Search found 154 matches

by Chestal
Fri Sep 26, 2014 7:33 pm
Forum: 1vs1 League Discussion
Topic: 1vs1 contest for 2014
Replies: 10
Views: 3053

Re: 1vs1 contest for 2014

Lets see if I understand this correctly, you start in groups of 4, then 2 are eliminated. Two groups are then merged to make a new group of 4, then two more get eliminated. This continues till 1 group of 4 is left. Then 2 more get eliminated, the final 2 have a face-off, and the eliminated 2 fight ...
by Chestal
Sun Sep 30, 2007 5:05 pm
Forum: Players
Topic: Skipp (ULT and BiP member)
Replies: 1
Views: 1656

Hi Skipp. I remember you. You still on dialup? :-)
by Chestal
Mon Apr 23, 2007 3:57 pm
Forum: Tournaments And Games
Topic: First German Open Ducati Tourney Spring 2007
Replies: 6
Views: 7482

Yes, don't let the "German" part scare you away ;-) Anyone can participate, all you need is to form a team with a few players - or just use an existing league team. Also note that this is not competing with the ducati league: It's a championship, an event, that just happens to use the same playing s...
by Chestal
Mon Apr 16, 2007 6:29 pm
Forum: Help: Source Code / Compiling / Development
Topic: Is this a major problem?
Replies: 7
Views: 4720

It must of been fixed very recently then... Favorite servers should have been saved right from the beginning. If it doesn't work for you, there might be a bug. It is saved in the server list cache file e.g. ~/.bzf/cache/BZFS0026_1-Servers.bzs for 2.0.9 (location might vary depending on your platfor...
by Chestal
Sat Jan 13, 2007 2:18 pm
Forum: Help: Setup / Hardware / Performance Issues
Topic: question about lag: causes and effects
Replies: 17
Views: 4878

Some informaton on how the two lag numbers are measured: The big number (latency) is measured by sending a special MsgLagPing packet from the server to the client (player), typically every 10s. The client will simply reply with an echo packet back to the server. The total round trip time is then use...
by Chestal
Fri Jan 05, 2007 5:17 pm
Forum: Ducati League Discussion
Topic: Season length...
Replies: 17
Views: 13774

As a compromise based on the poll and the opinions expressed here, the new season scheme will be 1.5 months of active season followed by half a month break. A season will usually start at the beginning of a month and end on the 15th of the following month. The current season will be 4 days short bec...
by Chestal
Wed Jan 03, 2007 11:50 pm
Forum: Ducati League Discussion
Topic: Season length...
Replies: 17
Views: 13774

Actually I _think_ that the current code does already support seasons of arbitrary start and end dates. The break is implicit, a new season must currently be started manually. So coding-wise, we can support all combination of lengths to the best of my knowledge. I will make sure this really is the c...
by Chestal
Sun Nov 05, 2006 3:37 pm
Forum: Help: Setup / Hardware / Performance Issues
Topic: impossible to set up the brightness on 2.0.8
Replies: 5
Views: 2411

There was a bug in the SDL library, someone 'optimized' the code in there too much :-) This bug was only in one specific verson and has been changed since. So you would need to get a different (newer) version of SDL. I am not sure how easy or difficult this is for your distribution, though. The Debi...
by Chestal
Tue Aug 22, 2006 9:06 pm
Forum: Help: Setup / Hardware / Performance Issues
Topic: Moving slower than i should be
Replies: 7
Views: 2861

Well, that's funny - somewhat. FYI: the timing for dual cores is real, it is connected to power management. The performance counter time measurement has to keep track of the current clock speed of the processors. And it didn't do that correctly on some configurations. I think it is fixed XP SP2 upwa...
by Chestal
Tue Aug 22, 2006 3:06 pm
Forum: Help: Setup / Hardware / Performance Issues
Topic: Moving faster than I should be
Replies: 2
Views: 1519

This sounds like your local time measurement does not work correctly. My wild guess is that you are using Windows and a dual core CPU. I think I remember there was a bug in some part of the Windows time measurement code that wouldn't work correctly (something when using CPU internal clock counters a...
by Chestal
Wed Jun 14, 2006 1:28 pm
Forum: Ducati League Discussion
Topic: Using Player-based ELO to determine team elo score
Replies: 19
Views: 15811

How do you link this with the cap score? Because the player who caps doesn't care about his personal score, his only goal is to bring the flag home. You don't look at each individual players' performance during the match, you just use the outcome of the match as usual. The most obvious problem with...
by Chestal
Fri Jun 02, 2006 8:06 pm
Forum: Ducati League Discussion
Topic: How could the league look next year
Replies: 5
Views: 3983

As I understand it, sussi's proposed system aims at solving one of the problems with general voting in the league: we just have logins and cannot avoid someone creating several accounts and thus voting multiple times. By giving privileges to logins which have played for a long time, we can be more s...
by Chestal
Tue May 23, 2006 9:28 pm
Forum: Ducati League Discussion
Topic: Match Times - Please VOTE!
Replies: 49
Views: 33920

