Armageddon General Discussion Board

General => Code Discussion => Topic started by: Delirium on July 23, 2005, 01:09:20 AM

Title: Emotes & more now skipping movement/combat delay
Post by: Delirium on July 23, 2005, 01:09:20 AM
Quote from: "Xygax the Magnificent"GRANTED! The code has been altered to allow a large number of informational and communicative commands to skip movement/combat delay.

Should be in after the next reboot/crash (which will be tomorrow AM hopefully, and then you ruddy lot will get it tomorrow evening ).

I'd been thinking about this for a long while but previously dismissed it as too annoying to code. Today, after about an hour of staring at the input queuing system in the socket code, I was newly inspired.

This.  Rocks.

As FDMW so eloquently said, I think we can all agree that Xygax is utterly sexified.
Title: Emotes & more now skipping movement/combat delay
Post by: Mean_Old_Bastard on July 23, 2005, 01:13:25 AM
/me kneels at Xygax's feet.

Awesome....
Title: Emotes & more now skipping movement/combat delay
Post by: jstorrie on July 23, 2005, 01:23:22 AM
With the debatable exception of the crim code, no single improvement could have improved every single player's experience of the game as much as this will.

Xygax, you are an ubermensch among mensch(es). This is amazingly awesome.
Title: Emotes & more now skipping movement/combat delay
Post by: bloodfromstone on July 23, 2005, 02:01:43 AM
QuoteXygax is utterly sexified.
Title: Emotes & more now skipping movement/combat delay
Post by: House Rising Sun on July 23, 2005, 02:17:27 AM
He's been redeemed in my book. Been a gripe since day one for me, and I'm utterly impressed that all it took was a little bit of drive. Now, how about spending an hour renewing the entire combat code and removing all the cheesy scripts? Yeah? Yeah?
Title: Emotes & more now skipping movement/combat delay
Post by: Malifaxis on July 23, 2005, 02:30:05 AM
That's awesome!  Thanks... but, um, I think I'm here to make your life a living hell.  Is there any way that it could be set so a say command will overrun priority on a combat lag situation?  Per se - you get bashed or are bash lagged, and you want to tell Mr. X to get his ass out of there.

If not, that's all awesome and everything, it's just an idea.  And thanks much for the newly inspired code!
Title: Emotes & more now skipping movement/combat delay
Post by: Xygax on July 23, 2005, 02:31:18 AM
Quote from: "Malifaxis"That's awesome!  Thanks... but, um, I think I'm here to make your life a living hell.  Is there any way that it could be set so a say command will overrun priority on a combat lag situation?

As I said, informational commands and communication.  So...  yeah, say.

-- X
Title: Emotes & more now skipping movement/combat delay
Post by: Marc on July 23, 2005, 02:43:36 AM
why was this always ignored before?!

Why didn't we get this 10 years ago X?!

(thanks, much needed ) :wink:
Title: Emotes & more now skipping movement/combat delay
Post by: Xygax on July 23, 2005, 02:46:44 AM
It really wasn't ignored before...  in fact, when I first got my hands on the code, it was the first thing I wanted to fix.

But, the socket code gets a little iggly in spots, and there are two disparate "delay" systems in the code...  that makes it a little confusing.

But, like I said...  I was inspired after a bit of hard staring.

-- X
Title: Emotes & more now skipping movement/combat delay
Post by: Marc on July 23, 2005, 03:04:54 AM
With your new found understanding will it be possible to have a nukeentries command.  Something to clear a queue of inputs?

Or is that still a wet dream/not too important?
Title: Emotes & more now skipping movement/combat delay
Post by: Xygax on July 23, 2005, 03:22:46 AM
No, in fact, that will be one of the first things I do next, I expect.  It will clear your current input queue(s) without ending any existing delay.  In other words, if you're in the middle of one kick-delay, it won't help you.  But if you've queued 40 walk commands and then see your friend, you can drop the remaining 33 and stop to chat.

Again, any delay you've already accumulated will still be in-place before you could, for example, initiate combat.

Anyhow...  look for this to be in in the next few days (if we crash or reboot for some reason).

-- X
Title: Emotes & more now skipping movement/combat delay
Post by: Dark Lightning on July 23, 2005, 06:19:20 AM
Props..


