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Re: SEye [message #254548 is a reply to message #253687] Wed, 18 April 2007 09:31 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Sorry, forgot it's not built into the scripts.dll... stupid suggestion after all Rocked Over

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Re: SEye [message #254550 is a reply to message #253687] Wed, 18 April 2007 09:34 Go to previous messageGo to next message
jnz is currently offline  jnz
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Although, the only reason it uses the player ID is so when the player dies (or is destroyed) the ID doesn't change. This is logged in gamelog, so i suppose... but i would have to rewrite the player part of the paint event and the player part in scripts.dll to match the vehicles and buildings. give me about an hour and ill see what i can do.

EDIT: Merovingian did 3 more maps last night, replacing my crappy field.mix. the total map list that now works are:

Islands
Hourglass
Field
Complex
City_Flying
City
Canyon

[Updated on: Wed, 18 April 2007 09:36]

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Re: SEye [message #254561 is a reply to message #253687] Wed, 18 April 2007 10:29 Go to previous messageGo to next message
jnz is currently offline  jnz
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Can someone estimate a general size for the gamelog? i was pretty much going to load it straight into memory and read it like that.

I will for now, although if i get a bad responce i will change it. Loading it into the memory just makes it easier for me.
Re: SEye [message #254571 is a reply to message #253687] Wed, 18 April 2007 12:27 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Erm... gamelogs can be around the 100mb mark depending on the size of the server, it might be better to parse it line by line..

Perhaps run through about 20 seconds worth of data, then pause until the animation catches up to about 1 second behind and scan ahead another 20 seconds, so you are always between 1 and 20 seconds ahead of the animation.


Another possibility is having some kind of application to remove redundant data from the gamelog and save it to a new file. For example, if you 5 position lines for a player and their health stats didnt change on any of those lines you could remove the data and have it programmed to use the last data read in. That way you only read data which has actually changed since the last data.

So the lines

Quote:

[17:20:28] POS;SOLDIER;1500000210;CnC_GDI_MiniGunner_0;67;-63;0;0;100;100
[17:20:29] POS;SOLDIER;1500000210;CnC_GDI_MiniGunner_0;68;-64;0;0;100;100
[17:20:30] POS;SOLDIER;1500000210;CnC_GDI_MiniGunner_0;69;-65;0;0;100;100
[17:20:31] POS;SOLDIER;1500000210;CnC_GDI_MiniGunner_0;70;-66;0;0;99;55
[17:20:32] POS;SOLDIER;1500000210;CnC_GDI_MiniGunner_0;71;-67;0;0;99;55



might become


Quote:

[17:20:28] POS;SOLDIER;1500000210;CnC_GDI_MiniGunner_0;67;-63;0;0;100;100
[17:20:29] POS;SOLDIER;1500000210;;68;-64;;;;
[17:20:30] POS;SOLDIER;1500000210;;69;-65;;;;
[17:20:31] POS;SOLDIER;1500000210;;70;-66;;;99;55
[17:20:32] POS;SOLDIER;1500000210;;71;-67;;;;


That way you could get some level of compression on the file sizes. Also since the object ID always refers to the same object you could remove the SOLDIER part as soon as it's been associated with the ID by the CREATED event...


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[Updated on: Wed, 18 April 2007 12:29]

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Re: SEye [message #254572 is a reply to message #253687] Wed, 18 April 2007 12:32 Go to previous messageGo to next message
Genesis2001
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/me grabs some Asprin and tries to understand what dp said...

:S lol Yea, the above statement describes me as I was reading danpaul's post...
Re: SEye [message #254578 is a reply to message #253687] Wed, 18 April 2007 13:19 Go to previous messageGo to next message
jnz is currently offline  jnz
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I had a fealing it was a bad idea.

The ways SEye works, it has a timer that updates the field every 100 milliseconds. All it does is invalidate the frame the main field is in, this causes the program to redraw it. In the paint event, it reads from 3 arrays, building, players, and vehicles. and displays the info, so it is all seperate.

Now, by reading more data than needed wont affect the CPU usage, unless it is reading from the socket and has to split the data by a delimiter then parse each one. Just one, can cause a "traffic jam" and the whole program will freeze and .NET will shut it down. This will be vary rare and only accour on people with slow internet connections.

I can get it to read gamelogs line by line, it's just like i said, harder. I can get every line of a file into a String array with one function call. No instances needed Smile. In this case, i need to create and instance a read from it.

The harder part i am worried about is the timing, because, if i read it at my own speed it would be going alot faster or slower than it should. My salvation in this is gamelog provides the time that the data was logged, so, i will need to read ahead 1 line, get the time take the current line's time a take away and wait for that amount of time before i progress. Sounds simple, although, i have no idea how i am going to do that yet.



Do you think i should create a "converter" for the gamelogs to make then smaller and easily SEye readable?

[Updated on: Wed, 18 April 2007 13:21]

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Re: SEye [message #254614 is a reply to message #253687] Wed, 18 April 2007 15:29 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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A converter might be useful for allowing players to download replays etc, as their file size could be reduced by 50% or more...

Anyway, I am sure you will come up with a suitable solution for parsing gamelog files, I was simply offering some thoughts off the top of my head for your consideration Smile


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[Updated on: Wed, 18 April 2007 15:29]

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Re: SEye [message #254739 is a reply to message #253687] Thu, 19 April 2007 13:58 Go to previous messageGo to next message
jnz is currently offline  jnz
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I'm sorry for the lack of updates, i have been locked out of Matix's box by his side kick David.

