Darkwind
Engine v.139

*sam*


Posted Apr 21, 2013, 9:58 am
Just a quick patch which speeds up ballistic trajectories by a factor of 2.5. They still follow the same path, of course, they simply have time running at 2.5x faster.
Racing Robbie


Posted Apr 21, 2013, 9:59 am
Hooray!!!!

:D
Necrotech


Posted Apr 21, 2013, 10:02 am
Yeeeeeahhhhh BUDDY!
Sarge


Posted Apr 21, 2013, 10:59 am
Awesome.
*Bastille*


Posted Apr 21, 2013, 11:18 am
speeds things up a lot, very cool. I have to keep my smack talk to the AI to a minimum :cyclops:
Doc Death


Posted Apr 21, 2013, 11:38 am
I always knew Bast talked to himself :)
*jimmylogan*


Posted Apr 21, 2013, 11:43 am
Sam - problem with the patch...

Running OS X 10.8.3

When I run -

darkwindLobby.jar

instead of starting, it quickly flashes and then gives me a new file in the same folder -

darkwindLobby.jar.cpgz

*sam*


Posted Apr 21, 2013, 12:01 pm
Hmm that's strange, the .jar file didn't change, just the .app

For now, you can go here:

http://www.dark-wind.com/gameEngine/

and download and unzip DarkwindOSXClient.app.zip
(or the PPC version, not sure if anyone uses that anymore)
*The X Man*


Posted Apr 21, 2013, 4:57 pm
When I first logged into the client lobby, a box appeared and said game engine was of out of date and may cause problems so restart for client lobby to update. I did that and when the client patcher/game launcher appeared, you could see the new patch load and update.

I am posting this because I have never had this pop up before, but it is a great way to verify that the patch did update properly. I hope all future patch updates will load this way too, thank you Sam.
ninjamonkey73


Posted Apr 21, 2013, 10:55 pm
Thank you for this "fix" Sam! Anything that speeds up a strategy game is a step in the right direction!

:D
Jose Bagg


Posted Apr 21, 2013, 10:56 pm
Thanks Sam.
*Boonwolf*


Posted Apr 21, 2013, 11:55 pm
Took me 3 attempts to get patch to install properly but well worth it happy with the speed up.
Thanks Sam
*K1500*


Posted Apr 22, 2013, 4:40 am
Well it just doesn't seem to update for me - the patcher downloads the patch (I see it happen), but every time I boot up the client it says I'm running an out of date engine...

[checked when I'm in the lobby and despite apparently downloading it I'm still running v.138]

[After some f***ing around I managed to fix it (I think)]

Grrrr....
*sam*


Posted Apr 22, 2013, 8:56 am
K1500 said:
Well it just doesn't seem to update for me - the patcher downloads the patch (I see it happen), but every time I boot up the client it says I'm running an out of date engine...

[checked when I'm in the lobby and despite apparently downloading it I'm still running v.138]

[After some f***ing around I managed to fix it (I think)]

Grrrr....



Quite likely to be a security or virus protection issue? One of the main things they'd check for and reverse is an executable file changing.
*K1500*


Posted Apr 22, 2013, 9:23 am
*sam* said:
Quite likely to be a security or virus protection issue? One of the main things they'd check for and reverse is an executable file changing.


Yeah no idea (my IT skills=0) but I had just rebuilt my laptop and reinstalled everything. I ended up grabbing the client from the link you had above for Jimmy (non-OSX though) - had to juggle and replace some stuff and it ran fine eventually.

I then proceeded to rain fiery napalm on the Turpins at seemingly superhuman speeds! So all is well in the world again...

Cheers Sam!
*Tinker*


Posted Apr 22, 2013, 9:56 am
*jimmylogan* said:
Sam - problem with the patch...

