Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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I couldn't find a bot suggestions thread that wasn't extremely outdated.
Post bot ideas here. (ie. EE tools or a bot-assisted level). Of course, only suggest things that haven't been made/suggested before.
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A bot that allows me to optimize how many blocks I'm sending to EE, by quantizing the colors and choosing an optimal pixel palette to use for a hypothetical game where multiple maps are used (and choose blocks that are close to the color of the block if I don't have it yet.) This would allow for an optimal experience on slow connections, at the cost of clarity, however.
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A bot that allows me to optimize how many blocks I'm sending to EE, by quantizing the colors and choosing an optimal pixel palette to use for a hypothetical game where multiple maps are used (and choose blocks that are close to the color of the block if I don't have it yet.) This would allow for an optimal experience on slow connections, at the cost of clarity, however.
I need this. I hate the fact that having lag makes you not be able able to send all blocks. This must be added to the client, too.
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I need this. I hate the fact that having lag makes you not be able able to send all blocks. This must be added to the client, too.
It appears that they implemented something, which appears to create a list of blocks internally then send them incrementally when they've been recieved by the server (so that you don't need any delays between messages, except for maybe a small one like 10ms.) This means that all blocks *should* be written, even if there's a bit of lag. However, it's not an optimal solution, though.
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HG wrote:I need this. I hate the fact that having lag makes you not be able able to send all blocks. This must be added to the client, too.
It appears that they implemented something, which appears to create a list of blocks internally then send them incrementally when they've been recieved by the server (so that you don't need any delays between messages, except for maybe a small one like 10ms.) This means that all blocks *should* be written, even if there's a bit of lag. However, it's not an optimal solution, though.
I know, however, when you have a massive lag, of like 5 seconds, you'll experiment block loss on the client somehow. Mostly when making lines when holding click and moving. If the client block list was successfully implemented, I'd be really glad to be able to work well on my worlds.
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You guys should mind there's a difference between lag (ping) and low fps/skipping frames. The 1st is handled with the said method, the second on the other hand is client-sided, meaning your pc simply can't keep up and starts skipping stuff, under which placing blocks. This is pretty much impossible to catch as far as I can tell.
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You guys should mind there's a difference between lag (ping) and low fps/skipping frames. The 1st is handled with the said method, the second on the other hand is client-sided, meaning your pc simply can't keep up and starts skipping stuff, under which placing blocks. This is pretty much impossible to catch as far as I can tell.
It appears that users begin to experience lag when blocks are placed at 0.37s += 0.25s per block (using a sample size varying from 40 to 1 blocks, and the data from March 2016.) This sort of indicates when an average user would begin to experience lag, but I'll update it once I get a bigger sample size. This data was determined by analyzing 40 events before a user said a message containing the word "lag".
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Should also mention that when using a bot there should be less lag, as your pc doesn't have to keep up graphically and you can choose yourself what messages to listen to (unless you use an SDK of course)
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Back on the topic of bot suggestions:
Fall damage bot. It's pretty much self explanatory, and would make a nice change from falling on hazards or arrows, as well as allowing for some new minigame ideas.
EDIT:
Ok, not back on topic.
One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.
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You guys should mind there's a difference between lag (ping) and low fps/skipping frames. The 1st is handled with the said method, the second on the other hand is client-sided, meaning your pc simply can't keep up and starts skipping stuff, under which placing blocks. This is pretty much impossible to catch as far as I can tell.
I blame Flash for not being able to handle anything properly, as it's impossible to get a PC with an Intel Core i7, 16GB RAM and a powerful graphic card, not to keep up with a simple Flash game. The only reason I would see of this happening is my internet connection.
EDIT: Also, Flash does not have any issue when I run it in any Flash application. I'm using the latest version of Flash available for Linux: 11.2, which runs even better than the recent updates for Windows. All of the Flash applications I run go smooth, at 60FPS the most.
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I blame Flash for not being able to handle anything properly, as it's impossible to get a PC with an Intel Core i7, 16GB RAM and a powerful graphic card, not to keep up with a simple Flash game. The only reason I would see of this happening is my internet connection.
Last comment on the topic: Indeed, flash is terribly inefficient, but also terribly old and unsafe, most probably it's also a bit of inefficient code from EE itself (since I think they're still building on the base Benjaminsen made, but it wouldn't contribute as much as the fact that it's on flash. So yes, blaming Flash is a correct thing to do.
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HG wrote:I blame Flash for not being able to handle anything properly, as it's impossible to get a PC with an Intel Core i7, 16GB RAM and a powerful graphic card, not to keep up with a simple Flash game. The only reason I would see of this happening is my internet connection.
