

zorlac
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Everything posted by zorlac
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Do the same instructions as above, but for the Hyperlobby application. When HL fires up and starts Lockon, the CPU affinity is inherited from HL, and so Lockon will only run on one CPU. (Thats how I have it on the VVS504 server)
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no, I am unable to do that, the mp_log file is deleted and created again by lomac when the mission rotates... my scripts export the data "live", so if it didnt export during the time the server/scripts were playing up, those stats will be missing.
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I do believe that what you see in the evil mirror world is actually Chuck Norris :)
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Oh yes! YES YES YES!! please? pretty please? For server admins and stat freaks... please?
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follow the instructions in the first post (by Ice) in this thread: http://forum.lockon.ru/showthread.php?t=10639&highlight=export.lua This change needs to be made on the *SERVER*... changing it on the clients will not have any affect. So, if you join a public server, the export.lua will still be disabled.
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The server and associated scripts have been given a good beating, and appear to be doing theirs assigned jobs again.
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will there be any changes to what will be exportable via LUA on a client when in multiplayer mode? items that you can already see or view in your own cockpit (speed/altitude/speed/heading/position of control surfaces/etc), items that would not allow you know anything about anyone else in game.... how about an improvment in LUA exports on the server, so we can tie up players with IP addresses easily, or at least in the AyncNet.log file? Player ban list by name and/or IP address? timed kick ban lists? Remote server admin tools? Big question: the ability to host only on a high spec machine that DOESNT have a decent 3D card? (Thinking about my rack mount servers here) Yeah, a lot to ask for... but if you dont ask, you will never know...
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I`ll be leaving the code for the stats alone for a while, as I need to take a break from that project. I will (probably) return to it at a later date.... no ETA for resumption of work on the stats. I also have some hardware arriving some time next week that requires a lot of coding for a project I have been planning for a few months, so that will take up some of my spare time for the foreseeable future, but not as much as the stats... hell, i might even get to fly on my own server occasionally.
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I believe you meant "Hello World!!\n" ;-)
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For all that play lockon in widescreen format
zorlac replied to Nate Dogg's topic in Lock On: Flaming Cliffs 1 & 2
the FOV thing works great, but I posted my results in the other "tech discussion" thread... it appears that the FOV for the SU25T is hard coded :( -
OK, this is wierd.... I have changed the FOV values for all aircaft in the view.lua file, but the SU25T (Su39 in the LUA) appears to be hard coded, and ignores the values set in the config file. As my attachment quota has gone over the limit, i`ll have to show the pics here inline SU-25, zoomed out, FOV min/max = 20.0 / 170.0 SU-25T, zoomed out, same values in view.lua as SU-25 Can someone else try this and tell me if its hard coded, or if I am doing something wrong? :)
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For all that play lockon in widescreen format
zorlac replied to Nate Dogg's topic in Lock On: Flaming Cliffs 1 & 2
the human brain's way of detecting speed is not by looking at an object, but by looking at the edges of that object, and the movement of the edges across the field of view. Watching a car come towards you, you judge its speed (visually) by the edges of the car, your brain sees how fast the edges are "expanding" from the objects center as it gets closer. This impression of speed from an object is more easily observed when it is closer to you, because the edges "expand" at a far faster rate than when the object is further away. If you had an aircraft approaching you, it would be really hard to visually guess its speed until its very close to you, because at a distance, its just a dot, but as it gets closer, the edges of the object expand visually faster and faster. Giving a wider FOV gives more movement on the limit of the human eyes vision, because the objects at the extreme left and right are moving faster across the screen, even if you are not actually looking/concentrating on them (peripheral vision). FYI - this is also the reason why many people are unable to accurately judge the speed of motorcyclists. The "head on" object size of a motorcycle is very small, and most drivers cannot adjust their preconceptions about speed because they have trained themselves to guess the speed based on a "car". The motorcycle needs to be a lot closer than a car before the edges appear to "expand" faster from the center point. There you go, useless fact for the day :) -
Maybe the server needs a kicking, but doubtful... when did the warping start? any ideas? CPU 0 use sometimes hits 100%, but not that often: http://inc-mon.syn-ack.com/mrtg/vvs504-lomac-cpu.html Its a dual CPU box (2 x 1.7GHz Xeon), with Lomac set to run on only one of them. Its the highest spec "spare" box I have that will allow me to fit a decent gfx card, all my high spec dual and quad CPU boxes are rack mount, with onboard gfx, and Lomac refuses to work on them (PLEASE GIVE US AN OPTION TO "HOST ONLY" SO WE CAN HOST ON A BOX WITHOUT THE NEED FOR A HIGH END GFX CARD!!!!!!!!)
