From jon at radscan.com Sat Jul 2 13:35:20 2005 From: jon at radscan.com (Jon Trulson) Date: Sat, 2 Jul 2005 13:35:20 -0600 (MDT) Subject: [conquest] Conquest Executive Order #453-556412B Message-ID: * * * T O P S E C R E T - E Y E S O N L Y * * * As per ARAP #45C, discussion with "Clute" indicates a conquest start time of 2:30. It is assumed that in the intrests of Carnage, all parties herein will be prepared adequately at the here-to-fore mentioned time. Yours in torpness, Jon -- Jon Trulson mailto:jon at radscan.com ID: 1A9A2B09, FP: C23F328A721264E7 B6188192EC733962 PGP keys at http://radscan.com/~jon/PGPKeys.txt #include "I am Nomad." -Nomad From dwpayne at gravitic.com Sun Jul 3 02:31:10 2005 From: dwpayne at gravitic.com (David W. Payne) Date: Sun, 03 Jul 2005 02:31:10 -0600 Subject: [conquest] another, better, more personal conquest game. Message-ID: <42C7A24E.4090600@gravitic.com> Being a 4th of July weekend I propose a game Sunday evening after 9ish OR Monday/ Tuesday afternoon around 2ish. Jon is on vacation both days. We need to do some personal fighting. That helps bring out the bugs..... Dave From jon at radscan.com Sun Jul 3 12:50:28 2005 From: jon at radscan.com (Jon Trulson) Date: Sun, 3 Jul 2005 12:50:28 -0600 (MDT) Subject: [conquest] another, better, more personal conquest game. In-Reply-To: <42C7A24E.4090600@gravitic.com> References: <42C7A24E.4090600@gravitic.com> Message-ID: On Sun, 3 Jul 2005, David W. Payne wrote: > Being a 4th of July weekend I propose a game Sunday evening after 9ish OR > Monday/ Tuesday afternoon around 2ish. Jon is on vacation both days. > > We need to do some personal fighting. That helps bring out the bugs..... I am all up in that. The Robo-smashing on Sat was fun, but there is no honor in destroying mere machines :) -- Jon Trulson mailto:jon at radscan.com ID: 1A9A2B09, FP: C23F328A721264E7 B6188192EC733962 PGP keys at http://radscan.com/~jon/PGPKeys.txt #include "I am Nomad." -Nomad From jon at radscan.com Mon Jul 4 13:26:18 2005 From: jon at radscan.com (Jon Trulson) Date: Mon, 4 Jul 2005 13:26:18 -0600 (MDT) Subject: [conquest] 8.1b (not public) and john's UDP issue Message-ID: I have put up a 8.1b in the tx/ area (not publically available yet). One bug fixed and a feature that might help with john's 'dissappearing UDP' issue. - during playback of a recording, honor the user config NoRobotMsgs option. - test UDP keepalive to see if johns 'disappearing UDP' problems disappear. The theory is that since outbound (client->server) UDP packets are never sent after the initial UDP conn is negotiated, what john is seeing is that after some time (about 10 minutes) of no outbound packets on the UDP connection, his firewall is just dropping the udp connection (assuming it's dead), thereby stopping ship motion UDP from coming in over it. This change has the client (only the GL one for now) send periodic 'keepalive' packets to the server on the UDP connection every 60 seconds or so, hopefully convincing the firewall that the connection is still valid. The servers have been updated to 8.1b as well so they won't bitch about the unknown packet type (CPCMD_KEEPALIVE) coming in. The packet itself is just ignored server-side. Let me know when you want to try to test this. I would recommend connecting to the dev server with your current 8.1a client, and timing how long it takes for UDP to stop working. Then try the 8.1b and see if it continues to work after the expected time expires. Has anyone else seen this problem with ship motion data, etc just 'stopping' after some time in the game? If it works, I'll clean it up for an official 8.1b public release. If it doesn't, I guess some more investigation is in order :) I am available for Conquest today and/or tommorow, of course :) -- Jon Trulson mailto:jon at radscan.com ID: 1A9A2B09, FP: C23F328A721264E7 B6188192EC733962 PGP keys at http://radscan.com/~jon/PGPKeys.txt #include "I am Nomad." -Nomad From jon at radscan.com Sun Jul 10 17:13:48 2005 From: jon at radscan.com (Jon Trulson) Date: Sun, 10 Jul 2005 17:13:48 -0600 (MDT) Subject: [conquest] Conquest TODO list :) Message-ID: Dave, as per our discussion earlier - here is the current