If you cannot try the elemental beta because you cannot download the data and would be interested in trying out test builds, please e-mail me at [email protected] .
CariElf
Currently, Elemental is only making HTTP requests so it's only using ports 80 and 443. If you are using a proxy to connect to the internet, including a program that makes you anonymous to the Internet, you will not currently be able to download the data files. Thanks to Sebos, I was able to determine that the proxy settings were not being automatically detected, and it will simply be a matter of running a proxy config on install to allow it to do so. I've also made a dia
It's way too early to start jumping ship over this. I doubt that it's going to be even necessary to block anyone with low netspeeds. Brad's remark comes from frustration more than anything else, but Elemental is going to be very different than Demigod since it's going to be client/server. Instead of having to send the same message out to 9 other players, you send the message once and the server sends it out to the other players. You're still receiving the same amount of messages,
[quote]#1) Is there a driving reason for continuing to use TCHARs instead of std::wstring or just wchar_t in new code? Are you waiting until all your legacy char usage has been converted to TCHARs before making the switch? It just seems a little silly to even be using single-byte chars in modern software if it's possible to make the switch. Still having chars in the core codebase would be a good reason to hold off, though[/quote] A lot of our code still uses cha
[quote]We usually use IClassName for interfaces (pure abstract classes).[/quote] Yep, we do that too. I forgot to put interfaces in there. [quote]Second, don't calculate anything in the main program. Have all calculations done with functions. Also, make sure each function is short and don't calculate more than one thing in each. Splitting up the functions like this helps organize the program as you go along, but the most beneficial part of this is that
[quote]Does Stardock use any scripting languages?[/quote] We're integrating support for Python in the Elemental engine. The marketing dev uses Javascript, but I'm not sure if any of the webdevs do. [quote]good stuff. I like how this was put in the elemental journals with what I assume to be Galactic Civilization variables, classes, and functions. I mean ulShipIndex isn't a variable in Elemental, right? how similar is the elemental and GalCiv2 code?[/quote] Yeah,
[quote]The whole article is about creating good code, but nearer the bottom Joel talks specifically about Hugarian notation, it's original intent versus how it typically ends up being used. The original intent looks pretty good.[/quote] We don't go overboard on Hungarian notation. One of the programmers who used to work at Stardock before my time was seriously into it so that if he had a class named classEditFieldsFrame, he used name variables classEditFields
Ron, don't feel too bad. You'll always learn more once you get some practical experience than you did at school. A lot of the issue is just scale; the kind of scale you can get in a school project doesn't usually compare to the kind of scale you work with in a professional environment. Some colleges and universities offer a class called something like "Senior Project" where you have to spend at least a semester working on a large project, sometimes sponsored by a local busin
We've got a new coder starting on Monday and in order to help him out, my co-workers and I have been compiling a list of guidelines about our coding practices. Up until now, I've just sat down with new coders and given them a tour of our codebase and tried to convey our coding practices at that point, but new people always have a lot to remember and having a document to refer to might help. I thought that I'd
[quote]Even with DMZ, /serverproxyonly, No Firewalls or Virus Scanner I still cannot play online Nat Failed blah everytime[/quote] Please e-mail me the following information to [email protected] : 1) What kind of internet connection you have, and what kind of modem 2) What kind of router you have (if you have a router that is not also your modem) 3) What OS you have 4) Startup Demigod without the /serverproxyo
This was mainly a connectivity update, only ImpulseReactor.dll was replaced. + Made data packet size smaller which should help people whose routers don’t allow such large packets. The symptoms of this are losing connection to the NAT facilitator or the connection dialog showing that you are connected to someone but they are not connected to you (or vice versa) + Changed the channels some of the messages were being sent on to try to prevent one
[quote]Glad to hear Pantheon is getting some attention. I have a couple of (semi-technical) questions. Isn't there a good chance that the scenario that ends up in a 2v1 game is as a result of a player's poor connection rather than a failure in the match-making system? What about the scenario where you sit at the "Waiting for Players" screen when loading the map and after a good amount of waiting (5-10 minutes) a bunch of players are disconneted (1-2 in my experience, of
Phazure, can you please send in your ImpulseReactor.log to me at [email protected] so that I can take a look at it?
[quote]What restaurant is that? I only live a couple hours away and am a big microbrew fan. I'd love to go check it out if it's a quality joint.[/quote] CJ's Brewery. We went to the one here in Plymouth (inside the Compuware Arena). Very good food. Copper Canyon Brewery in Southfield is awesome too. It has the best filet mingnon I've ever had.
[quote]What got me motivated to speak up was the messages from the devs stating that they were taking time off and that new AI code was coming. This signals to me that they feel their work on the problems is done. Why don't they have every single resource available working on this and testing it?[/quote] The AI is done strictly in Lua and the AI developers don't know C++ which is what is needed to work on the connectivity code. As for some of us getting time off, we ne
Right click on Demigod in Impulse and choose re-activate.
It's unlikely that you have bad memory. Demigod should generate a mindump.dmp file in your My Documents\My Games\Gas Powered Games\Demigod folder. If you zip that and send it with the DemigodLog.txt, (and ImpulseReactor.log if it happens while in the lobby) to [email protected] we can forward it on to GPG to take a look at.
[quote] wish i could have obtained a better view of that poster that says we want you was that darth vader on it?[/quote] No, that was a Drengin soldier.
[quote]I ll retry this with this patch. But this is already how I set the 2 computers a while a go. Mine ranging form 2101 to 2150 and the other ranging from 2151 to 2200.[/quote] If you shut down or restart the computers, your local IP addresses may be changing so it may no longer be forwarding the ports to the correct local IP addresses. I have this happen all the time on my home network.
[quote]Hey, so with the latest patch I can play fine on my own. But if my friend is here and on the same router we have the same ip, and also we can only forward the ports to one of us. We cant both be in a game at the same time, if one tries to join it boots the other. This wasn't happening last week, it connected slow then but it still connected eventually, now it doesn't. This sucks.[/quote] [quote]Very nice but will we be able to manually assign that 6112 port or will it remain 61
What kind of connection do you have? Are you connected to the internet on multiple connections, like on a laptop with a wireless connection and an ethernet connection?
[quote]Also, can one of your ellaborate? If I have, say, beta 1.01. You guy's start uploading beta 1.02, but its not available in inpulse yet. Will I always loose connectivity to my 1.01 games while you are uploading? That seems to have been exactly what happend to me tonight. I'm assuming that when you start the upload, the old version becomes invalid and it can not be used again (eg you have to grab the new beta to play again and there is essentially an outage until you do so). Am I followi
If you have cordless phones and wireless internet make sure that the frequencies are not too close. Otherwise, the cordless phones will interrupt your wireless signal. Other things can interrupt wireless signals as well.
[quote]My setup is DSL router Linux router/fw Demigod PC A "double NAT" in Stardock terms. Linux router is in DMZ of DSL router, so that DSL router forwards all trafic to Linux router/fw. Linux router/fw forwards traffic udp and tcp 6000-6200 to Demigod PC. Demigod PC has firewall turned off. What I dont get is that I am only told to forward port 6100-6200, but when I use tcpdump on linux I only see port 600x UDP traffic. This happens quite
[quote]If you have UPNP enabled on your computer and firewall, will port forwarding make a difference? In most DEMIGOD games I can connect to most people. I just turned off spi firewall (I have not played any games since that change). I have been able to connect to people, just sometimes people cant connect to me. Played a 3v3 game yesterday without these changes and it worked. I am also wondering if turning on lan ping makes any difference?[/quote] Demigod does not use UPN