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PostPosted: 18 Dec 2006, 13:08 
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Kestas wrote:
yes but that's the most important feature mila. without in-game chatting this patch will be only 50% done. i'm sure someone could help you out with that if you fill some Qs in a couple of c++ forums on the net if you have no idea where from to start.

some ingame chat would be kinda ez if i had elma sources, the problem is that i need to draw it inside elma in assembler and there might be problems with not imported small font or whatever..
and yea, i have no idea where to start there from

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PostPosted: 18 Dec 2006, 13:18 
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Zweq wrote:
Then, as we know there are couple of .exes in the elma folder. It seems that elmaconf affects elma12.exe but not eol.exe, that leads to a problem with defining alovolts and keys. In fact I don't exactly remember what was the problem with this, because it was in the spring we had problems with defining the keys. I remember I had to change elmaconf.exe from another elma folder to get it working, was quite a struggle I remember. Either way it's quite damn confusing, not 100% sure if I can say it is bugged.comms.


There is specific Elmaconf12.exe you can use to config eol.exe. I don't know if it was packed next to eol or not.
http://mxb.dk/upload/ElmaConf12.exe

For me main feature of this battle elma would be displaying best time and others playing around.

I think Flag Tag can't be done properly since you'll use UDP (there can be package losses, and you'll have to interpolate less precisely on serverside, ie. calculate if you touched the opponent carrying the flag or not from deficient data), and packages sent from client less frequent than it'd be needed (50 ms is not enough imo).
It'd work, but the little nuances that define FT would be lost.
Though it'd introduce massive flag tagging :) (kinda different levs needed for ie. 6 players than for 2)
Same-time-flag-taking-by-multiple-players :roll: issue should be solved by random flag distribution. (or maybe giving it to the guy with the less flag-possessing time?)

In my opinion FT can be done if you can guarantee that all the client data arrives at the server, and you send enough of them to reach same accuracy as in eol (or "normal" 1-comp flag tag).

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PostPosted: 8 Jan 2007, 13:59 
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the status of the project is secret and the final version might be published at the end of the year

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PostPosted: 8 Jan 2007, 17:44 
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O_O end of the year...? 8O

ah well....its probably well worth the wait..this will get rid of #battle almost completely. :lol:

good x-mas present for 2007 though :wink:


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PostPosted: 18 Jan 2007, 23:24 
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ok made some basic version where players can play together in diferent shirts, interpolation seems to be working and the movement looks very good even if the data is sent in very low fps (rec is in 30fps and looks max smooth so even less is enough), upload data sent is 24bytes, download 8+24bytes*no of players so it should work properly for quite many players (+ there are many different messages sent but very rarely) i've tested only in lan with gf's comp, so hard to say how good it actually is
i've planned to do those mango balle modes, some irc stuff, import results of battles into tables, show playing kuskis and try to do chat inside elma (+15 chars rec names)

it looks like i'll do some project as a self-emplyed for one american company so after I start I won't do any update on it
I'm not going to spread it before everything is finished so see you in a few months in best case

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PostPosted: 18 Jan 2007, 23:49 
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I'm glad it is working out; and well, a delay we can handle, no need to publish this in a rush if it's unfinished.


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PostPosted: 20 Jan 2007, 03:20 
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I almost can't believe how good this is. Maybe afterwards, some inbuilt stats?

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PostPosted: 20 Jan 2007, 20:11 
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WoW, that sounds really,really, fucking good. I get wet dreams of something like this..

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PostPosted: 21 Jan 2007, 16:10 
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I tested some with milagros, it worked great, at least for me. He couldn't see me for some unknown reason. No lag or anything.

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PostPosted: 21 Jan 2007, 22:41 
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zworqy wrote:
I tested some with milagros, it worked great, at least for me. He couldn't see me for some unknown reason. No lag or anything.

