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Brian

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Posts posted by Brian

  1. Yeah, just popping in to say hello. I haven't been very active for quite a while and I have searched the forum but haven't seen this mentioned yet.

    What types of compression will be implemented in the game? For example, map compression, network compression, etc. This is an important topic since massive amounts of data need to be transfered for online games. The complexity of a game like 0AD requires large amounts of bandwidth to transmit all the data. This data includes unit types, unit locations, player resources, map events, and it must all be done in synchronization.

    To minimize out of sync errors and allow more players to play on a single map a good compression scheme has to be utilized to make it happen. I think that 7zip could be used for this problem. It is free and open source and Ykkrosh has mentioned how he likes it on many occasions. I also like it and think that adding a 7zip .dll to be utilized by 0AD could be the solution for this problem. The game engine could use 7zip dll to send compressed data streams regarding current in-game information as mentioned above.

    Also, most importantly, I feel that maps should be compressed when sent from user to user. This would allow the easy and painless transfer of custom made maps. The game engine would use 7zip to heavily compress the maps before sending them to the client requesting the map. Upon receiving the map, the client would decompress the map on its end and then allow the user to start the game.

    I can't tell you how many games I have played where maps have been transfered inefficiently by not utilizing compression methods. The time it took to download some of these maps was horrendous at best and at many times I would simply choose not to join a game that was playing on a map that I didn't already have.

    I know that this may not be a issue that is on the top of your minds right now, but it is an important issue that needs to be addressed and looked at. From what I have heard basic network testing is currently being done with the game and I feel that this needs to be looked at before designing the network portion of the game engine. If not done early a complete re-write of the network portion of the game engine may need to be done based on its original design. Going at it from the beginning is the best way to solve the problem of integrating good compression schemes with the network portion of the game engine.

    I thought that this was an important issue to bring up.

    -Brian ;-)

  2. Yup, i don't feel that way. I use linux sometimes and have no complaints about it other than the fact that the drivers could be a little better. Most sites are hosted with linux. WFG is hosted on a linux server as well as google and my own site. I am an American and so is Wijit so i am not quite sure what linux has to do with Europeans or the Chinese for that matter.

    You have to remember guys that there are tons of stupid people everywhere in the world, the only difference is that in America we haven't gotten smart enough to discriminate against the stupid and refuse to sell them computers on account of embarrassing themselves and their country.:P

    http://www.darwinawards.com/darwin/

  3. Yup, so I recently made my own website and was curious as to how google and yahoo and other search engines crawl the web. You may know that the recent inventions of sophisticated search engines like google has created a new form of hacking called Google Hacking.

    I have noticed that wildfiregames is not protected from this at all. To prevent search engines from scanning certain folders on your server and linking to files you don't want them to link to, you must create a file at the root of your site called robots.txt.

    When investigating i noticed that most top notch sites had the robots.txt in place, but Wildfiregames didn't.

    http://www.wildfiregames.com/robots.txt

    As you can see, this is a problem since nothing comes up. Now normally i would just PM Wijit about this, but since this is a growing problem throughout the community I just thought i would let people know who didn't know.

    To stop the engines you create a text file like so:



    User-agent: *
    Disallow: /fileman/
    Disallow: /cgi-bin/
    Disallow: /backups/
    Disallow: /css/
    Disallow: /files/
    Disallow: /images/
    Disallow: /redirect/
    Disallow: /autoit3/files/unstable/
    Disallow: /autoit3/files/private/
    Disallow: /forum/style_images/
    Disallow: /forum/index.php?act=Search
    Disallow: /forum/index.php?act=Login
    Disallow: /forum/index.php?act=Reg
    Disallow: /forum/index.php?act=calendar
    Disallow: /forum/index.php?act=Msg
    Disallow: /forum/index.php?act=Mail
    Disallow: /forum/index.php?act=Forward
    Disallow: /forum/index.php?act=Track
    Disallow: /forum/index.php?act=Post
    Disallow: /forum/index.php?showuser
    Disallow: /forum/index.php?act=Print
    Disallow: /forum/index.php?act=ST
    Disallow: /forum/index.php?act=boardrules
    Disallow: /forum/index.php?act=Help
    Disallow: /forum/index.php?act=Stats
    Disallow: /forum/index.php?act=Members
    Disallow: /forum/index.php?act=home
    Disallow: /forum/index.php?act=Online
    Disallow: /forum/index.php?act=SR
    Disallow: /forum/index.php?act=ICQ
    Disallow: /forum/index.php?act=MSN
    Disallow: /forum/index.php?act=AOL
    Disallow: /forum/index.php?act=AIM
    Disallow: /forum/index.php?act=SC
    Disallow: /forum/index.php?&act=
    Disallow: /forum/index.php?s=

