From bdmiller.netrek at mailnull.com Sat Nov 10 19:34:40 2007 From: bdmiller.netrek at mailnull.com (bdmiller.netrek at mailnull.com) Date: Sat, 10 Nov 2007 20:34:40 -0500 (EST) Subject: [netrek-dev] seeking advice--experimental server Message-ID: Hello galaxy, I am running a vanilla server with some experimental changes and I'm trying to figure out the best way to test the changes and see if they have any merit. My server is running behind a DSL connection, so I'm not sure if the best way to test it is to advertise my server, or try to get someone else to run my code for a trial game or two on another server. If anyone has any suggestions, I'd love to hear from you. My server is currently running at brent.veroquest.com:2592 The changes I've made are: (1) Some porting to build on 64-bit Linux (AMD, Red Hat Fedora Core 4) and clean up warnings. (2) Try to reduce the rewards for killing twinks, so newbies can live and learn in relative peace without hurting their team as much. * Killing people who have no kills doesn't grant ability to carry. * Longest-surviving player on each team can always carry. * Killing an opponent who can carry grants ability to carry. * Partial credit toward carrying still granted for bombing, etc. * Ships enter the game with < 100% fuel The changes related to #1 are straightforward and if anyone would like to review them I can push a patch to any repository. The changes related to #2 are conditionally compiled based on a flag in config.h, and then enabled/disabled in the sysdef file. I don't plan to push these changes unless/until I can get some feedback and determine if they have any merit. Any responses appreciated; thanks for your time, Brent Miller ---------- This message was sent from a MailNull anti-spam account. You can get your free account and take control over your email by visiting the following URL. http://mailnull.com/ From jrd at gerdesas.com Sat Nov 10 21:11:01 2007 From: jrd at gerdesas.com (John R. Dennison) Date: Sat, 10 Nov 2007 21:11:01 -0600 Subject: [netrek-dev] seeking advice--experimental server In-Reply-To: References: Message-ID: <20071111031101.GE12241@mail.beanhq.com> Wrapped to 78 columns. On Sat, Nov 10, 2007 at 08:34:40PM -0500, bdmiller.netrek at mailnull.com wrote: > Hello galaxy, > > I am running a vanilla server with some experimental changes and I'm > trying to figure out the best way to test the changes and see if they > have any merit. My server is running behind a DSL connection, so I'm not > sure if the best way to test it is to advertise my server, or try to get > someone else to run my code for a trial game or two on another server. > If anyone has any suggestions, I'd love to hear from you. Please do not list servers that are not on decent connections; we have enough problems with player base splits as it is without additional servers being listed, especially those that are not on fast pipes :) > The changes I've made are: > (1) Some porting to build on 64-bit Linux (AMD, Red Hat Fedora Core 4) and > clean up warnings. This is good. Altho pickled was running on a 64bit platform for quite some time, and base-practice is currently on 64bit now. The largest stumbling blocks with 64bit that Karth has not recently addressed that I am aware of are: 1) Robot code - bots will not enter when compiled as native 64bit code; 32-bit needs to be used for the bots. 2) cambot does not work on 64bit for INL games. Chances are that if you did not do a darcs get from a public source repo you do not have his 64bit changes and your codebase is going to be pretty out of date, altho to be fair I have not checked to see what's in the current tarball. You can take a look at the REPOSITORIES file in the source kit for active source repos. > (2) Try to reduce the rewards for killing twinks, so newbies can live and > learn in relative peace without hurting their team as much. > * Killing people who have no kills doesn't grant ability to carry. > * Longest-surviving player on each team can always carry. > * Killing an opponent who can carry grants ability to carry. > * Partial credit toward carrying still granted for bombing, etc. > * Ships enter the game with < 100% fuel As these changes alter game play significantly, I am not fond of any of these changes on a true bronco server; they may have some value on a training server, which we sorely lack at the moment. Would you be interested perhaps in working on such a beast? > The changes related to #1 are straightforward and if anyone would like to > review them I can push a patch to any repository. > > The changes related to #2 are conditionally compiled based on a flag in > config.h, and then enabled/disabled in the sysdef file. I don't plan to > push these changes unless/until I can get some feedback and determine if > they have any merit. If you have webspace available the best thing to do would be to make your source repo publically available and the developers can pull your changes down and review them. If you choose to do this just send your repo's to the list. John -- "I'm sorry but our engineers do not have phones." As stated by a Network Solutions Customer Service representative when asked to be put through to an engineer. "My other computer is your windows box." Ralf Hildebrandt trying to play sturgeon while it's under attack is apparently not