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Author Topic: Latest Update (2.0.4.0) - More in Depth  (Read 229 times)
NiteHawk
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« on: September 08, 2010, 04:06:36 PM »

I probably will start using the 4th number for minor updates now.. Anyways....

Damage Done has been added. The state itself works but no stat right now reflects on the Prestige properly yet. Calculating prestige properly will be the last thing done.

So the first thing to note is you can set how many ships will be recorded. SF_DATA_GAME.SEC has a record_kills_limit field to set. Don't set this too high, it would slow down cpu ticks pretty huge if you set it too high. Lowest possible, determine it depending on how many ships you think will attack one target at once.

Damage Done calculates via recording X amount of ships that attack the target. Let us say record_kills_limit is 5, so it is recording 5 ships tops. In this example, if a 6th ship attacks, one of the 5 ships with the LOWEST frame (oldest damage) will be removed, so that the newest ship can be added. Ships will automatically remove themselves from this list after 30 seconds as well, to prevent getting points from a ship that you attacked several minutes ago. Calculation of points is dependent on damage done, but I may need to change this to prevent exploits. (Need to figure out a good calculation) Currently the basic calculation is:

yourpercentageofscore = (your_damage_on_enemy_ship / everyones_total_damage_on_enemy_ship)
yourscore = (yourpercentageofscore * enemy_total_hullpoints) / 100

Give or take, there are some extra calculations though, such as preventing more then 100% hull point score being added, and a few other checks to properly always give the 100% of the ship score to players. If there is no hull, its calculated via power damage.


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I'll be slowly adding working stats to the profile, which can be currently found at the top right by clicking PLAYERS, then PROFILE. I haven't checked all of these but they should work so far. YOU SHOULD GET DAMAGE DONE POINTS FOR COLONY AND SHIP KILLS! Nothing currently has a effect on prestige done yet, its still calculated old 1.4 'score' style until I get all stats working. Feel free to make sure the current stats in the profile work.

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Brent has been pumping out fixes too to the network coding. Two big things he added are synced up bullets and ships should be alot more synced now. Defiantly worth testing! Should be really getting there now compared to the old school 1.4 network coding. There is still alot minor syncing things to fix (like syncing up cloak/colony populations/etc, which was never in SF1), and anything else that pops up.

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Also noting that the top right bar updates every frame, going to adjust this to every 4-8 frames to give back some cpu/gpu. I believe. I think 8 frames per update would be fine for text, which is 8 times a second, 0.125 MS, enough to not notice a difference.  Should give back a nice amount of frames too. Expecting at least 50-100 depending on what you are looking at. Won't be in next update but expect some more CPU juice soon.


« Last Edit: September 08, 2010, 04:08:34 PM by NiteHawk » Report to moderator   Logged

http://chrisvall.com - Coding/gaming blog in the works.
NiteHawk
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« Reply #1 on: September 08, 2010, 04:11:10 PM »

Also Brent is working on getting the server to work without a GUI, which he has done pretty much. Should be good! Maybe one day we'll get to linux releases Wink
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