Yea, sure you clicked the normal elma shortcut :lol:

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PostPosted: 22 Jan 2007, 08:25 
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so how much €€€ do we need to donate for you to finish this asap mila? :P

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PostPosted: 22 Jan 2007, 11:51 
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I guess you can't afford it
you have to wait some months after i start next project (i hope at the end of this week)

ive tested it again in lan on two comps and everything worked fine on both of them so i now believe zworqy has some port blocked, evil firewall or spyware detect0r (cause zworqy + john didnt work aswell so it's not my ip)

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PostPosted: 22 Jan 2007, 14:16 
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lies :(

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PostPosted: 22 Jan 2007, 23:16 
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YEAAAAAAAAAAAAAAAAAAAAH
played warmup with zworqy, it was fucking hillarious!
no lag at all

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PostPosted: 22 Jan 2007, 23:24 
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Wonderful, absolutely wonderful! :D


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PostPosted: 22 Jan 2007, 23:58 
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It rocks!! 8) 8) 8)

milagros rocks! 8)

join #ballelma for more info :)

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 Post subject:
PostPosted: 23 Jan 2007, 01:02 
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Extremely fun, especially with lots of players =)


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PostPosted: 23 Jan 2007, 01:58 
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oki this is cool 8) would be lolz to have mopobattle with this one, dozens of bikes on top of each other.

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PostPosted: 23 Jan 2007, 03:50 
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this is fucking cool, good job mila. it crashed twice on me in fullscreen mode.. hope you can sort that out :S

oh and i duno if youre working on this, or if it was mentioned before, but you should make the other bikes semi transparent.. kinda hard to focus with 2 bikes next to each other imo


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PostPosted: 23 Jan 2007, 10:58 
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I can't see anyone else. :? Even when me and Riven went on at same time Warm Up, we still couldn't see each other. :x how do we fix this?

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PostPosted: 23 Jan 2007, 11:01 
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ye, i've noticed it crashes too often (for me once in 30 mins yesterday)
i'll probably release some version where the status will be saved into the file each frame and each time it crashes, you'll send me generated file (rename it and send later)

there are a few possible reasons
1. corrupted udp packet (im not checking validity anyhow yet)
2. bug in teh prog (inserting frame according to time or smth, many possibilities)
3. some values for viewing are not zeroed and should be (this would be ez found with that)
4. dunnoo...

this was just 1st alpha version, tested for a few minutes before it got spread, so there might be bugs

anyway it was quite fun fooling around in Tag, i must add 'MILAGROS ROCKS!' too

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PostPosted: 23 Jan 2007, 11:02 
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A.K.B. wrote:
I can't see anyone else. :? Even when me and Riven went on at same time Warm Up, we still couldn't see each other. :x how do we fix this?

the problem is that youp ip is not public
there are two ways to fix it - change NAT setting for your router (helped me) or setup the router so it will forward data form ports 4460, 4461 and 4462 to your comp (or something like that axxu did)

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PostPosted: 23 Jan 2007, 11:42 
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I can see now, but I can't use alo, which is pissing me off, can you do what you did to eol, and make a config file?

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PostPosted: 23 Jan 2007, 12:34 
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you can rename it to eol.exe, patch alo with eolconf and then rename it back to bs9.exe

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PostPosted: 23 Jan 2007, 13:15 
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I tried, but It said: Couldn't write to eol.exe

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PostPosted: 23 Jan 2007, 13:47 
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disable "read only" option in a file

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PostPosted: 23 Jan 2007, 14:10 
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ok thanks :)

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PostPosted: 23 Jan 2007, 14:12 
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maybe this topic should be moved to new versions now and renamed

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PostPosted: 23 Jan 2007, 15:39 
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omfg it works great, awesome awesome :***

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PostPosted: 23 Jan 2007, 15:41 
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OK I can do that so moved from 'general' to 'new version' -section.

I gotta test this one later today also. I hope the crashings can be eliminated.


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PostPosted: 23 Jan 2007, 17:06 
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Consider joining #ballelma at IRCnet?

