Can you reduce the number of bots per team before the game next week? There are so many bots I wouldn't be able to see all the player names. Zach <https://www.avast.com/sig-email?utm_medium=email&utm_source=link&utm_campaign=sig-email&utm_content=webmail&utm_term=icon> Virus-free. www.avast.com <https://www.avast.com/sig-email?utm_medium=email&utm_source=link&utm_campaign=sig-email&utm_content=webmail&utm_term=link> <#DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2> On Wed, Jul 22, 2020 at 1:04 PM Darrell Root <darrellroot at mac.com> wrote: > > > On Jul 21, 2020, at 10:09 PM, Kevin Zheng <kevinz5000 at gmail.com> wrote: > > > > Interesting to see that another implementation of the server "works!" > > But there seem to be many rough edges for me. > > Thanks for trying it out. I’ll improve it as much as I can before the > Thursday July 30th game. What client were you using? > > > > I can't put my finger on exactly what it is, but compared to the vanilla > > Netrek server, the animation feels "jagged". > > Server is currently running at 10FPS. I’ll eventually get this to 20FPS, > which I think is the “smooth spot” ;-) > > > The wall clock blinks about once per second, which is the same rate > > where I see torpedoes that shouldn't be there blink in and out. > > I saw the wall clock blinking on the COW client. I have no idea what > causes that, but I do send a bunch of updates once per second. > > > > > Do all bots fire on some global clock? > > Bots decide whether to fire once per second, on the second. > > The following are executed once per second: > > Alert condition checked > Direction changes if planet lock or player lock enabled > > Full updates of the following once per second: > > Sp_Pl_Login > SpHostile > SpPlayerInfo > SpKills > SpPlayerStatus > SpFlags > > Presumably, one of the above is causing the COW client clock to blink > > Other observations from the early adopter game: > > “Detted torp damage seems high” > Add armies to kill report if dying player was carrying > Inconsistent use of slot numbers versus letters versus hex > Torp vector needs correction > No torp wobble > Turn radius for cruiser at speed 9 seems too lenient > Bug: possible to repair after engine failure > > > > > -- > > Kevin Zheng > > kevinz5000 at gmail.com | kevinz at berkeley.edu > > XMPP: kevinz at eecs.berkeley.edu > > _______________________________________________ > > netrek-dev mailing list > > netrek-dev at us.netrek.org > > http://mailman.us.netrek.org/mailman/listinfo/netrek-dev > > _______________________________________________ > netrek-dev mailing list > netrek-dev at us.netrek.org > http://mailman.us.netrek.org/mailman/listinfo/netrek-dev > -- http://www.fidei.org -------------- next part -------------- An HTML attachment was scrubbed... URL: <http://mailman.us.netrek.org/pipermail/netrek-dev/attachments/20200722/900e1f41/attachment.htm>