    The following robots text was taken off a site (http://www.autoitscript.com)with a simalar forum configuration as wildfiregames. All the directories listed there will not be added to search engine's indexes. The User-agent: * is a wildcard indicating that all search engines are not allowed to index those sites.

    When googling wildfiregames, this comes up:

    http://images.google.com/images?q=wildfire...0&sa=N&filter=0

    39 pages of images, some of them relevent, others as stupid as smileys and member avatars. To prevent this from happening you simply need to add a robots.txt file to your site.

    You can read more about it here:

    http://www.google.com/webmasters/bot.html

    I hope that some of you got something out of this article that i just posted. :)

  4. Ahh, mega small picture. I can't see or make out much. I would recommend using a full size .png (portable network graphic) file.

    It is possible that you deleted it in the past without using the uninstaller? This would result in an error because it would therefore try to execute the uninstaller that was already manually deleted by you in the past. In addition, the size counter is not accurate. If you installed it in some folder with other stuff like the Age of Mythology folder then it counts the Age of Mythology folder as its installed folder and reports the incorrect size.

    Here is what i would do:

    1. Make sure it is still installed by going to the actual folder it is located.

    If it isn't, then it must have already been deleted.

    2. If it is there, then i would make sure that the registry is pointing to the correct uninstaller.

    3. If it is still corrupt, manually delete the program folder and go in the registry and remove the entry.

    If you don't know how to do this in the registy we can walk you through it, so just ask.

    I hope that helps. ;)

  5. Lucky for you av_nefardec, Bobby and I are both hardcore electronica fans. We know and can identify most common genres of electronica by simply listening. I like Goa, Psytrance, Trance, Drum and Base and Happy Hardcore. So far i am liking your mix. :D

  6. OT, but since you guys were talking about Capitol Punishment, i thought i might have a word.

    As an American, i don't really support Capitol Punishment. The current system sucks and it can take years to execute someone and millions of dollars in court fees for all the appeals and such. Therefore it is better to send them to prison for life.

    There are those several few though that i feel do deserve the death penalty. I am talking about those people that are mildly insane and enjoy killing people every chance they get because they get a kick out of it. Those people i feel should be executed because as long as they are alive they will simply try to kill others (prisoners and guards included).

  7. Well, the server doesn't resize the image itself, it simply scales the size down by adding width="200" in the image tag. The thing is i don't want the image to have a width of 200. So i was hoping for a javascript that could somehow edit the source code of the active server page. Yes, that is right, it is an active server page(.asp), but it has standard html written all over it and i was wondering if someone knew a way to edit another section of the html on a page when it was loaded. The hosting service allows you to upload your own site, but if i do that, the current site will be overwritten and i don't want that to happen because my teacher has all the assignemts for the past two months listed on those pages. So i am trying to get out of the constrictions of the update system designed for the average Joe.

    Does that make sense?

  8. K, here is the story:

    I am maintaining a website for a teacher, but the basic update engine that the hosting service has is making advanced editing of the page hard(you update the page on a web page you must logon to). What i want to do is insert a little javascript into the area where text is normally entered to display on the page. The javascript won't be visible,(because i will add closing tags in the text box so that the end half of the textbox isn't shown and is treated as code) but will edit other html src on the page when it loads. I need it to resize an image that the server automatically sizes at a width of 250. This however is not the width i want and there are no advanced options to change it. So basically what i am looking for is a javascript that can replace html src on page load.

    This is what i am looking for:

    1. The javascript would go into the body.

    2. Would search page source and replace strings such as "250" with a different value using the document.write function or something similar.

    3. Would do this on as soon as the page loaded.

    4. The script doesn't have to be javascript if you know of an alternative means.

    Any help would be appreciated.