Running OS X 10.8.3

When I run -

darkwindLobby.jar

instead of starting, it quickly flashes and then gives me a new file in the same folder -

darkwindLobby.jar.cpgz



I had to run it twice, 1st time i double clicked the jar file without ever trying to open the client first. I updated super fast but the client said it was still at v.138, so i tried again, it took a little longer and it worked
*jimmylogan*


Posted Apr 22, 2013, 2:08 pm
*sam* said:
Hmm that's strange, the .jar file didn't change, just the .app

For now, you can go here:

http://www.dark-wind.com/gameEngine/

and download and unzip DarkwindOSXClient.app.zip
(or the PPC version, not sure if anyone uses that anymore)


that worked Sam - thx (and no, didn't need the PPC version - it won't run on Mountain Lion anyway - now I know I can delete it though ;)  )

thx!

our youngest son was married yesterday, so just now having time to even try this :-)
john nada


Posted Apr 24, 2013, 12:38 am
K1500 said:
Well it just doesn't seem to update for me - the patcher downloads the patch (I see it happen), but every time I boot up the client it says I'm running an out of date engine...

[checked when I'm in the lobby and despite apparently downloading it I'm still running v.138]



Yep.  Same here.
*K1500*


Posted Apr 24, 2013, 1:25 am
What I did is go here : http://www.dark-wind.com/gameEngine/

Grabbed the file darkwindClient.exe.zip (if you're on windows)
Unpacked it
Moved it to my Darkwinds folder and replaced the existing darkwindClient file
Ran said file - allowed it to update
From there I was able to just run it from my desktop link again no problem.

K.

john nada said:
K1500 said:
Well it just doesn't seem to update for me - the patcher downloads the patch (I see it happen), but every time I boot up the client it says I'm running an out of date engine...

[checked when I'm in the lobby and despite apparently downloading it I'm still running v.138]



Yep.  Same here.
PvtParty


Posted Apr 29, 2013, 2:18 pm
*sam* said:
Just a quick patch which speeds up ballistic trajectories by a factor of 2.5. They still follow the same path, of course, they simply have time running at 2.5x faster.



Great, now how about that other time-related annoyance: solo scouting, and getting the "it's not your turn" message in the loot screen, because you haven't waited the required number of seconds...

If it's not my turn, who else am I sharing my loot with???
Sarge


Posted Apr 29, 2013, 8:55 pm
PvtParty said:
Great, now how about that other time-related annoyance: solo scouting, and getting the "it's not your turn" message in the loot screen, because you haven't waited the required number of seconds...

If it's not my turn, who else am I sharing my loot with???


Yes! Please! :)
musashi_san


Posted Apr 29, 2013, 9:05 pm
yes please on the no loot wait when you're the only person...
and wow, did this patch already give me a bunch of my life back. thanks sam...
*Brunwulf*


Posted Apr 29, 2013, 9:09 pm
musashi_san said:
yes please on the no loot wait when you're the only person...
and wow, did this patch already give me a bunch of my life back. thanks sam...


I Totally 100% Agree- on both these points for what it's worth
Juris


Posted Apr 29, 2013, 9:14 pm
musashi_san said:
yes please on the no loot wait when you're the only person...
and wow, did this patch already give me a bunch of my life back. thanks sam...


Totally agree.  Had a dual Mutant Bomber scout last night, what a difference!  B)
*sam*


Posted Apr 30, 2013, 11:04 am
Sarge said:
PvtParty said:
Great, now how about that other time-related annoyance: solo scouting, and getting the "it's not your turn" message in the loot screen, because you haven't waited the required number of seconds...

If it's not my turn, who else am I sharing my loot with???


Yes! Please! :)



I tried removing the delay before and it caused some issues - it's mostly a safety buffer to give the server time to record your action before you do the next one. It can get pretty messy if the client and server get out of sync. I'll take another look at the code though, it may be that an acknowledgement from the server can be used to switch it to 'your turn' again ASAP.
Jose Bagg


Posted Apr 30, 2013, 4:44 pm
*sam* said:
Sarge said:
PvtParty said:
Great, now how about that other time-related annoyance: solo scouting, and getting the "it's not your turn" message in the loot screen, because you haven't waited the required number of seconds...

If it's not my turn, who else am I sharing my loot with???


Yes! Please! :)



I tried removing the delay before and it caused some issues - it's mostly a safety buffer to give the server time to record your action before you do the next one. It can get pretty messy if the client and server get out of sync. I'll take another look at the code though, it may be that an acknowledgement from the server can be used to switch it to 'your turn' again ASAP.