[insert porn pic here]

And you think he just stares at code to get inspired? mwah


-laugh-

In any case, Kudos.. that just makes the pilot skill so much more fancier, along with other things.
Title: Emotes & more now skipping movement/combat delay
Post by: Nao on July 23, 2005, 06:21:12 AM
Yay!
Title: Emotes & more now skipping movement/combat delay
Post by: Fnord on July 23, 2005, 12:25:39 PM
It's all about the lightbulb in programming. Staring, thinking, serfing porn... eating a bag of <insert favorite snack with an ingredient list a mile long>... then BAM, the solution comes to you. The lightbulb. Cue the ambient angelic voices bursting into song.

Take massive suppliments of ginko beloba. We love when your lightbulb flashes with new inspiration, X. Thanks! :twisted:
Title: Emotes & more now skipping movement/combat delay
Post by: joyofdiscord on July 23, 2005, 12:45:13 PM
Oh Krath yeah!  This is probably one of the most impressive and well-needed improvements I've personally witnessed in Arm.  Not an easy thing to code, based on my experience with Dikus, as the lag-delay is pretty solidly integrated into the fundamentals of the system.  Many many kudos and thanks.
Title: Emotes & more now skipping movement/combat delay
Post by: Larrath on July 23, 2005, 01:13:47 PM
Absolutely wonderful.
Thank you. :)
Title: Emotes & more now skipping movement/combat delay
Post by: Penumbra on July 23, 2005, 01:19:32 PM
:acts like a total noob.

What exactly does this do? :?

pemote face turns a deep shade of red :oops:
Title: Emotes & more now skipping movement/combat delay
Post by: Larrath on July 23, 2005, 01:33:39 PM
Currently, if you use commands that give you in-game delay ("Lag"), like when trying to contact someone or psi'ing them, for instance, you have to wait until the delay wears off before you can talk to someone or emote.

With the change, you will still have the delay before you can break the connection or send another psychic message, but the delay will be ignored if you sent an emote or a say.  This is particularly awesome for combat, because it will allow people to use more emotes with lesser risk and still be able to use a reasonable amount of offensive commands.
Title: Emotes & more now skipping movement/combat delay
Post by: HalflingWhore on July 23, 2005, 03:22:48 PM
Sweet!  :D
Title: Emotes & more now skipping movement/combat delay
Post by: Xygax on July 25, 2005, 12:14:13 AM
Incidentally, some people have noticed that if you send two commands in one frame (as you might with a mud-client alias) and one command is an out-of-band command (like look, say, etc.) and the other isn't, the OOB command will always run before the other, even if it was entered -after-.  This is because the two types of commands end up in separate queues.

For example:
'e; l e'

Counter-intuitively, this will result in To the east are Wave Dunes.
[Very far]
Nothing.
[Far]
Nothing.
[Near]
Nothing.

Wave Dunes
  Short wave dunes roll northward, each no more than three cords tall, but more than five times that in length. Dull yellow sand and thick, reddish-brown dust make up the desert landscape here. The sun hangs soundlessly in the sky above, beating down relentlessly on the hot, dry sands. Red dust clouds the air in a malicious attempt to blind and choke travelers.


If you're having trouble with this, you can pad with a "filler" command, that will cause your input to execute on the next frame instead of this one:

'think; e; l e' will yield:

Yes, but what do you want to think?
Sparse sands blow across your path.
Crescent Dunes
To the east is Crescent Dunes.
[Very far]
Nothing.
[Far]
Nothing.
[Near]
Nothing.


The "empty" think command won't do anything other than delay your "l e", basically.

Have fun and happy spam-walking,
-  X
Title: Emotes & more now skipping movement/combat delay
Post by: Cenghiz on July 25, 2005, 06:35:43 AM
Currently I'm trying to make my own MUD from scratch in Java.. After the change's made in ARM, I examined my code, thinking of a way to stop the command lag and change the system..
I thought for about half a day, then said "Fuck it!"..
It's a BIG change.
.......
Thanks Xygax.
Title: Emotes & more now skipping movement/combat delay
Post by: Seeker on July 26, 2005, 12:13:23 AM
Quote from: "Xygax"Now that you can emote, pemote, think, say, tell, whisper etc. while piloting, I'm not concerned about the travel lag. I think it's very playable now.

This code change just gets better and better. And better.

Seeker
Title: Emotes & more now skipping movement/combat delay
Post by: path on July 26, 2005, 09:46:17 AM
Xygax, thank you.


:shock:


You've blown my mind.