Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Technical Support » Win32 FDS » a new renhawk!
Re: a new renhawk! [message #231989 is a reply to message #227348] Sun, 26 November 2006 05:24 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
if my bot needed to read from it, it would have to delete it first.
Re: a new renhawk! [message #231996 is a reply to message #227348] Sun, 26 November 2006 07:07 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
Messages: 2518
Registered: May 2006
Location: The Netherlands
Karma: 0
General (2 Stars)

Because? Brenbot doesn't delete the log files it reads from for example, it shouldn't be hard to do something similar?

BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
Re: a new renhawk! [message #232008 is a reply to message #227348] Sun, 26 November 2006 10:36 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
i also want the seye to work as a client so anyone can see what is happening on any server. although i will have to think of a way to stop cheating.
Re: a new renhawk! [message #232025 is a reply to message #227348] Sun, 26 November 2006 12:58 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
Messages: 3804
Registered: February 2006
Location: England
Karma: 0
General (3 Stars)

Have a secure connection with a password? That way only those who know the password could connect.


Renguard is a wonderful initiative
Toggle Spoiler
Re: a new renhawk! [message #232044 is a reply to message #227348] Sun, 26 November 2006 15:04 Go to previous messageGo to next message
Goztow is currently offline  Goztow
Messages: 9724
Registered: March 2005
Location: Belgium
Karma: 13
General (5 Stars)
Goztoe
Delay it minimum 2 minutes.

You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
Re: a new renhawk! [message #232047 is a reply to message #227348] Sun, 26 November 2006 15:26 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
i was definetly thinking of a delay, but does anyone have any idea how to do this? i mean, you dont need to talk code or anything. the best i can think of is:

stop all output for 10 mins
put all content recived into a file
after 10 mins is up read from file
anything recived appends to the file

anyone have any better ideas?
Re: a new renhawk! [message #232049 is a reply to message #227348] Sun, 26 November 2006 15:48 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
Messages: 5795
Registered: June 2004
Location: England
Karma: 0
General (5 Stars)
Make a buffer

Start sending data once 2 minutes worth of data is in the buffer

Keep sending at the same rate data was put into the buffer, so you always stay two minutes behind the actual game.


http://steamsignature.com/card/1/76561197975867233.png
Re: a new renhawk! [message #232056 is a reply to message #227348] Sun, 26 November 2006 16:17 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
so,

a string array maby 2560 elements
data recived appends to the array for 2 mins
[ loop ]
when a new peice of data arrives, read the 1st element then delete it.
shift the whole array -1
write the data recived to the first element
[/ loop ]

[Updated on: Sun, 26 November 2006 16:18]

Report message to a moderator

Re: a new renhawk! [message #232059 is a reply to message #227348] Sun, 26 November 2006 16:36 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
Messages: 5795
Registered: June 2004
Location: England
Karma: 0
General (5 Stars)
Yeah, that would do the trick. Be aware of the memory requirements of this though, a string array of over 2000 elements might eat up quite a bit of memory.

You should certainly consider processing it before putting it into an array or whatever, so that you get rid of any extra data you don't need, and then when two minutes is up it simply spits out the pre-processed data.


http://steamsignature.com/card/1/76561197975867233.png

[Updated on: Sun, 26 November 2006 16:37]

Report message to a moderator

Re: a new renhawk! [message #232121 is a reply to message #227348] Mon, 27 November 2006 01:57 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
Messages: 2518
Registered: May 2006
Location: The Netherlands
Karma: 0
General (2 Stars)

I think the best would be to put it into some kind of log file, then read the next line, calculate when the log time + delay == current time, then check whether that time has been reached and if it is, send it and start the same thing. You would continuately write to the end of the file too. Watch out that the file does not get too big though.
You could use (an extended version of?) gamelog as the log file, that will make things a bit easier for you. Smile


BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
Re: a new renhawk! [message #236190 is a reply to message #227348] Thu, 28 December 2006 12:34 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
You know where you were thinking, "naa dan is never going to pull this off". with the help of Dave Anderson, i am very close to finishing. i need a test map though, would someone be kind enough to create an image for me? i just need it to be centered at 0. and width needs to be 350 pixels. i would do this myself, but i can't get LE to work. it can be any map of your choice but i would prefer one of the standard multiplayer maps.
Re: a new renhawk! [message #236304 is a reply to message #227348] Fri, 29 December 2006 07:21 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
could someone help me with LE? i dunno how to get the multiplayer maps in it :/
Re: a new renhawk! [message #236410 is a reply to message #227348] Sat, 30 December 2006 02:29 Go to previous messageGo to next message
Nightma12 is currently offline  Nightma12
Messages: 2593
Registered: August 2003
Karma: 0
General (2 Stars)
Category Moderator
you should leave the "map" picture on there Razz
Re: a new renhawk! [message #236426 is a reply to message #227348] Sat, 30 December 2006 05:42 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
heh! lol

just so you think im not lieing about this im gunna make a video. im not going to post it just yet. i need to download and install camtisima. i will show you why i can't make the maps myself though.



index.php?t=getfile&id=2241&private=0
  • Attachment: eh.JPG
    (Size: 890.27KB, Downloaded 494 times)
Re: a new renhawk! [message #236432 is a reply to message #227348] Sat, 30 December 2006 06:50 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
well..i couldn't create a video because where the Seye should of been was the window behind it Dont Get It so i took a load of SSs. im only going to insert one of them into the page so my post isn't too big.

index.php?t=getfile&id=2244&private=0
  • Attachment: 1.png
    (Size: 59.22KB, Downloaded 92 times)
  • Attachment: 2.png
    (Size: 56.65KB, Downloaded 97 times)
  • Attachment: 3.png
    (Size: 62.63KB, Downloaded 432 times)
  • Attachment: 4.png
    (Size: 63.44KB, Downloaded 95 times)
  • Attachment: 5.png
    (Size: 68.79KB, Downloaded 94 times)
Re: a new renhawk! [message #236436 is a reply to message #227348] Sat, 30 December 2006 08:59 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
Messages: 3804
Registered: February 2006
Location: England
Karma: 0
General (3 Stars)

You might have already said this, but, can this be used with other bots? (at least in terms of DLing a whole match in a gamelog.txt file and using that...)



