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 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Sat Aug 13, 2016 9:13 pm 
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Joined: Fri Oct 16, 2009 3:26 pm
Posts: 155
MagicMole != NullObj check might be required. Ill try to look into it l8r.

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 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Sun Aug 14, 2016 11:27 am 
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Joined: Mon Aug 31, 2015 5:28 pm
Posts: 74
Here is the code that causes desync in mole library:
http://ideone.com/2KKIw0

i marked the code that could be the issue with "DESYNC".

I believe its because Mine needs to be created in another way.


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 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Sun Aug 14, 2016 12:20 pm 
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Betatester

Joined: Fri Oct 16, 2009 3:26 pm
Posts: 155
I predict that "MagicMole->initdesc.Team" causes it, because digging mole is not a normal CMissile (it has name, probably has no team as well).
Ill test it.

edit: I'm actually not sure what you mean by "desync". In my tests mine spawns normally with your method of spawning. Is it only multiplayer?

About pxparticles, I've never used them (except copying and pasting sentrygun), can't tell much. Although it seems to me, that you are spawning them in M_DRAWQUEUE, while kilburn spawned them in M_FRAME.

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 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Sun Aug 14, 2016 9:25 pm 
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Joined: Mon Aug 31, 2015 5:28 pm
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To clarify for anyone stumbling upon this, desync was because an integer was modified in M_DRAWQUEUE when it was supposed to be synchronized in M_FRAME only.


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 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Wed Aug 17, 2016 4:42 pm 
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Joined: Mon Aug 31, 2015 5:28 pm
Posts: 74
New update. Super mole now leaves a trail of "poop" when its digging. When it explodes a mine spawns.
I have tested the code with Flame online and we figured out the desync problem was in fact the super mole particle code. Its commented out if anyone want to take a look, line 361.


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 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Mon Aug 22, 2016 12:02 am 
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Joined: Mon Aug 31, 2015 5:28 pm
Posts: 74
Far sight now is colored by team.

Credits when game starts and it now tells game rules.

Lantern particle amount reduced by a lot and made prettier/visible.

The team color issue (FOW visibility bug) continues to be broken..
Trying to figure out how to check each team color, so there would be an error if they are wrong, telling the players to rehost.
For now it checks if there are ==2 team colors and throws an error otherwise.

It seems like its only the two first team colors that matters for FOW bug, for example if first team is Red and the other Blue the remaining teams can be in whatever order.
These order have been tested and works: RBRRRB and also RBBR. But the inverse causes problems: BRBBBR. Maybe the first two team colors must have the first one a "smaller" color than the second.. red-blue, green-purple, blue-yellow ..


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 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Mon Aug 22, 2016 7:14 pm 
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Betatester

Joined: Fri Oct 16, 2009 3:26 pm
Posts: 155
Never had problems with FOW, whats wrong? Colors are from 0 to 5 btw, different from team number i think. Don't remember too well, tested it long time ago.

default method of getting color of the team was int GetTeamColor(int Team)

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 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Mon Aug 22, 2016 9:28 pm 
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Yeah sure but where is the array of players/teams?

BTW, Got an idea to randomly generate some caverns to mix up the games.


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 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Tue Aug 23, 2016 12:05 am 
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Joined: Mon Aug 31, 2015 5:28 pm
Posts: 74
UPDATE CAVERN GENERATION

The big (PX_FOW_MOLE_FORT.png) map now generates caverns.
You want caverns for the small map? No problem, edit line 165 in lantern2016.pxl caveSupported = 1;

Only tested once online so there might be problems..


Image
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Image
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 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Tue Aug 23, 2016 9:30 pm 
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Joined: Mon Aug 31, 2015 5:28 pm
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Added cloud generation. Its just inverse cave generation, really. Looks great tough!

Edit: Added chance to spawn up to two sentry guns in each fort.


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