fun. -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available Url : http://mailman.us.netrek.org/pipermail/netrek-dev/attachments/20071110/15bfa771/attachment.pgp From bdmiller.netrek at mailnull.com Tue Nov 20 02:40:09 2007 From: bdmiller.netrek at mailnull.com (bdmiller.netrek at mailnull.com) Date: Tue, 20 Nov 2007 03:40:09 -0500 (EST) Subject: [netrek-dev] seeking advice--experimental server Message-ID: Apparently a previous message I sent to the list didn't make it...resending. (Trying to keep line lengths reasonable, but this is on a web-based email client so God knows what will happen, and I even have my doubts about Him.) Thanks for you earlier reply John. I had fetched the source from http://www.netrek.org/repos/netrek-server. I've made my repository publicly available at: http://brent.veroquest.com/bmiller/netrek-repos/ I've rolled my porting changes into a patch, but I've only compiled and run it on athlon x86_64 linux 2.6.11 (RedHat FC4). It's not tested on any other platforms. I'm also new to running netrek servers, so I've only minimally tested the feature sets--I haven't even gotten t-mode on. I've only tested the configuration that the vanilla server unpacks with (plus my changes). The default robot works, but apparently not even 8 GB of addressable memory is enough to allow the default robot to beat a human driving a scout. Perhaps on a 8-core machine.... :-) I spent 5 minutes trying to set up a newbie server but wasn't committed enough to get it working; if finishing 64-bit porting really does have value I would be happy to spend more time on robots. It might save me a few minutes if someone can send me a sysdef file (or files) that exercise(s) some other robot(s). Regarding helping to run a training server: I would be happy to contribute code changes, but I don't have access to a server with a fast connection, so I don't think I'm equiped to run the server. For my experimental changes, I had no intention of running another public server. I'm just looking to get some people to try it so I can get some feedback. The motivation behind my changes were: (1) to allow new players to learn the ropes without being bait for "free beer" hunters, and (2) have minimal impact on game play. I think my current changes can be improved on, but I figure that I have to start somewhere and get feedback, so this is my first pass. My initial feeling is that there is potential behind the idea of "no kill credit for taking out a twink," but it remains to be seen if there is way to make it work. Thanks, Brent On Sat, Nov 10, 2007 at 09:11:01PM -0600, John R. Dennison wrote: > Wrapped to 78 columns. > > On Sat, Nov 10, 2007 at 08:34:40PM -0500, bdmiller.netrek at mailnull.com wrote: > > Hello galaxy, > > > > I am running a vanilla server with some experimental changes and I'm > > trying to figure out the best way to test the changes and see if they > > have any merit. My server is running behind a DSL connection, so I'm not > > sure if the best way to test it is to advertise my server, or try to get > > someone else to run my code for a trial game or two on another server. > > If anyone has any suggestions, I'd love to hear from you. > > Please do not list servers that are not on decent connections; > we have enough problems with player base splits as it is > without additional servers being listed, especially those > that are not on fast pipes :) > > > The changes I've made are: > > (1) Some porting to build on 64-bit Linux (AMD, Red Hat Fedora Core 4) and > > clean up warnings. > > This is good. Altho pickled was running on a 64bit platform > for quite some time, and base-practice is currently on 64bit > now. > > The largest stumbling blocks with 64bit that Karth has not > recently addressed that I am aware of are: > > 1) Robot code - bots will not enter when compiled as native > 64bit code; 32-bit needs to be used for the bots. > > 2) cambot does not work on 64bit for INL games. > > Chances are that if you did not do a darcs get from a public > source repo you do not have his 64bit changes and your codebase > is going to be pretty out of date, altho to be fair I have not > checked to see what's in the current tarball. You can take a > look at the REPOSITORIES file in the source kit for active > source repos. > > > (2) Try to reduce the rewards for killing twinks, so newbies can live and > > learn in relative peace without hurting their team as much. > > * Killing people who have no kills doesn't grant ability to carry. > > * Longest-surviving player on each team can always carry. > > * Killing an opponent who can carry grants ability to carry. > > * Partial credit toward carrying still granted for bombing, etc. > > * Ships enter the game with < 100% fuel > > As these changes alter game play significantly, I am > not fond of any of these changes on a true bronco server; > they may have some value on a training server, which we > sorely lack at the moment. Would you be interested perhaps > in working on such a beast? > > > The changes related to #1 are straightforward and if anyone would like to > > review them I can push a patch to any repository. > > > > The changes related to #2 are conditionally compiled based on a flag in > > config.h, and then enabled/disabled in the sysdef file. I don't plan to > > push these changes unless/until I can get some feedback and determine if > > they have any merit. > > If you have webspace available the best thing to do would be to > make your source repo publically available and the developers > can pull your changes down and review them. If you choose to > do this just send your repo's to the list. > > > > > John ---------- This message was sent from a MailNull anti-spam account. You can get your free account and take control over your email by visiting the following URL. http://mailnull.com/ From netrek at gmail.com Sat Nov 24 15:18:38 2007 From: netrek at gmail.com (Zach) Date: Sat, 24 Nov 2007 16:18:38 -0500 Subject: [netrek-dev] Fwd: your game in the messenger (development question) In-Reply-To: <5cc93d950711240626p368cd42cn3f35272250212d8e@mail.gmail.com> References: <5cc93d950711240626p368cd42cn3f35272250212d8e@mail.gmail.com> Message-ID: ---------- Forwarded message ---------- From: Michael Schmidt Date: Nov 24, 2007 9:26 AM Subject: Fwd: your game in the messenger (development question) To: schmidtm524 at googlemail.com Hello, your game is a multiplayer modus role play game? we are developing the instant messenger http://retroshare.sf.net http://sourceforge.net/forum/forum.php?forum_id=618174 and are currently implementing some games, would you be interested in adding your game too, so that two chatters in the chat window can press a button and play your game over the communication layer of retroshare messenger? Is your game organized so, that you play against foreign users? Or would it be possible to organize a game, which is based amoung friends only? Then one buddy could be the server and all other are the client. Please see the next release, which will have the com-layer for game connections, as well they are encrypted then and the profit for you is, that you have no problems with firewall and nat over this layer and that the IP is given automatically to the users Please download the actual version of 52A and test. leftside menue bottom already has a few games (not networked yet). Thanks for a feedback, if you game could be as well integrate this messenger for the communication of the gamers.. Mike From jrd at gerdesas.com Sat Nov 24 15:27:15 2007 From: jrd at gerdesas.com (John R. Dennison) Date: Sat, 24 Nov 2007 15:27:15 -0600 Subject: [netrek-dev] Fwd: your game in the messenger (development question) In-Reply-To: References: <5cc93d950711240626p368cd42cn3f35272250212d8e@mail.gmail.com> Message-ID: <20071124212715.GP6209@mail.beanhq.com> If they were seriosuly interested than they could have done 5 minutes of research and answered their own questions. This silliness will just add to latency. John On Sat, Nov 24, 2007 at 04:18:38PM -0500, Zach wrote: > ---------- Forwarded message ---------- > From: Michael Schmidt > Date: Nov 24, 2007 9:26 AM > Subject: Fwd: your game in the messenger (development question) > To: schmidtm524 at googlemail.com > > > > Hello, > > your game is a multiplayer modus role play game? > we are developing the instant messenger > > http://retroshare.sf.net > http://sourceforge.net/forum/forum.php?forum_id=618174 > > and are currently implementing some games, > would you be interested in adding your game too, so that two chatters > in the chat window can press a button and play your game over the > communication layer of retroshare messenger? > > Is your game organized so, that you play against foreign users? Or > would it be possible to organize a game, which is based amoung friends > only? > > Then one buddy could be the server and all other are the client. > Please see the next release, which will have the com-layer for game > connections, > as well they are encrypted then and the profit for you is, that you > have no problems with firewall and nat over this layer and that the IP > is given automatically to the users > > Please download the actual version of 52A and test. > leftside menue bottom already has a few games (not networked yet). > > Thanks for a feedback, if you game could be as well integrate this > messenger for the communication of the gamers.. > Mike > > _______________________________________________ > netrek-dev mailing list > netrek-dev at us.netrek.org > http://mailman.us.netrek.org/mailman/listinfo/netrek-dev > -- "I'm sorry but our engineers do not have phones." As stated by a Network Solutions Customer Service representative when asked to be put through to an engineer. "My other computer is your windows box." Ralf Hildebrandt trying to play sturgeon while it's under attack is apparently not fun. -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available Url : http://mailman.us.netrek.org/pipermail/netrek-dev/attachments/20071124/6ff7448d/attachment.pgp From netrek at gmail.com Sat Nov 24 15:29:59 2007 From: netrek at gmail.com (Zach) Date: Sat, 24 Nov 2007 16:29:59 -0500 Subject: [netrek-dev] Fwd: your game in the messenger (development question) In-Reply-To: <20071124212715.GP6209@mail.beanhq.com> References: <5cc93d950711240626p368cd42cn3f35272250212d8e@mail.gmail.com> <20071124212715.GP6209@mail.beanhq.com> Message-ID: On Nov 24, 2007 4:27 PM, John R. Dennison wrote: > If they were seriosuly interested than they could have done 5 minutes of > research and answered their own questions. > > This silliness will just add to latency. Yeah and if the chat system supports XHTML then you are vulnerable to all sorts of nastiness. Zach