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umm... not actully helping wih CAW either btw....
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do you mean: ( K : D ratio + score) / 2 or position rank down the table ( K : D rank + score rank ) / 2 It really doesnt matter to be honest... no matter which way i do it, or how the stats are calculated, or how long we discuss complex ways of making it fair, someone somewhere will lose out. There is only so much time I have to do this, and I have another project coming up soon that I want to work on quite urgently....
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oh man, you want blood dont you :) I`ll see what I can manage to cobble together, but dont hold your breath on this one...
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I can count how often an IP address joins the *SERVER*, but there is no way of being 100% accurate about tieing up that IP address with a player. Also, many people have a dynamic IP address, so that doesnt help. If ED implemented a system in the mp_log to tie a player name to an IP address, that would make life easier to count how many times a specific player joined the server. The mp_log looks something like this: You would think this would be easy to work out, and you would assume that client 1 is "Pilot_1"...but often its not... with the differences in network speed and pilot's own PCs, the time diffrerence between hitting fly and being in-game (the "entered the mission" entry) can mean that sometimes its client 2 who appears in the game event log first. This happens a lot, especially when the server gets busy. I can count how many times a player joins the *GAME*, but that would also include getting killed and rejoining, or leaving to change payload or aircraft and rejoining, even though they never actually disconnected from the server.
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Career ranks? eh? I havent done that yet.... the K : D stats are sorted by the K : D ratio, and the "score" stats are sorted by the "score"... no other sorting is done There is a HUGE difference between what a ratio should mean and a score. Ratio is an average over their playing time, and thats what is shows. A score is a running total since a predefined time. People who are good end up at the top of the K : D page, people who are good and play a lot end up at the top of both.
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The items on the previous page: - Keeping the stats "current" with expiry on them Still working on the best way to do this. Two options... well three actually. 1 - ignore EVERYTHING older than xx days. Pilots would need to be on the server quite regularly to keep up their stats, as the older stats "expire". Go away for a week or two on vacation, and you will plummet down the "score" table. 2 - for pilots who have flown in the last xx days, remember ALL their kills and deaths from the start of the log. This has the side effect of making it hard for new guys to climb the "score" table. I also have the problem of deaths of pilots who have "expired" from the stats. If Piltasso kills Numptie, and numptie never comes back, after xx days do I ignore Numpties kill in Pilotasso's stats? Or do I count it, making Numptie's stat sheet look terrible because I am ignoring his kills (time expired), but showing his deaths by pilots who havent time expired. - Sorties I am unable to count the number of "sessions" or sorties the pilots have. Do you mean the number of successful take-off/landing cycles here? (rather than take-off/kill/crash) - K/D ratio vs "Score" K/D sorted stats still exist as a seperate page, I havent replaced them with the a "score" based system. The "score" based sorted page is in addition, so both sets of ranks can be displayed.
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Pilotasso, do you ever sleep? At all? New "score" sorted A2A table added: http://www.syn-ack.com/vvs504/stats/vvs504-a2a-score.shtml
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For all that play lockon in widescreen format
zorlac replied to Nate Dogg's topic in Lock On: Flaming Cliffs 1 & 2
are these limits over-written by a server's values when you play online? I always guessed they would, so I didnt bother playing around with the settings -
mmm... stats "abuse"... nice :icon_supe hehehe Your new alter-ego player name is safe with me... not sure if its so safe with the few people I have already told :) (only one person so far)