list of items I have been informally maintaining of things to do, implement, or wish/think about :) I expect a patch that implements all of this within the next day or so. Get busy! :) - BUGS NONE :) - improved configure support - detect when vital things are missing (bison, flex, glut.h, etc.) - add a BUILD REQUIREMENTS section somewhere - web page, README, build docs etc. - GENERAL - local ship movement computation? Big/trickey job. would require protocol change. - how to handle/sync orbiting, tow, etc... - observer support? - new server flag? NoKillTeam - determines whether a ship can set war with it's own team. - support for more teams. would have to go hand in hand with items below. - split up common block - ship, user, game/admin common, planets, teams, etc. Would require protocol changes. Want to keep cqr's compatible as well. conversion to a new cmnblk format should be possible without losing existing data. - would allow more dynamic creation of games (for example adding a new team, increasing the number of ships, planets, etc). - allow definiton of new ship types/capabilities/limits? - provide 'game config' dir containing config files that specify things like number of ships allowed, planet definitions (for custom universes, etc) for a particular game. - provide seperate 'game data dir' like above containing common blocks, log locations, etc so a single binary installation could handle multiple games (rather than compiling a conquest for each game with a different --prefix= ). - perhaps game data location, etc defined in conquestrc file that can be specified on the conquest/conqoper/conquestd cmd line? - enable/disable client recording from within the game - allow user to go to the meta list from within the game (without restarting with the -m flag). - add more EXEC commands for operators to send to GOD - kill a ship(s), create robot(s), etc... - IP restrictions? - how to handle telnet servers? - would need new 'client driver' common block, NUMSHIPS structures with IP, PID, interclient-event broadcast flags, etc. - IP config file, listing IP's and their limits - default server restriction of two ships (conquestrc configurable) per IP. - consider enabling/re-implementing the multiple ships per user stuff? - OpenGL - add more 'animated activity' like the new explosion and NEB rendering in 8.1a+. Generalize to generic per-node animation lists using a new 'animation engine'. - individual textures for each planet - more flexible color specification for suns, etc rather than being limited to primary colors like red, blue, green, yellow etc. - texture-mapped HUD? - asynchronous server connection handling, so client isn't 'stuck' while establishing a connection to a server. - better UDP negotiation. Option to enable/disable from within the game. - PROTOCOL - add pads to those structures not having them? - for packets with strings, standardize string len (align 32b) - same for meta proto? increase MOTD, etc...? - versioning improvment... use major == incompat, minor == compat... - revamp so there is eough info provided to the client to create the common block(s) from scratch, rather than relying on compiled-in definitions, sizes, names, etc. - Blue Sky - different game types: - classic (like it is now) - deathmatch - free for all, or team. - Capture The Planet :) - wormholes, moving, stationary, uni or bidirectional? - 'Fast' flag... speeding up the game? Faster regen/cooldown, bombing, beaming, speed, firing, etc? -- Jon Trulson mailto:jon at radscan.com ID: 1A9A2B09, FP: C23F328A721264E7 B6188192EC733962 PGP keys at http://radscan.com/~jon/PGPKeys.txt #include "I am Nomad." -Nomad From johnclute at imagi.net Sun Jul 10 18:46:35 2005 From: johnclute at imagi.net (John Clute) Date: Sun, 10 Jul 2005 18:46:35 -0600 Subject: [conquest] Conquest TODO list :) References: Message-ID: <000301c585b1$fd755d40$6401a8c0@tweenky> Man, atleast you have something to do Dave, nothing like a small list of todo lists. ----- Original Message ----- From: "Jon Trulson" To: "Conquest" Sent: Sunday, July 10, 2005 5:13 PM Subject: [conquest] Conquest TODO list :) > > Dave, as per our discussion earlier - here is the current list of items I > have been informally maintaining of things to do, implement, or wish/think > about :) > > I expect a patch that implements all of this within the next day or so. > Get busy! :) > > > - BUGS > > NONE :) > > - improved configure support > > - detect when vital things are missing (bison, flex, glut.h, etc.) > > - add a BUILD REQUIREMENTS section somewhere - web page, README, build > docs etc. > > - GENERAL > > - local ship movement computation? Big/trickey job. would require > protocol change. > > - how to handle/sync orbiting, tow, etc... > > - observer support? > > - new server flag? NoKillTeam - determines whether a ship can > set war with it's own team. > > - support for more teams. would have to go hand in hand with items > below. > > - split up common block > > - ship, user, game/admin common, planets, teams, etc. Would > require protocol changes. Want to keep cqr's compatible as > well. > > conversion to a new cmnblk format should be possible without > losing existing data. > > - would allow more dynamic creation of games (for example adding a > new team, increasing the number of ships, planets, etc). > > - allow definiton of new ship types/capabilities/limits? > > - provide 'game config' dir containing config files that specify > things like number of ships allowed, planet definitions (for custom > universes, etc) for a particular game. > > - provide seperate 'game data dir' like above containing common blocks, > log locations, etc so a single binary installation could handle > multiple games (rather than compiling a conquest for each game > with a different --prefix= ). > > - perhaps game data location, etc defined in conquestrc file that > can be specified on the conquest/conqoper/conquestd cmd line? > > - enable/disable client recording from within the game > > - allow user to go to the meta list from within the game (without > restarting with the -m flag). > > - add more EXEC commands for operators to send to GOD - kill a ship(s), > create robot(s), etc... > > - IP restrictions? > > - how to handle telnet servers? > > - would need new 'client driver' common block, NUMSHIPS structures > with IP, PID, interclient-event broadcast flags, etc. > > - IP config file, listing IP's and their limits > > - default server restriction of two ships (conquestrc configurable) > per IP. > > - consider enabling/re-implementing the multiple ships per user stuff? > > > - OpenGL > > - add more 'animated activity' like the new explosion and NEB > rendering in 8.1a+. Generalize to generic per-node animation lists > using a new 'animation engine'. > > - individual textures for each planet > > - more flexible color specification for suns, etc rather than being > limited to primary colors like red, blue, green, yellow etc. > > - texture-mapped HUD? > > - asynchronous server connection handling, so client isn't 'stuck' > while establishing a connection to a server. > > - better UDP negotiation. Option to enable/disable from within the > game. > > - PROTOCOL > > - add pads to those structures not having them? > > - for packets with strings, standardize string len (align 32b) - > same for meta proto? increase MOTD, etc...? > > - versioning improvment... use major == incompat, minor == compat... > > - revamp so there is eough info provided to the client to create the > common block(s) from scratch, rather than relying on compiled-in > definitions, sizes, names, etc. > > - Blue Sky > > - different game types: > > - classic (like it is now) > > - deathmatch - free for all, or team. > > - Capture The Planet :) > > - wormholes, moving, stationary, uni or bidirectional? > > - 'Fast' flag... speeding up the game? Faster regen/cooldown, bombing, > beaming, speed, firing, etc? > > > -- > Jon Trulson mailto:jon at radscan.com > ID: 1A9A2B09, FP: C23F328A721264E7 B6188192EC733962 > PGP keys at http://radscan.com/~jon/PGPKeys.txt > #include > "I am Nomad." -Nomad > > From jon at radscan.com Sun Jul 10 19:03:35 2005 From: jon at radscan.com (Jon Trulson) Date: Sun, 10 Jul 2005 19:03:35 -0600 (MDT) Subject: [conquest] Conquest TODO list :) In-Reply-To: <000301c585b1$fd755d40$6401a8c0@tweenky> References: <000301c585b1$fd755d40$6401a8c0@tweenky> Message-ID: On Sun, 10 Jul 2005, John Clute wrote: > Man, atleast you have something to do Dave, nothing like a small list of > todo lists. You too John... get busy :) > > > ----- Original Message ----- From: "Jon Trulson" > To: "Conquest" > Sent: Sunday, July 10, 2005 5:13 PM > Subject: [conquest] Conquest TODO list :) > > >> >> Dave, as per our discussion earlier - here is the current list of items I >> have been informally maintaining of things to do, implement, or wish/think >> about :) >> >> I expect a patch that implements all of this within the next day or so. >> Get busy! :) >> >> >> - BUGS >> >> NONE :) >> >> - improved configure support >> >> - detect when vital things are missing (bison, flex, glut.h, etc.) >> >> - add a BUILD REQUIREMENTS section somewhere - web page, README, build >> docs etc. >> >> - GENERAL >> >> - local ship movement computation? Big/trickey job. would require >> protocol change. >> >> - how to handle/sync orbiting, tow, etc... >> >> - observer support? >> >> - new server flag? NoKillTeam - determines whether a ship can >> set war with it's own team. >> >> - support for more teams. would have to go hand in hand with items >> below. >> >> - split up common block >> >> - ship, user, game/admin common, planets, teams, etc. Would >> require protocol changes. Want to keep cqr's compatible as >> well. >> >> conversion to a new cmnblk format should be possible without >> losing existing data. >> >> - would allow more dynamic creation of games (for example adding a >> new team, increasing the number of ships, planets, etc). >> >> - allow definiton of new ship types/capabilities/limits? >> >> - provide 'game config' dir containing config files that specify >> things like number of ships allowed, planet definitions (for custom >> universes, etc) for a particular game. >> >> - provide seperate 'game data dir' like above containing common blocks, >> log locations, etc so a single binary installation could handle >> multiple games (rather than compiling a conquest for each game >> with a different --prefix= ). >> >> - perhaps game data location, etc defined in conquestrc file that >> can be specified on the conquest/conqoper/conquestd cmd line? >> >> - enable/disable client recording from within the game >> >> - allow user to go to the meta list from within the game (without >> restarting with the -m flag). >> >> - add more EXEC commands for operators to send to GOD - kill a ship(s), >> create robot(s), etc... >> >> - IP restrictions? >> >> - how to handle telnet servers? >> >> - would need new 'client driver' common block, NUMSHIPS structures >> with IP, PID, interclient-event broadcast flags, etc. >> >> - IP config file, listing IP's and their limits >> >> - default server restriction of two ships (conquestrc configurable) >> per IP. >> >> - consider enabling/re-implementing the multiple ships per user stuff? >> >> >> - OpenGL >> >> - add more 'animated activity' like the new explosion and NEB >> rendering in 8.1a+. Generalize to generic per-node animation lists >> using a new 'animation engine'. >> >> - individual textures for each planet >> >> - more flexible color specification for suns, etc rather than being >> limited to primary colors like red, blue, green, yellow etc. >> >> - texture-mapped HUD? >> >> - asynchronous server connection handling, so client isn't 'stuck' >> while establishing a connection to a server. >> >> - better UDP negotiation. Option to enable/disable from within the >> game. >> >> - PROTOCOL >> >> - add pads to those structures not having them? >> >> - for packets with strings, standardize string len (align 32b) - >> same for meta proto? increase MOTD, etc...? >> >> - versioning improvment... use major == incompat, minor == compat... >> >> - revamp so there is eough info provided to the client to create the >> common block(s) from scratch, rather than relying on compiled-in >> definitions, sizes, names, etc. >> >> - Blue Sky >> >> - different game types: >> >> - classic (like it is now) >> >> - deathmatch - free for all, or team. >> >> - Capture The Planet :) >> >> - wormholes, moving, stationary, uni or bidirectional? >> >> - 'Fast' flag... speeding up the game? Faster