Search found 74 matches

by raidho36
Sat Aug 01, 2020 4:01 pm
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 12281

Re: Friday Facts #358 - Alien decoratives & Polluted water

Polluted water should be something like gray-brown color. Green water looks like algae bloom which, while not healthy for the ecosystem, is an indication of good quality water. Algae blooms happen when nutrients (not toxins!) are released into the water faster than the ecosystem can adapt, resulting...
by raidho36
Fri Jun 26, 2020 2:32 pm
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 15582

Re: Friday Facts #352 - New website

Untitled.png
Untitled.png (871.49 KiB) Viewed 2066 times
Really, give us some non copyright infringing vicious alien beasts! Biters and spitters look lame.
by raidho36
Thu Apr 02, 2020 7:07 am
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 21045

Re: Friday Facts #340 - Deep desyncs

Jap2.0 wrote: ↑
Thu Apr 02, 2020 12:25 am
6 years too late there.
Oh jeez. :lol: And then people say that I can't be calling this "rookie mistakes". Oh well, eventually they got all of it working anyway.
by raidho36
Wed Apr 01, 2020 10:38 pm
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 21045

Re: Friday Facts #340 - Deep desyncs

Well, we're already 8 years and 2,000,000 sales in, so its a bit late for us to change gears. Our base game/engine determinism is working alright for us, there was a server with 500 players, across different CPUs, OS (Windows 7, 10, Mac, Linux), continents, and there was no desynchronisation, which...
by raidho36
Wed Apr 01, 2020 10:10 pm
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 21045

Re: Friday Facts #340 - Deep desyncs

... Determinism is great, unfortunately it's not always there, and when it is it doesn't always stay that way*. Using determinism for synchronization is an easy way to provide yourself with an endless supply of headache. I don't lean on determinism and I advice others against shooting yourself in t...
by raidho36
Wed Apr 01, 2020 12:26 pm
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 21045

Re: Friday Facts #340 - Deep desyncs

The thing about locks-step is that the game join strategy is inseparable from the update strategy. If your game is lock-step, then you have to use the game join strategy we use (or a less optimal version where you just freeze the game once someone starts joining is also possible). Starting to updat...
by raidho36
Wed Apr 01, 2020 7:24 am
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 21045

Re: Friday Facts #340 - Deep desyncs

So, I get that you're kind of an angry internet person, and anything said will be received badly, but if you do work on games, for fun or profit, then it's worth learning how to do multiplayer sync, and the different options available. What you're describing here is one option, but is definitely no...
by raidho36
Tue Mar 31, 2020 12:37 am
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 21045

Re: Friday Facts #340 - Deep desyncs

And I'm shaming you for being a jerk. Learn some manners. Fair enough. I subscribe to Louis Rossmann school of criticism, not so much by choice as because I am who I am, and it coincides nicely. server is running and updating it's state, then client wants to connect, so server saves out it's state ...
by raidho36
Mon Mar 30, 2020 6:11 am
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 21045

Re: Friday Facts #340 - Deep desyncs

It's his own fault that nobody wants to listen to his poorly worded explanations. I constructively criticise Factorio constantly but I am always careful to be respectful and balanced about it. Good thing I'm not trying to be constructive, I'm just shaming the devs for making mistakes far below thei...
by raidho36
Sun Mar 29, 2020 3:28 pm
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 21045

Re: Friday Facts #340 - Deep desyncs

you are just making broad assumptions My bad. When people have problems like this, you almost always discover a whole slew of deeper rooted problems once you start shoveling through all of it. Call it PTSD if you will. It seemed obvious to me that if you have sync problems, it's because your gamest...
by raidho36
Sun Mar 29, 2020 1:31 pm
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 21045

Re: Friday Facts #340 - Deep desyncs

The problem was that you used a faulty serialization library and the solution was that you zip tied the parts that didn't quite come together. I would've used a better serialization library. I mean, I just looked at its source code and immediately noped out. That thing is horrendous, and I can't ima...
by raidho36
Sun Mar 29, 2020 9:35 am
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 21045

Re: Friday Facts #340 - Deep desyncs

I'm a wiki admin, I have nothing to do with the internal Lua workings, just to alleviate any concern about my lacking experience. Your file doesn't work with Factorio because it uses io. Could you provide examples of what a circular dump looks like? I'm seriously trying to learn here. You could sim...
by raidho36
Sun Mar 29, 2020 8:52 am
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 21045

Re: Friday Facts #340 - Deep desyncs

Super-uber-giga-noob here, only 3 years of experience. Can you explain me how you write down circular references immediately? I could imagine how to do it while simply dumping, but not how to make that also loadable. Here's a file. I appreciate your sarcasm, it's not really funny but it's a much ne...
by raidho36
Sun Mar 29, 2020 6:59 am
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 21045

Re: Friday Facts #340 - Deep desyncs

If the bug managed to survive undetected through 10s or 100s of millions of hours of game time it is not serious. Some of us played hundreds or thousands of hours without a single crash. I never personally encountered a crash until I started using mods. "Desync is not a serious bug." -And...
by raidho36
Sun Mar 29, 2020 6:03 am
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 21045

Re: Friday Facts #340 - Deep desyncs

Wow. You guys just keep making rookie's mistakes when it comes to programming, it's embarrassing. It's far from the first time you do something this incredibly shortsighted and then it comes back to bite you in the rear, and that's only going by your own blogs without ever seeing a line of your code...
by raidho36
Sun Feb 16, 2020 2:56 am
Forum: News
Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
Replies: 57
Views: 13207

Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect

When you run around fighting biters, you don't really focus your attention on... ...virtually anything at all except actual fighting itself, but you went ahead and made better graphics over the course of development despite that being "not a priority" by that logic. Because you can come u...
by raidho36
Fri Feb 14, 2020 6:58 pm
Forum: News
Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
Replies: 57
Views: 13207

Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect

Should add explosions when dead drones crash land, to mask the abrupt transition from live graphics to dead graphics.
by raidho36
Mon Oct 21, 2019 4:16 am
Forum: News
Topic: Friday Facts #317 - New pathfinding algorithm
Replies: 69
Views: 13699

Re: Friday Facts #317 - New pathfinding algorithm

0) ArrayLists have the best performance of the bunch by far, i.e. plain arrays work A LOT faster (just add handler functions on top of them to meet your API needs. In A* it's useful to check highest value nodes first, and inserting nodes w/ sorting will keep the list always sorted by default with mi...
by raidho36
Fri Sep 13, 2019 3:42 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 29907

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

The player will recognise this very soon, cause the pipes will be suddenly empty and nothing is produced. In conjunction with not beeing able to mix two pipe-systems under normal circumstances this would be an obvious sign for a player, that he did something wrong. Considering how quickly this drai...
by raidho36
Fri Sep 13, 2019 2:30 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 29907

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

Should've just literally mix the fluids in the pipe. Structures that consume fluids would be consuming all fluids in the pipe but only using what's useful at the input. If all fluids are consumed at the same rate then more involved mixing management than "just let it drain the useless ones"...

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