2COOL4-U wrote:
If you mean the emitters that won't stop: No I'm trying to figure out what's causing it
It seems to be caused by not getting an event signal which makes the emitters on during play and off during the celebrations phase. Anything to do with spawning during the replay phase and interfering with the signal?
I just remembered one bug that still hasn't been fixed properly yet. The pain-causing physics volumes. The damage values are so completely random, but ones that are meant to kill instantly still tend to take a full second to actually KILL the person.
I'm sure a couple of other people have noticed this rare bug that we get on DB-Slamball, where the player's legs flicker on and off when he is in the air. I was just wondering if this might have something to do with the weakened volley radius above a certain height? I doubt it, but you never know. There aren't any other maps that I can recall with boost pads that boost as high as in DB-Slamball.
Armagon wrote:
I'm sure a couple of other people have noticed this rare bug that we get on DB-Slamball, where the player's legs flicker on and off when he is in the air. I was just wondering if this might have something to do with the weakened volley radius above a certain height? I doubt it, but you never know. There aren't any other maps that I can recall with boost pads that boost as high as in DB-Slamball.
Why not make it so that the db server can POST the results via HTTP? This would be cool for inserting results into a database via a CGI from many servers and doing fun stuff like websites showing most goals, most saves, most intercepts etc etc etc.. list goes on.
I wrote a bit of this but didn't finish it off. Wouldn't take you long at all
You could then also allow servers to query the database via CGI for recent results and scroll them over the clients screen with a overlay. Just like watching a sports game.
Last edited by Imo on 07-01-2004 12:13, edited 1 time in total.
Onge wrote:
Nope, sorry. I am completely lost. Can you say that again in English this time Imo...For noobs like me...
I'll try. You obviously know about forms in html.. they generally post to a CGI script/program (PHP, Perl, ASP, etc).
Off topic, the HTTP protocol specifies POST, GET and PUT which are methods of sending data to a CGI (program).
The deathball server at the end of each game could be made to connect to one of these CGI scripts and POST/PUT/GET the end of game statistics to the website CGI.
ie. Deathball server connects via HTTP to http://www.deathball.net/results.cgi (or configuration file specified) sending the stats of the current game to that URL.
The results.cgi program then does what ever it wants with the data.. possibly putting it into a database for easy extraction.
I definitely like where Imo is going, but i agree with kerm: that would be a lot of traffic (maybe only enable this for league games? or maybe #dbpickup only, when auth only is on, but definitely not for pubs and friendlies).
Then when you do this, u can link it to the unique player's id
[GR]Kermit wrote:
Imo that could be possible, but that would be a huge traffic.
I would preferr deathball with unique deathball id's for each player
I don't think it would be much traffic for the given webserver.. no more than all the sigs on this site. So, say 20 deathball servers each running a game for 20 minutes. That's 1 deathball server submitting the end of game results a minute. Not much.
unique IDs, possibly could do what epic do with their stats. A username/password so I can't fake you and break your leet stats.
Imo wrote:
Why not make it so that the db server can POST the results via HTTP? This would be cool for inserting results into a database via a CGI from many servers and doing fun stuff like websites showing most goals, most saves, most intercepts etc etc etc.. list goes on.
I wrote a bit of this but didn't finish it off. Wouldn't take you long at all
You could then also allow servers to query the database via CGI for recent results and scroll them over the clients screen with a overlay. Just like watching a sports game.
I calculated the needed bandwidth for such a thing in the past with another coder and it's quite much.
Besides there's another point that's perhaps more important: Security. It will be quite easy to fake these POST messages as all the UnrealScript code of Deathball is available to anyone. So even if we would implement some sort of encryption or other security measurement, it still would be way too easy for script kiddies to crack it.
one i can think of is copying relevant log files to the webservers (liek once a day at 5am) and parse the file there and automatically create static html pages.
that's how we used to do it for the cs servers... why woudldnt it work for db?
with once a day secure uploads... the security and bandwidth issues are minimal.
UScript does not have support for real file I/O. We can only write things to logs and nothing more. There's no way we could do that from UScript. If Server admins want to do this, they will have to write their own script in another language and use cron(don't know what Windows uses for this ) to schedule it.
could you not work in conjunction somehow with epics current stats sysyem, I use it to monitor ctf game stats, and im sure with a little bit of work a few "classes" could be patched together for football
*edit* deathball not football, left it in because its a rather funny typo