Search found 191 matches

by Prot
12 Jun 2019, 19:23
Forum: Game related Discussions
Topic: Tiberium Mod / Growing crystals
Replies: 6
Views: 294

Re: Tiberium Mod / Growing crystals

FernandoJugeretto wrote:
07 Jun 2019, 11:13
Hi, there is possible to make a mod of Tiberium?
Growing crystals giving some amount of resources(oil),
and with building to even regulate/boost its speed as additional source of the resources.
It is possible.
by Prot
26 May 2019, 12:45
Forum: Addon discussions
Topic: Map database
Replies: 0
Views: 275

Map database

I wrote an engine for the map database. The interface translated both Russian and English languages. https://wz2100.euphobos.ru/maps/ The engine parses the map, converts whole map to JSON and stores it in pgsql as jsonb This allows on the fly to apply filters and various additives to the map. For ex...
by Prot
24 Apr 2019, 11:29
Forum: Addon discussions
Topic: [MOD] Oil Finite 3.3.0+
Replies: 1
Views: 351

[MOD] Oil Finite 3.3.0+

Entertainment mod for not infinite oil. oilfinite_v1.00.wz Different initial quantity of oil is given If you start with the base, and the oil rig is pre-installed, 600pts(pts is not energy) oil is given inside oilwell. Free oilwells on the map give 900pts oil inside. The algorithm is: Player pump 1p...
by Prot
04 Apr 2019, 05:42
Forum: Development
Topic: Contingency Mod in latest beta
Replies: 1
Views: 309

Re: Contingency Mod in latest beta

Because this mod needed to update for game 3.3.0b1
by Prot
03 Apr 2019, 04:38
Forum: Addon discussions
Topic: [AI] "BoneCrusher! 2" bot player for 3.1.5 and 3.2+
Replies: 49
Views: 15778

Re: [AI] "BoneCrusher! 2" bot player for 3.1.5 and 3.2+

WZ2100ModsFAn wrote:
02 Apr 2019, 23:49
When are you going to update the old bonecrusher in the addons section?
or is it not stable yet?
addons section not worked yet:
viewtopic.php?f=2&t=14920#p143943
by Prot
01 Apr 2019, 18:22
Forum: Addon discussions
Topic: [AI] "BoneCrusher! 2" bot player for 3.1.5 and 3.2+
Replies: 49
Views: 15778

Re: [AI] "BoneCrusher! 2" bot player for 3.1.5 and 3.2+

Hmm, did you try automatic team vs. team matches in the AI tournament? Or free-for-all games. In WZ AI T - no, there are too many settings to test with: FFA/TEAM/DUEL, T1/T2/T3, Start with/without base, scavs/noscavs, different bots, too big factorial comes out for only one round of matches. For fu...
by Prot
26 Mar 2019, 09:06
Forum: News and announcements
Topic: Release 3.3.0 beta 1
Replies: 86
Views: 12231

Re: Release 3.3.0 beta 1

error |05:12:45: [loadSaveStructure:4984] Structure ECM1PylonMk1, x coord too near the edge of the map. id - 17 error |05:12:45: [loadSaveStructure:4990] Structure ECM1PylonMk1, y coord too near the edge of the map. id - 288 error |05:12:45: [loadSaveStructure:4990] Structure ECM1PylonMk1, y coord ...
by Prot
26 Mar 2019, 07:45
Forum: News and announcements
Topic: Release 3.3.0 beta 1
Replies: 86
Views: 12231

Re: Release 3.3.0 beta 1

The real problem is not the game but the mapmods There is no mapmods, just clean map. I think problem somewhere in map objects, like trees and other debris, but not sure for now. Also, desync appear in 3.2.3 too. This is definitely not a 3.3.0 issue, but the map itself. But now I'm just curious wha...
by Prot
26 Mar 2019, 04:30
Forum: News and announcements
Topic: Release 3.3.0 beta 1
Replies: 86
Views: 12231

Re: Release 3.3.0 beta 1

Can you also say, was this linux vs linux or linux vs windows or what combination it was? It could be a compiler issue, gcc vs MSVC, but, unsure yet, need more info. i testing on local machine, running 2 copy of game and connect to localhost, just put in slot any AI standart nullbot or bonecrusher ...
by Prot
25 Mar 2019, 19:02
Forum: News and announcements
Topic: Release 3.3.0 beta 1
Replies: 86
Views: 12231

Re: Release 3.3.0 beta 1

This attached map contain uncompatible with 3.3.0 version rules.js, but i have reports of desync playing on clean version of this map, without rules.js inside (without mapmod).
I'm still investigating this desync.
by Prot
25 Mar 2019, 07:18
Forum: News and announcements
Topic: Release 3.3.0 beta 1
Replies: 86
Views: 12231

Re: Release 3.3.0 beta 1

In the second log, it says the clients disagreed on the checksumDangerMap, which means they were using different danger maps for pathfinding for some reason. Not sure what can cause that, but it's a bad thing (especially in games with AI players which actually use the danger maps). I have more and ...
by Prot
25 Mar 2019, 05:34
Forum: News and announcements
Topic: Warzone 2100 Lobby question w/Poll!
Replies: 18
Views: 2406

Re: Warzone 2100 Lobby question w/Poll!

Yes, every minutes just do "list/r/n/" to the lobby, collect statistics, filter through php and store into pgsql. Database since mid 2017y wz2100=> SELECT * FROM games ORDER BY id DESC LIMIT 3; id | hostip | mapname | hostname | gamename | hostver | hostver_maj | hostver_min | gameid | private | map...
by Prot
20 Mar 2019, 14:22
Forum: News and announcements
Topic: Warzone 2100 Lobby question w/Poll!
Replies: 18
Views: 2406

Re: Warzone 2100 Lobby question w/Poll!

According to my statistics, the players successfully migrated to 3.3.0b1 SELECT created_date, count(created_date) FROM games WHERE hostname != 'BCrusher' AND created_date LIKE '2019%' GROUP BY created_date ORDER BY created_date created_date | count --------------+------- 2019-01-01 | 263 2019-01-02 ...
by Prot
19 Mar 2019, 18:09
Forum: Development
Topic: Range orders and accuracy
Replies: 21
Views: 1345

Re: Range orders and accuracy

It's seems only shortHit stat is sets:
https://www.youtube.com/watch?v=_ZUUYBu7qT8

What i did, i set rocket longHit to 100 and shortHit to 0 and all distance the rocket pod is missed.
Then i set vice versa, and rocket are 100% chance hit in any distance.