I am no coding wizard, so my idea might not have merit, but it would seem that a solution would be to stack all the like items together on a solo scout.  This way I could take all 32 off road tires in one turn, instead of having to pick them up one at a time.
Necrotech


Posted Apr 30, 2013, 6:01 pm
There is a possible fly in that ointment. While you may just see 32 various tires...

Each of those tires may have specific values or "health" attached to them.

Now granted I have seen how it stacks cargo, but that is how it is generated from the onset, and treated as a unified data entry unless the "stack" is broken into multiple small stacks with again, differing values within the tables.
Jose Bagg


Posted Apr 30, 2013, 7:52 pm
Necrotech said:
There is a possible fly in that ointment. While you may just see 32 various tires...

Each of those tires may have specific values or "health" attached to them.

Now granted I have seen how it stacks cargo, but that is how it is generated from the onset, and treated as a unified data entry unless the "stack" is broken into multiple small stacks with again, differing values within the tables.


This is true, but something as simple as stacking all the like components, including specific piles for each grade of tire health, would decrease total loot time. 
*Boonwolf*


Posted Apr 30, 2013, 7:58 pm
Even if server can't distinguish solo scout Vs group scout most of us are honest and fair while looting, and will divvy it up evenly. This happens all the time when we tag a van full of drugs or gas. This would speed up groupe scout looting as also.
Necrotech


Posted Apr 30, 2013, 8:20 pm
I personally would not count on fair.....

Fair is at the whims of others, and in this setting is usually quite the opposite.

It's dog eat dog a lot of the time and who gets the next pick for their share.

Then there idea is the of even vs not.

Different people value different things. So placing of value to equate even, doesn't really work that well either.

I have no issue randomized choice in looting, it's about as fair and and as even it's gonna get.

Speeding up time during solo scouts... All for that.
*Boonwolf*


Posted Apr 30, 2013, 10:58 pm
Ok stacking isn't liked how about all items stay with car and can be stripped of items after we loot it.
Ex. I loot Butterfly II damage of car destroyed in it contains 2 GG mags, 3 scrap 1GG 30% and all 4 tires in there many stages of damage.
*Boonwolf*


Posted Apr 30, 2013, 11:04 pm
Boonwolf said:
Ok stacking isn't liked how about all items stay with car and can be stripped of items after we loot it.
Ex. I loot Butterfly II damage of car destroyed in it contains 2 GG mags, 3 scrap 1GG 30% and all 4 tires in there many stages of damage.

I honestly don't like this idea but I figured I'd toss it out to the debate.

Necro honestly truly if you groupe scouted and Dude took all 50 RF tires and split would any of us scout with them after word got out Dude was a loot ninja?
Juris


Posted Apr 30, 2013, 11:32 pm
Just realized implementing cycles is way more important use of development time
musashi_san


Posted May 1, 2013, 12:33 am
*sam* said:
Sarge said:
PvtParty said:
Great, now how about that other time-related annoyance: solo scouting, and getting the "it's not your turn" message in the loot screen, because you haven't waited the required number of seconds...
If it's not my turn, who else am I sharing my loot with???

Yes! Please! :)

I tried removing the delay before and it caused some issues - it's mostly a safety buffer to give the server time to record your action before you do the next one. It can get pretty messy if the client and server get out of sync. I'll take another look at the code though, it may be that an acknowledgement from the server can be used to switch it to 'your turn' again ASAP.

Correct me if I'm wrong, but the main point of talking to the server between each pick is to coordinate multiple people looting, e.g. so two people can't take the same item, to generate/enforce looting order, etc. These things are not needed for one person. If it was me, I'd check if only one person looting, and if so, simulate the conversation with the server by replacing it just in that case with a dummy function that just acknowledges and says 'your turn' again, cache everything that happened locally, and send it all to the server as one chunk at the end. You could then even do that check during group scouts and fall into that mode when only one person is left. Of course I have no idea how this is actually implemented so I may be full of it, just something I think every time I sit there and wait for it ack...
Blackwill


Posted May 1, 2013, 12:42 am
Is this such a game breaker that it requires actual re-coding? It seems to me that a bit of patience on the players' end would be much easier to implement.
*Boonwolf*


Posted May 1, 2013, 1:13 am
Blackwill said:
Is this such a game breaker that it requires actual re-coding?  It seems to me that a bit of patience on the players' end would be much easier to implement.

  Right on man right on!
musashi_san


Posted May 1, 2013, 1:19 am
Blackwill said:
Is this such a game breaker that it requires actual re-coding? It seems to me that a bit of patience on the players' end would be much easier to implement.


yeah, you're probably right, if it's hard it's probably not worth doing. what i described doesn't seem like that much work from the outside (it never does, lol), but there could easily be reasons why it's a lot of work, like the protocol for talking to the server not being able to support this, etc... that being said, as usual, the way you say things seems designed to provoke people. luckily i am largely unprovokable, at least in this context, but do you really need to be so adversarial *all* the time? give it rest once in a while, man...
musashi_san


Posted May 1, 2013, 1:22 am
Boonwolf said:
Blackwill said:
Is this such a game breaker that it requires actual re-coding?  It seems to me that a bit of patience on the players' end would be much easier to implement.

  Right on man right on!


huh. expected you to be on the other side, you solo a lot too, right? or maybe i'm the only one who still packs every single car to the gills every time, even if there's only standard tires or ammo i don't use...
Necrotech


Posted May 1, 2013, 1:47 am
Me... I kinda play a game of numerical tetris, to see if I get one car filled to max before moving to next one.

musashi_san said:
Boonwolf said:
Blackwill said:
Is this such a game breaker that it requires actual re-coding?  It seems to me that a bit of patience on the players' end would be much easier to implement.

  Right on man right on!


huh. expected you to be on the other side, you solo a lot too, right? or maybe i'm the only one who still packs every single car to the gills every time, even if there's only standard tires or ammo i don't use...
*Boonwolf*


Posted May 1, 2013, 2:24 am
Necrotech said:
Me... I kinda play a game of numerical tetris, to see if I get one car filled to max before moving to next one.

musashi_san said:
Boonwolf said:
Blackwill said:
Is this such a game breaker that it requires actual re-coding?  It seems to me that a bit of patience on the players' end would be much easier to implement.

  Right on man right on!


huh. expected you to be on the other side, you solo a lot too, right? or maybe i'm the only one who still packs every single car to the gills every time, even if there's only standard tires or ammo i don't use...

Lol I thought I was the only one who looted with OCD like you talk about Necro
There's more things Sam needs to work on rather than save us 2-3 min while looting like umm yeah fixing AI tracking on some of the newer tracks. And things to make the game more fun rather than faster faster faster you can go faster but Deeper is always better ;)
musashi_san


Posted May 1, 2013, 2:29 am
Boonwolf said:

fixing AI tracking on some of the newer tracks


actually thats up to us, if i understand correctly... the ai in this game learns from what human players do on the tracks (and other maps), implemented as a "cost" for each location on the map, that the ai sees and drives based on (i.e. take the lowest cost route) iirc... very clever really, but the point is that the more *we* drive a track, the better the ai gets, it's not something for sam to do...
*Boonwolf*


Posted May 1, 2013, 2:57 am
I do know we help guide AI but I have never ever seen a humans drive in circles at the start gate (TX track) or go full turn right side left and left side right like in (FL track). How many times do we have to drive a track or map befor AI figures out you don't just drive over the cliff and fall to there death to get to there target(bridge out map, and FL track)?
*Bastille*


Posted May 1, 2013, 3:05 am
musashi_san said:
Boonwolf said:

fixing AI tracking on some of the newer tracks


actually thats up to us, if i understand correctly... the ai in this game learns from what human players do on the tracks (and other maps), implemented as a "cost" for each location on the map, that the ai sees and drives based on (i.e. take the lowest cost route) iirc... very clever really, but the point is that the more *we* drive a track, the better the ai gets, it's not something for sam to do...


yeah, that is right. Take Texan Rally as an example, it would seem that someone likes to take a race line to jump the first hairpin (a designed shortcut) resulting in the AI wanting to take that path and making for chaos going through that turn. The AI never took this path when the track was first implemented, they followed the main racing line, but over time they have adjusted to this kamikaze line. I'll do 5 races there in a day taking the main racing line and the AI seem to change to this line (it is actually a bit faster in most cars). Getting the initial path to take a good racing line is optimal but not always possible. Especially for longer tracks where points are limited.