Well, I voted for 20 minutes. Simpler than offering several match lengths. granted, I had some matches where we could make the turnaround near the end of a 30 minute match. But the same can really happen with any match length.
by Chestal
Tue May 23, 2006 3:10 pm
Forum: Ducati League Discussion
Topic: Matches On The Fly
Replies: 2
Views: 2711

I had a very similar idea for a long time now. The main difference to your suggestion is that I would not use kills, only the outcome of the CTF match itself. So, basically, have no teams at all in the league, only players. Each player has an individual (ELO) rating. To play a match, a couple of pla...
by Chestal
Tue May 23, 2006 2:53 pm
Forum: Ducati League Discussion
Topic: Team score modifications (Activity factor) and JrTeams
Replies: 15
Views: 13269

I always wanted to have a way to get a meaningful ELO value for new teams. As is, all new teams just start at 1200 which will usually put them somewhere below the middle of the active teams. This rating can be far too high or far too low and both has some problems: If the new team is a newbie team, ...
by Chestal
Sat Nov 19, 2005 2:06 pm
Forum: Help: Setup / Hardware / Performance Issues
Topic: Mouse & keyboard delay problem
Replies: 5
Views: 3182

I get what I thnk is the same behavior when I enable the vsync option in DRI. This is on Debian unstable with ATI fglrx driver. I am not quite sure how vsync is supposed to work anyway, in particular in relation to glFinish() of glxWait*. I'll ask some of the developers which have some clue about GL...
by Chestal
Sun Oct 23, 2005 2:28 pm
Forum: Help: Setup / Hardware / Performance Issues
Topic: 2.0.4 - Server/client - Lag to grab flag
Replies: 2
Views: 1900

You're running server and client on the same computer? What does /lagstats show? I could imagine it's a scheduling problem, the client + gfx system stopping the server from getting its cycles in time. What operating system? Is the behaviour different with older version of server/client (cannot imagi...
by Chestal
Mon Sep 19, 2005 2:28 pm
Forum: Enhancements
Topic: Stop the Insta-Death!
Replies: 19
Views: 5996

Re: Stop the Insta-Death!

[quote="Scribo"]I hate dying right at the spawn. How about: No shot fired before you spwn can kill you.[/quote I agree that this would eliminate most randon on-spawn kills, although not all of them. This idea has been pondered in the past already and I personally I am in favor of it. One problem mig...
by Chestal
Mon Sep 19, 2005 2:21 pm
Forum: Game Releases and Versions
Topic: BZFlag Beta Build 2.0.3b17
Replies: 65
Views: 25725

Are these optimizations included 'ON' in the makefile with the CVS Linux version of BZFlag? Or are these optimizations only for Windows? I would like to see my 600mhz Athlon get more than 15fps at 320x240 someday, even with texturing and lighting off. Compiler optimizations like these won't help yo...
by Chestal
Sat Aug 06, 2005 1:20 pm
Forum: General Discussion
Topic: A Call for More Configurability
Replies: 6
Views: 3263

Something better would be a macro to type m-s-o-r-r-y-enter which would be really nice to have on levels that don't automatically kill you for TKing. You can already setup quick messages on function keys via the key mapping menu. The flashing tanks thing mentioned above is something I would like. F...
by Chestal
Sat May 07, 2005 3:24 pm
Forum: Bugs and Problems
Topic: Geno when paused
Replies: 8
Views: 4645

This bug (can also be triggered by other things as flag capture) should have been fixed 3 months ago. Maybe the server was still running 2.0?
by Chestal
Sat Apr 16, 2005 7:08 pm
Forum: Help: Setup / Hardware / Performance Issues
Topic: Mouse control ?
Replies: 3
Views: 2288

The mouse box size in the GUI options menu has some effect. It adjusts the size of the small and large square in the middle of the screen. If your mouse pointer is isnide small square, your tank stands still, if it is outsie big square, you go/rotate at full speed. So with smaller boxes, the mouse s...
by Chestal
Wed Mar 30, 2005 12:25 pm
Forum: Help: Setup / Hardware / Performance Issues
Topic: Handicap
Replies: 6
Views: 3012

Handicap mode is quite interesting IMHO and should be tried more widely. For some time, I was running a simpel FFA server with handicap. Basically, a tank with a low score gets three advantages: 2.0 * higher tank speed (similar to high speed flag) 1.5 * higher turn rate (similar to quick turn flag) ...
by Chestal
Wed Mar 30, 2005 12:11 pm
Forum: General Discussion
Topic: Do u like to be able to go throug other tanks?
Replies: 25
Views: 7324

Silly me accidentally voted 'no' when I meant to vote 'yes'. Being able to drive through other tanks is an essential part of the game to me. So, apart from the technical difficulties, tank<->tank collisions should only be implemented as an option.
by Chestal
Sat Mar 19, 2005 5:35 pm
Forum: Help: Setup / Hardware / Performance Issues
Topic: High jitters can be fix?
Replies: 5
Views: 3704

Re: High jitters can be fix?

One way to reduce jitters, is that need to turn off the chat panel and get my radar settings on Fast. When i play with chat panel on i get +-30 and when i take it off around +-1. This sounds like you get low fps? Can you test with 't'? Also, the font and radar rendering seems to be a bottleneck. Yo...