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PostPosted: 23 Jan 2007, 17:43 
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hah looks awesome


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PostPosted: 23 Jan 2007, 20:10 
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The NAT setting and such is too complicated to me so i give up :/

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PostPosted: 23 Jan 2007, 21:12 
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Kale wrote:
The NAT setting and such is too complicated to me so i give up :/


i almost gave up too, then tijs mentioned www.portforward.com and i gave it another try, now it works...

try www.portforward.com :)

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PostPosted: 23 Jan 2007, 22:54 
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damez fucked up teh source.. will try to fix teh bugs tomorrow (or later today)

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PostPosted: 24 Jan 2007, 00:21 
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Yeah, http://www.portforward.com all the way o/

This program rules so much, it's eating my sleeping time.. ;o


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PostPosted: 24 Jan 2007, 01:08 
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John wrote:
Kale wrote:
The NAT setting and such is too complicated to me so i give up :/


i almost gave up too, then tijs mentioned www.portforward.com and i gave it another try, now it works...

try www.portforward.com :)


i need serial key koz i can't "update router"

if someone har it, pls send on pm. thx

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PostPosted: 24 Jan 2007, 01:28 
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I guess you need to go here actually:

http://www.portforward.com/routers.htm

search the router of your brand and model, follow instructions.


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PostPosted: 24 Jan 2007, 03:16 
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We were adventuring with a little group and almost accidentally I happened to finish Bartek's adventure level :)

http://up.k10x.net/epfvysrkjbear/adventure.png

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PostPosted: 24 Jan 2007, 06:20 
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cool :) I think BoneLESS also completed this, but if you were just adventuring, that's pretty coal. :)

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PostPosted: 24 Jan 2007, 07:07 
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Jesus, orcc, 30 minutes without a crash?

LIAR!


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PostPosted: 24 Jan 2007, 07:32 
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Kuski
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I player for a few hours without a crash....

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PostPosted: 24 Jan 2007, 09:28 
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A.K.B. wrote:
cool :) I think BoneLESS also completed this, but if you were just adventuring, that's pretty coal. :)

i guess most of the time was wasted in waiting for me to drive back from start after dying because of stupid tricks i tried all the time 8)

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PostPosted: 24 Jan 2007, 12:08 
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tijsjoris wrote:
I guess you need to go here actually:

http://www.portforward.com/routers.htm

search the router of your brand and model, follow instructions.


oh thx. anyway, i dunno pass of my router, so ez disconnect teh and try:)

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PostPosted: 24 Jan 2007, 14:43 
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eventhough i have no clue of computers and routers, i finally managed to get it work... i'm so happy ^^

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PostPosted: 24 Jan 2007, 14:59 
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CuLiNo wrote:
tijsjoris wrote:
I guess you need to go here actually:

http://www.portforward.com/routers.htm

search the router of your brand and model, follow instructions.


oh thx. anyway, i dunno pass of my router, so ez disconnect teh and try:)


make a guess of:

username: admin
password: admin

before you forget about teh router...

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 Post subject:
PostPosted: 24 Jan 2007, 16:12 
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few shots:

http://culino.kexik.net/files/eol/snap00.pcx
http://culino.kexik.net/files/eol/snap02.pcx
http://culino.kexik.net/files/eol/snap04.pcx
http://culino.kexik.net/files/eol/snap08.pcx
http://culino.kexik.net/files/eol/snap09.pcx
http://culino.kexik.net/files/eol/snap12.pcx

:wink:

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PostPosted: 24 Jan 2007, 19:00 
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Ill do it tomorrow..

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 Post subject:
PostPosted: 24 Jan 2007, 21:56 
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ok crashing bug fixed
not really sure if interpolating error there or simply zworqy;s comp not good enough.. was kinda hard to test when there were 40 kuskis:)

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 Post subject:
PostPosted: 25 Jan 2007, 00:04 
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now everything works max smooth, better than ever
and its not crashing (or atleast not often, never managed to yet)

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