  9. Yes, you heard me. Phishing has been officially outlawed in California.

    Phishing in case you didn't know is to, "...solicit, request or induce a consumer to provide personal information by using e-mail, Web sites or the Internet to fraudulently impersonate a legitimate business."

    So basically the passing of this law means less of those fake PayPal emails that request you to input your account number and password because an "invalid transaction" has occured. Then when you look at the web address, you notice that you are on a site like: "http://157.145.14.1/requestinfo.htm" So you know that the site is fake because it is in no way in any shape or form the PayPay domain.

    I got a few emails myself and i input bogus information cursing them out and telling them they were worthless and that they would get what's coming. Good times. :) I just think it is wrong to prey on people just because they aren't computer savy.

    Here is the full article on it(it is short):

    http://www.internetnews.com/bus-news/article.php/3553271

  10. Actually, when i said that it could be converted to code, i was thinking in sections. For example, the game engine would read the map and divide in by the tiles on the map. It would then get the objects on each tile and average elevation of the tile. It would then rearrange the tiles as well as objects on the tiles, such as trees, eye candy, etc. Once it re-arranged the objects on the tiles, it would then re-arrange the orders of the tiles themselves, such as placing a tile with trees on it next to the other tile with trees on it to create a large forest.

    scenarioexample1cr.jpg

    The image above represents a scenario. In it, there are trees(green), gold(yellow), and water(blue). When the game would read the map, it would divide it into the tiles shown and record the objects on each tile. When the game would save the info, it would create a list:

     1: 
     2: 
     3: //Generated by the scenario to random map script converter
     4: 
     5: [scenariodata]
     6: tree.types = "redwood,pinetree2,etc." //lists all trees found on map
     7: pinetree2.number = "600" //number of pinetree2
     8: redwood.number = "100"
     9: water.area = "2154"  //total area of water on the map
    10: water.touchesSides = "True"
    11: water.touch.perimeter = "100" //perimeter of water when it is touching the edges of the map
    12: water.touchsides.number = "2" //water touches the left side and right side of the map for two
    13: [/scenariodata]
    14: 
    15: [Tile.A1]
    16: elevation.average = "30" //average elevation of tile A1
    17: [/Tile.A1]
    18: 
    19: 
    20: [Tile.A2]
    21: tree.type="redwood"  //type of tree, could be listed like above or like this
    22: redwood.number = "5"  //number of trees on that tile that were redwood
    23: tree.type="pinetree2"
    24: pinetree2.number = "20"
    25: elevation.average = "15"
    26: [/Tile.A2]
    27: 
    28: 
    29: [Tile.A3]
    30: water.area = "10"
    31: elevation.average = "5"
    32: water.JoinedToAdjacentTile = "True"  //this is true since the water goes on to tile 4
    33: [/tile.A3]
    34: 
    35: [Tile.A4]
    36: water.area = "120"
    37: water.JoinedToAdjacentTile = "True"
    38: elevation average = "5"
    39: [/tile.A4]
    40: 
    41: 

    The code above would then allow the game to place tile A4 next to tile F5 because they are both water tiles with an adjacent water tile. The same could be done to preserve large forests etc. A tile with gold would not initially be placed next to another tile with gold unless the random map script engine decided that it had no other choice, so it would determine the tiles with resource placement last. The town centers would be given a distance around them to prevent other town centers from being placed too close. The distance and other parameters would be loosely followed by the random map generator, but it would attempt to generate a map with parameters as similar to the above as possible. It would be hard, but it would be possible. I may write something like it someday and maybe you guys could then integrate it into the engine. This would give amateurs the ability to create random map scripts which i feel is real important. At least i did back in the day.

    Do you see what i am saying?

    scenarioexample1cr.jpg

  11. What i would think would be really cool is a Random Map Script generator. You make a scenario and you want to convert it into a basic random map script that keeps the basic triggers(time delays, lighting effects, messages, trigger for a specific generated unit death, etc) and also creates the random map script based on the buildings, trees, specific units, terrains, eye candy, mountains, and water to land ratio.

    I just think it would be neat to be able to convert advanced scenarios into a script that changes the rules every time you play your scenario. Things just don't get old that fast then.

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