Last comment on the topic: Indeed, flash is terribly inefficient, but also terribly old and unsafe, most probably it's also a bit of inefficient code from EE itself (since I think they're still building on the base Benjaminsen made, but it wouldn't contribute as much as the fact that it's on flash. So yes, blaming Flash is a correct thing to do.
The part I don't understand is the game runs fine on my Core i3 laptop with Intel integrated graphics. Same goes for my 2009 desktop.
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A global switch based bot which animates global doors and gates
lunchbox
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A global switch based bot which animates global doors and gates
Good bots do things that can't be done manually. You can make a switch loop, put an alt into it and save everyone a lot of trouble.
One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.
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Hunger games bot.
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A bot that's able to compute perceived risk of a player when they enter a world, so that they may/may not get edit, depending on the threshold set by the world owner.
Those queries will have to run for a little while to be fully accurate xD
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Hexagon wrote:A bot that's able to compute perceived risk of a player when they enter a world, so that they may/may not get edit, depending on the threshold set by the world owner.
Those queries will have to run for a little while to be fully accurate xD
Each user could get a quick risk assessment that could be computed in a few seconds, then they could request a more comprehensive examination if they think that their score is inaccurate (which would take a while.) Of course, the user wouldn't have access to the score directly, otherwise they could manipulate it.
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Lemme skim thru my head a lil' bit:
1. Tetris bot
2. Hangman bot
3. Portal Catcher.
Explanation: There are levels of PC (Portal Catcher), and it is set up like elimination as the levels progress ( like EX shift where theres lastman standing). Now for the game itself - portals spawn randomly and move around in erratic patterns. As the levels increase, more and more players get weeded out, and less and less portals will spawn. When half of all players in each level touch a portal, the round ends. This will keep going until one player is left. Basically, touch a portal and you win the round. But you have to be really quick. Portals disaplear when touched.
A bot that would make orange pipes actually function like pipes, if they are connected such that the entire pipes doesn't have any breaks or "leaks" in it. If it does, and there's a water block near the top of the pipe, the pipe should leak.
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A bot that would make orange pipes actually function like pipes, if they are connected such that the entire pipes doesn't have any breaks or "leaks" in it. If it does, and there's a water block near the top of the pipe, the pipe should leak.
Well, if you'd exclude the leaking part this could easily be done with portals.
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Hexagon wrote:A bot that would make orange pipes actually function like pipes, if they are connected such that the entire pipes doesn't have any breaks or "leaks" in it. If it does, and there's a water block near the top of the pipe, the pipe should leak.
Well, if you'd exclude the leaking part this could easily be done with portals.
True, but having that functionality built-in would make more sense. If not, it'd be cool to have a bot to dynamically place invisible portals at the top and bottoms of pipes to simulate this functionality.
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den3107 wrote:Hexagon wrote:A bot that would make orange pipes actually function like pipes, if they are connected such that the entire pipes doesn't have any breaks or "leaks" in it. If it does, and there's a water block near the top of the pipe, the pipe should leak.
Well, if you'd exclude the leaking part this could easily be done with portals.
True, but having that functionality built-in would make more sense. If not, it'd be cool to have a bot to dynamically place invisible portals at the top and bottoms of pipes to simulate this functionality.
It wouldn't work with the leaking though, as the water overwrites the place of the portal, but then still, how would the bot know where you push the player out when there's an intersection or something?
And when the pipe it broken it won't work, but the player doesn't always see that the pipe is broken, so then it's a bit strange and people might complain about bugs while really there are none.
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Hexagon wrote:den3107 wrote:Hexagon wrote:A bot that would make orange pipes actually function like pipes, if they are connected such that the entire pipes doesn't have any breaks or "leaks" in it. If it does, and there's a water block near the top of the pipe, the pipe should leak.
Well, if you'd exclude the leaking part this could easily be done with portals.
True, but having that functionality built-in would make more sense. If not, it'd be cool to have a bot to dynamically place invisible portals at the top and bottoms of pipes to simulate this functionality.
It wouldn't work with the leaking though, as the water overwrites the place of the portal, but then still, how would the bot know where you push the player out when there's an intersection or something?
And when the pipe it broken it won't work, but the player doesn't always see that the pipe is broken, so then it's a bit strange and people might complain about bugs while really there are none.
The leaking pipes I guess wouldn't really be necessary, since they would have to overwrite surrounding blocks in order to get the full leak effect. I don't think people are going to like it that much.
If the pipe is broken; maybe the pipe has to be clearly broken in order to make the portals not appear. For example, having an obvious block in front of a pipe where no entity could go would mean that the other end of the pipe is inaccessible. If the pipe is chopped in the middle somewhere, maybe it could place a portal at the end if there is no block there, or there is just a background block.
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I do like the idea, but I still think it'd be best to place the portals manually
Some program to somehow manage your portals would be nice though.
Donno how to manage them though.
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