What tracks are poor in peoples opinion?
musashi_san


Posted May 1, 2013, 3:07 am
going over a cliff, etc, i think are because the ai only sees so many "moves" ahead, and can follow what seems a reasonable path only to find itself in an untenable postition... the rest sam would have to speak to, but note that you do not mention more commonly driven tracks, so, given what we know, i can only assume that driving more there would improve the situation...
and yeah, the texan track totally rocks, there should be a faster pussy cat or rocktacular there...
*Bastille*


Posted May 1, 2013, 3:14 am
Boonwolf said:
I do know we help guide AI but I have never ever seen a humans drive in circles at the start gate (TX track) or go full turn right side left and left side right like in (FL track). How many times do we have to drive a track or map befor AI figures out you don't just drive over the cliff and fall to there death to get to there target(bridge out map, and FL track)?


This random crazy stuff is most welcome imo. The AI will hold back if you hold back, a car will circle to try stay slower when  people do the real boring; sit at the back thing, in DRs. They will try block your line, crash into you, be an obstacle on the track. All this is great. Point is, its somewhat unpredictable and makes players have big smash! yay!.

Occasionally though there are some issues with racing line. The Dunes is a bit of a mess, lots of race lines here. Elms Lake sometimes has issue.
*Bastille*


Posted May 1, 2013, 3:15 am
and yeah, thats a good idea. Special event in Texan. ;)
musashi_san


Posted May 1, 2013, 3:19 am
just getting around it alive without getting shot at is challenging enough... i know, box vans! you puttin up the cash, bast? hasnt' been a good one since the one in buzzers iirc (mostly because i couldnt make the one in, what was it, lorries?)
musashi_san


Posted May 1, 2013, 3:22 am
*Bastille* said:
Elms Lake sometimes has issue.

thats putting it mildly, try eatons on that track some time. did one where i was at the back and they basically parted like the red sea in front of me, and either crashed left or right, right out of the gate, i just drove right through. never seen anything like it, before or since...
*Bastille*


Posted May 1, 2013, 3:53 am
yeah, it doesn't happen a lot, but when it does... :o

As for special Events...

The Goat Starer one is the person to talk to about such Special Circumstances. Rumour would have it that an extra large order of extra large v8s was made.
Blackwill


Posted May 2, 2013, 12:45 am
"That being said, as usual, the way you say things seems designed to provoke people. luckily i am largely unprovokable, at least in this context, but do you really need to be so adversarial *all* the time? give it rest once in a while, man.."


Not "designed" to provoke people, Musashi-san, but rather to cut through the b.s. and get to the crux of the matter. If that comes off as provocation, that's just the way I am. I don't see the need for sugar coating in a forum largely populated by adults.
*Snipe*


Posted May 2, 2013, 12:47 am
Blackwill said:

Not "designed" to provoke people, Musashi-san, but rather to cut through the b.s. and get to the crux of the matter.  If that comes off as provocation, that's just the way I am.  I don't see the need for sugar coating in a forum largely populated by adults.


Hear, hear.....down with thin skin.
Necrotech


Posted May 2, 2013, 1:39 am
However your use or lack thereof of tact and diplomacy turns people off from whatever point you are attempting to make.

Your intended message maybe solid, however a delivery in a hostile or combative manner will only turn people away from the positive aspects, with your intended audience focusing only on the negative tone.
Blackwill


Posted May 2, 2013, 3:00 am
Am I really getting a lecture in Forum Etiquette from Necrotech??

It seems my point was understood, and taken, by the majority of the "audience". I see no need to dumb down my rhetoric for mass consumption. You take it, or you leave it. The choice is yours.

Back to the topic.

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