Renguard is a wonderful initiative
Toggle Spoiler
Re: a new renhawk! [message #236512 is a reply to message #227348] Sun, 31 December 2006 05:33 Go to previous messageGo to next message
Stumpy is currently offline  Stumpy
Messages: 93
Registered: May 2005
Karma: 0
Recruit

well iam sure someone could write an alternative tool to seye or in scripts.dll Rocked Over

Visit and dream about it http://pb-live.team64.eu
Re: a new renhawk! [message #236525 is a reply to message #227348] Sun, 31 December 2006 09:10 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
yes, other bots can use this. but they have the task of putting the commands for the Seye into it, thats not a nice task.

EDIT: im not going to use gamelog.txt at all for this, mabe someone else's bot will butim not. im going to try and put a video capture type thing into it. ether that or get it to export a file that people can share and view other peoples games.

[Updated on: Sun, 31 December 2006 09:15]

Report message to a moderator

Re: a new renhawk! [message #236671 is a reply to message #227348] Mon, 01 January 2007 09:46 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
The client is finished. but the Sbot is far from being so.

im writing a small program to read a gamelog.txt and send the data over to the Seye.
Re: a new renhawk! [message #237012 is a reply to message #227348] Wed, 03 January 2007 10:10 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
i need feedback again.

the server is going to be built dirctly into scripts.dll (or another dll i dont know just yet)

it is possible for me to write it so that 20 or so people can connect to a server at a time. i need to know how many people you would want connecting to your server through the Seye. remeber it is sending a massive amount of infomation to those people. probably about 100 MB per game if it is a marathon like black-cells Razz

if it is a AOW about 30 mins it would be about 25MB per game. this could cause lag.
Re: a new renhawk! [message #237020 is a reply to message #227348] Wed, 03 January 2007 10:45 Go to previous messageGo to next message
Cat998
Messages: 1081
Registered: January 2004
Location: Austria, Vienna
Karma: 0
General (1 Star)
Moderator/Captain

Why do you want to send the whole gamelog ?
And not just the necessary information it needs from it.
I think that could save 10000 % of the bandwidth.


When people ask me "Plz" just because it's shorter than "Please" I feel perfectly justified to answer "No" because it's shorter then "Yes"

Programming is like sex: one mistake and you have to support it for the rest of your life

Want the best answers? Ask the best questions!

"So long, and thanks for all the fish."
Re: a new renhawk! [message #237033 is a reply to message #227348] Wed, 03 January 2007 13:39 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
it pretty much needs the whole gamelog. i have programed it so the server sends command to affect what you see on the screen.
Re: a new renhawk! [message #237036 is a reply to message #227348] Wed, 03 January 2007 13:48 Go to previous messageGo to next message
Cat998
Messages: 1081
Registered: January 2004
Location: Austria, Vienna
Karma: 0
General (1 Star)
Moderator/Captain

Example:

[20:44:56] KILLED;SOLDIER;1500007864;CnC_Nod_Minigunner_3Boss;-14;107;0;168;1500009035;CnC_ GDI_MiniGunner_3Boss_ALT2;-128;130;14;-10;CnC_Weapon_RamjetRifle_Player

Do you really neeed anything of that ?
Instead of killed, you could just send a byte to the client for example, this would allow you to have 256 different events. And you can put every number into an integer of 4 bytes or a long.
This would drastically reduce the amount of data you have to send.

Then you could also compress it.

And... I don't think the client needs to have the data in realtime.
So you could just update the client every half seconds.. and woops
the used bandwidth is almost zero.


When people ask me "Plz" just because it's shorter than "Please" I feel perfectly justified to answer "No" because it's shorter then "Yes"

Programming is like sex: one mistake and you have to support it for the rest of your life

Want the best answers? Ask the best questions!

"So long, and thanks for all the fish."

[Updated on: Wed, 03 January 2007 13:52]

Report message to a moderator

Re: a new renhawk! [message #237050 is a reply to message #227348] Wed, 03 January 2007 15:05 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
[20:44:56] KILLED;SOLDIER;1500007864;CnC_Nod_Minigunner_3Boss;-14;107;0;168;1500009035;CnC_ GDI_MiniGunner_3Boss_ALT2;-128;130;14;-10;CnC_Weapon_RamjetRifle_Player

would translate to:

DTR PLY <insert created number here 3 chars>
Re: a new renhawk! [message #237181 is a reply to message #227348] Thu, 04 January 2007 03:53 Go to previous messageGo to previous message
CarrierII is currently offline  CarrierII
Messages: 3804
Registered: February 2006
Location: England
Karma: 0
General (3 Stars)

Allow server owners to specify the mximum # of connections in a Serverside .ini file or something?


Renguard is a wonderful initiative
Toggle Spoiler
Previous Topic: Server crashes when purchasing a vehicle or some characters.
Next Topic: Set up a Gamespy Server
Goto Forum:
  


Current Time: Fri May 03 06:48:10 MST 2024

Total time taken to generate the page: 0.01246 seconds