guy...jaatea? ye
think in how much bigger levs we play nowadays in belma. some NICE big levs by 8balle and...and?
127 apples is shit and levs more bigs also
bad english sorry
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Post by teajay »

I doubt that I will make worse levels than without the new limit. Think of the possibilities; 125 times brutal, or 125 times stairs.
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Post by 8-ball »

i thought sla was banned! :o
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Post by Sla »

banned? from? with what reason? haah
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