regen/cooldown, bombing, >> beaming, speed, firing, etc? >> >> >> -- >> Jon Trulson mailto:jon at radscan.com >> ID: 1A9A2B09, FP: C23F328A721264E7 B6188192EC733962 >> PGP keys at http://radscan.com/~jon/PGPKeys.txt >> #include >> "I am Nomad." -Nomad >> >> > > -- Jon Trulson mailto:jon at radscan.com ID: 1A9A2B09, FP: C23F328A721264E7 B6188192EC733962 PGP keys at http://radscan.com/~jon/PGPKeys.txt #include "I am Nomad." -Nomad From god.000 at gmail.com Sun Jul 17 07:55:14 2005 From: god.000 at gmail.com (Almighty Tallest Cataboligne) Date: Sun, 17 Jul 2005 13:55:14 +0000 Subject: Fwd: [conquest] Conquest TODO list :) In-Reply-To: References: <000301c585b1$fd755d40$6401a8c0@tweenky> Message-ID: urr, not sure I sent this to the listserve... ---------- Forwarded message ---------- From: Almighty Tallest Cataboligne Date: Jul 17, 2005 1:53 PM Subject: Re: [conquest] Conquest TODO list :) To: jon at radscan.com Wow, I head out of town for a week or so and this list comes alive. You all off for the summer or something? while we're on improvements, how about a 3-D interface, every other game is getting one... I've actually thought through using the quake engine, I just cant figure the best way to render a sun - being that suns are so big. later. ---------------------------------------------- 3 4 | 2 \|/ 5--*----> 1 Thing is facing this direction /|\ 6 | 8 7 From jon at radscan.com Mon Jul 18 18:21:00 2005 From: jon at radscan.com (Jon Trulson) Date: Mon, 18 Jul 2005 18:21:00 -0600 (MDT) Subject: [conquest] Conquest TODO list :) In-Reply-To: References: <000301c585b1$fd755d40$6401a8c0@tweenky> Message-ID: On Sun, 17 Jul 2005, Almighty Tallest Cataboligne wrote: > Wow, I head out of town for a week or so and this list comes alive. > You all off for the summer or something? It's comes and goes. No, had to try out the new explosion/phaser/NEB stuff in a real combat situation. Was fun - would love to have had wintermute (team killing bastard he was) and ChrisAZ in as well, but... It was just clute, payne, and myself. > > while we're on improvements, how about a 3-D interface, every other > game is getting one... > Sure... send the patch :) Really, I have though about this somewhat. Would have to be a whole new game, and I think the parsec engine would be better suited than q3 (assuming of course q3 source is legally available anyway). > I've actually thought through using the quake engine, I just cant > figure the best way to render a sun - being that suns are so big. A billboard might work. Or the hardcore method of drawing a real texture mapped, light emmitting sphere. The way Celestia renders them looks pretty damn cool. q3's engine would not be suitable for a space combat game... %$% %%%@# %%%#$% %%%$#$# <---- Thing exploded in that direction. %%@#$ %%%# -- Jon Trulson mailto:jon at radscan.com ID: 1A9A2B09, FP: C23F328A721264E7 B6188192EC733962 PGP keys at http://radscan.com/~jon/PGPKeys.txt #include "I am Nomad." -Nomad From jon at radscan.com Mon Jul 25 17:49:34 2005 From: jon at radscan.com (Jon Trulson) Date: Mon, 25 Jul 2005 17:49:34 -0600 (MDT) Subject: [conquest] Conquest 8.1d (devel) is available Message-ID: At the usual place: http://radscan.com/conquest.html It primarily corrects a UDP keepalive problem apparently affecting several people, and a few other minor issues. It will probably become an 8.1.1 (stable) release in a week or so. Here's the release notes: Version 8.1d (devel) - during playback of a recording, honor the user config NoRobotMsgs option. - send a UDP keepalive packet every 60 seconds to keep UDP connections alive for certain firewalls that seem to timeout the connection if there is no client->server activity. The symptom is that you could get into the game and play for awhile (10-15 minutes) then suddenly all ship movement would stop. Everything else would work (commands, etc) just no ship movement. - clean up some compiler warnings regarding possible use of uninited variables. - When a geno occurs, send a message notifying everyone. -- Jon Trulson mailto:jon at radscan.com ID: 1A9A2B09, FP: C23F328A721264E7 B6188192EC733962 PGP keys at http://radscan.com/~jon/PGPKeys.txt #include "I am Nomad." -Nomad