Anyways, while i am waiting i created a server (on my computer), i created a player list. It is a check box and pops up a new window. I also added Owner. Dave Anderson created the new logo Smile here's some SSs:


index.php?t=getfile&id=3216&private=0
index.php?t=getfile&id=3217&private=0
  • Attachment: 21-54-17.png
    (Size: 365.73KB, Downloaded 401 times)
  • Attachment: 21-58-58.png
    (Size: 98.05KB, Downloaded 409 times)

[Updated on: Thu, 19 April 2007 14:05]

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Re: SEye [message #254855 is a reply to message #253687] Fri, 20 April 2007 14:47 Go to previous messageGo to next message
jnz is currently offline  jnz
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I changed the form a little bit, so now you can resize it without affecting the positions of the players on the map. Matix also reset my password, so i can hand out this release.

http://www.dansprojects.com/Seye/Seye.zip

If it connects, but doesn't show anything try reconnecting or try later.

[Updated on: Fri, 20 April 2007 14:48]

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Re: SEye [message #254912 is a reply to message #253687] Sat, 21 April 2007 02:49 Go to previous messageGo to next message
jnz is currently offline  jnz
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I have almost finished the server, now anyone can connect (well, 32 people at the same time). Smile

Re: SEye [message #254956 is a reply to message #253687] Sat, 21 April 2007 09:15 Go to previous messageGo to next message
Ryu is currently offline  Ryu
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Hehe, Nice to see this project coming along very nicely. Smile

Presence is a curious thing, if you think you need to prove it... you probably never had it in the first place.
Re: SEye [message #254966 is a reply to message #253687] Sat, 21 April 2007 11:59 Go to previous messageGo to next message
jnz is currently offline  jnz
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2 things.

1) My password got changed to the box again, and my session ended (so the server went down again).
2) The formula was incorrect, when the screen changed the positions on the map went at half the "speed" in relation. With a few changes to it, to include the screens height and width it now works correctly.

I'm going to create a php image script to tell you when the server is up and whatnot.

I gotter reconfigure all the maps as well -.-

[Updated on: Sat, 21 April 2007 12:00]

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Re: SEye [message #255513 is a reply to message #253687] Tue, 24 April 2007 16:25 Go to previous messageGo to next message
jnz is currently offline  jnz
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Updates
1) People now enter and exit vehicles.
2) Adding builings one by one (this is taking hours to do each map).
3) Mouseover on the buildings.

Video: http://www.dansprojects.com/Seye/SEye_MouseOver2/SEye_MouseOver2.html

[Updated on: Tue, 24 April 2007 16:26]

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Re: SEye [message #255517 is a reply to message #255513] Tue, 24 April 2007 16:36 Go to previous messageGo to next message
BlueThen is currently offline  BlueThen
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I found you! You WERE in the moon!
Re: SEye [message #255576 is a reply to message #253687] Tue, 24 April 2007 23:38 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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.... What?

Anyway, keep up the good work Thumbs Up


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Re: SEye [message #255596 is a reply to message #253687] Wed, 25 April 2007 01:47 Go to previous messageGo to next message
jnz is currently offline  jnz
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I was watching bluethen play a game. Razz
Re: SEye [message #255987 is a reply to message #253687] Thu, 26 April 2007 14:33 Go to previous messageGo to next message
Dave Anderson is currently offline  Dave Anderson
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SEye 0.3.0B has just been released! Get it here!

Remember to use the support forums for help, we need to centralize the discussion on the SEye to a single location.


David Anderson
Founder, Software Consultant
DCOM Productions
Microsoft Partner (MSP)
Re: SEye [message #256663 is a reply to message #253687] Tue, 01 May 2007 14:34 Go to previous messageGo to next message
CFGpower is currently offline  CFGpower
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where do i must install it ? folder please ?

or readme file ? thanks you


CFGpower on WOL
Re: SEye [message #256671 is a reply to message #253687] Tue, 01 May 2007 15:14 Go to previous messageGo to next message
jnz is currently offline  jnz
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Install it wherever you want, it should create a shortcut on your desktop.

The server is down, i'm not sure when it will go back up.
Re: SEye [message #256745 is a reply to message #253687] Wed, 02 May 2007 03:35 Go to previous messageGo to next message
songokuk is currently offline  songokuk
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if you want a popular server to test it on if u havent got one already, give me a shout. (Goku's / EKT Marathon Server)

you can grab me on IRC @ irc.elitekamikazeteam.com

Goku


Re: SEye [message #256788 is a reply to message #253687] Wed, 02 May 2007 09:39 Go to previous messageGo to next message
jnz is currently offline  jnz
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Will do, thanks. At the moment though, the server it too unstable run on a server with 3+ players on it. I'm still waiting for a crashdump from somebody so i can fix it.
Re: SEye [message #256790 is a reply to message #253687] Wed, 02 May 2007 10:40 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
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<off topic>
Thank you for quoting my interesting Windows dilema...
</off topic>

Crash dumps eh?
hmm, I'll grab some Ren friends and run a local copy of the FDS with Seye for you, see what happens. Smile

This PC has issues with .Net framework, so I can't do anything. :s


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[Updated on: Wed, 02 May 2007 11:07]

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Re: SEye [message #256795 is a reply to message #253687] Wed, 02 May 2007 11:11 Go to previous messageGo to next message
jnz is currently offline  jnz
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Thank you! Can you talk to me on MSN?

transport_tycoon_ at hotmail.com.
Re: SEye [message #256798 is a reply to message #253687] Wed, 02 May 2007 11:26 Go to previous message
CarrierII is currently offline  CarrierII
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Liek, right now? Sure.


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