• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery General News and Announcements
« Previous 1 … 33 34 35 36 37 … 46 Next »
Admin Notice: Server testing #6

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (3): 1 2 3 Next »
Admin Notice: Server testing #6
Offline Cannon
03-21-2011, 02:22 PM, (This post was last modified: 03-21-2011, 02:23 PM by Cannon.)
#1
Ex-server monkey
Posts: 4,530
Threads: 1,161
Joined: Mar 2008

After a disasterous start I finally got flhook update 6 running on the server. It turns out my programming is even worse than my college grades suggest.

This update has the following changes:
- Autoban on repeated cheat detection (like we used to have about 2 years ago)
- Some other cheat detection stuff
- A fix for missions breaking the server
- Shields are dropped when somebody F1s/disconnects. The system should also stop their ship but this didn't work.
- Hook controlled AI bot test code

To do next:
- Find out why ships sometimes drift so much. The should drift based on the amount of time they have been disconnected. The expected rate is 1 meter per second of disconnect time up with a maximum of 50k in the y-axis and 1/10th of that in the x and z axis.
- Find all instances of the problem that caused the "disasterous start" and fix them.
- Try to stop a ship in space if the player disconnects/F1s.
- Try to stop the crash when I unload the player control plugin while the server is running (i.e. the last dropped spanner incident).

Some people have asked why am I testing this stuff on the server. There are multiple reasons:
- I'm doing this before 4.86 comes out so that I can be reasonably sure the FLHook part of 4.86 is stable.
- Real players using the software are much better testers than me.
- There are some good features I can add to the server before 4.86 comes out. Stay tuned for these.

Proud member of "the most paranoid group of people in the community"
Old Avatar #2 | Old Avatar #3



Reply  
Offline mwerte
03-21-2011, 02:29 PM, (This post was last modified: 03-21-2011, 02:29 PM by mwerte.)
#2
Old Man
Posts: 4,049
Threads: 0
Joined: Nov 2007

' Wrote:- Hook controlled AI bot test code

To do next:
- Find out why ships sometimes drift so much. The should drift based on the amount of time they have been disconnected. The expected rate is 1 meter per second of disconnect time up with a maximum of 50k in the y-axis and 1/10th of that in the x and z axis.
AI bot test code? Mind expanding on that or is it anti-cheat stuff?

Thanks for the anti-F1 measures.

I -think- that the drift is caused by someone F1ing while moving. The server goes "guy was moving, but not getting an update from the client, so let's extrapolate". Don't know why it speeds up/goes in random directions though.

And I agree with doing tests on the server. We are much better at breaking things then you are.

Thanks for the new tweaks!


  Reply  
Offline Panzer
03-21-2011, 02:34 PM,
#3
Man of iron, blood and Nyxes
Posts: 3,092
Threads: 56
Joined: Dec 2006

Can we has NPC spawn ban again?


[Image: Vxqj04i.gif]
Reply  
Offline Veygaar
03-21-2011, 02:49 PM,
#4
Member
Posts: 4,211
Threads: 157
Joined: Jan 2011

Cannon is amazing:Dprops for all of this

Veygaar for Admin Moderator 2013!!!
[Image: tumblr_mhigevrWmO1qh09nho1_500.gif]
Reply  
Offline Anonymous User
03-21-2011, 02:55 PM,
#5
Member
Posts: 2,052
Threads: 132
Joined: Nov 2009

AI-code-test-whut?

]
  Reply  
Offline hribek
03-21-2011, 03:07 PM, (This post was last modified: 03-21-2011, 03:08 PM by hribek.)
#6
Member
Posts: 1,159
Threads: 61
Joined: Dec 2007

' Wrote:To do next:
- Find out why ships sometimes drift so much. The should drift based on the amount of time they have been disconnected. The expected rate is 1 meter per second of disconnect time up with a maximum of 50k in the y-axis and 1/10th of that in the x and z axis.
Perhaps because the physics prediction engine assumes constant acceleration, not constant velocity. Meaning the best time to F1 and be invulnerable is right after you apply thrust - be it thruster, cruise engine, or strafing. If you time it right, the ship drifts away very quickly.


' Wrote:AI-code-test-whut?
Come back when you're sober.
Reply  
Offline Stuart.croll
03-21-2011, 03:17 PM,
#7
Member
Posts: 377
Threads: 41
Joined: Aug 2010

I've always thought the F1 drift was a time related thing

[Image: TN-Rivendell-1.jpg]
Reply  
Offline Anonymous User
03-21-2011, 04:01 PM,
#8
Member
Posts: 2,052
Threads: 132
Joined: Nov 2009

' Wrote:.
Come back when you're sober.

I am... I'm always.

just dun get what this thing is...

]
  Reply  
Offline AeternusDoleo
03-21-2011, 04:38 PM,
#9
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

Quote:- Find out why ships sometimes drift so much. The should drift based on the amount of time they have been disconnected. The expected rate is 1 meter per second of disconnect time up with a maximum of 50k in the y-axis and 1/10th of that in the x and z axis.
Simple. No player object left to test collisions once you move out of a certain range. Few NPCs or miscellaneous objects bump you to get you to an idiotic speed, clientside inertia governing is gone, so you simply move at whatever speed those NPCs give you. And since NPCs are immune to inertia and collisions with players... it's like being hit by a baseball bat. Repeatedly. Homerun swing to the edge of the system.

Not sure if it's possible, but the same state craft are on when in their final docking approach with bases (invulnerable, no shields, impossible to change course due to collisions or by commands) might be appropriate for players who F1'd. Minus the invulnerable of course. Then after setting that, set the speed to 0, and you should end up with a ship that is locked down in mid-space.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
Reply  
Offline Vladimir
03-21-2011, 04:45 PM,
#10
Member
Posts: 1,597
Threads: 39
Joined: Oct 2009

It would be great if we had the drifting exeption for barges in guard systems, because logging it in and moving some 40k back to base is really evil, and docking with that thing is evil too.

[Image: 158aufs.jpg]
Reply  
Pages (3): 1 2 3 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode