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#1 Re: Forum Discussion » Official Intro/Outro Thread » 2016-08-28 23:12:13

Just wanted to say goodbye.

I’ve met a lot of cool people, and I hope to keep in touch with them. If you see pencil2 around it’s probably not me but someone else I know.

I’ll still collect ee-data until I get bored, or stop if I’m asked to by any game admin (email me at ).
I’m not planning to support the online images in the forum signatures, sadly.
GitHub stuff will be supported for a little bit; just small things, if anything. Feel free to fork them and create something new.

Well, I’m off to make another typo again. Let’s see where I land.

- Hexagon

#2 Re: Bots and Programming » Time required to receive a packet » 2016-08-28 22:19:37

I know your budget is tight, but Amazon has nano instances for $0.0065 USD/hour, and you get a free year trial for a micro instance. https://aws.amazon.com/blogs/aws/ec2-up … available/

This will reduce a lot of the uncertainty with network lag. If you want to, I could boot up an instance and tell you how the pings are.

#3 Re: Game Suggestions » customizable Quick Chat for chat user » 2016-08-28 21:05:02

N1KF wrote:

The staff seem to have forgotten about quick chat. It would be nice if there were some extra features added to it.

Maybe a new message like "Stop trolling" or "Stop it!" maybe even "NO THAT'S NOT THE RIGHT COLOR" might be a nice addition.

#4 Re: Bots and Programming » Time required to receive a packet » 2016-08-28 14:24:14

Well, the problem with the internet is that you don't know which route your packet will take. These all add unexpected latencies to whatever you're trying to send/receive.

From a concrete standpoint, at least connect directly to your router, preferably the router with ethernet.

#5 Re: Game Discussion » MEGATHREAD No Unity support for Chrome;HTML5 support small;EE p2p?? » 2016-08-28 03:11:16

Different55 wrote:
Koya wrote:
Hexagon wrote:

HTML5 isn't supported in all browsers https://html5test.com/results/desktop.html

Will some people not be able to play EE after the update? It seems like they will have to install extra software to run the game if their browser is not supported.

With Unity comes a downloadable version which will be distributed on Steam; anyway, the only part of HTML5 that EE cares about is <canvas> which is supported by Opera in version 9 and later - there should be no issue with the main browsers as long as they are on a version younger than 2 years old.

I'm not really worried about the display, more about the networking side of things. Unity has a playerio client, but is it confirmed that the client survives being exported to HTML5?

There's no word from NOU based on the newest information which will be very worrying for times to come because we don't know if the client will still work in HTML5.

That raises a good question: Will the HTML5 client work?

#6 Re: Game Discussion » MEGATHREAD No Unity support for Chrome;HTML5 support small;EE p2p?? » 2016-08-28 02:44:27

N1KF wrote:

What about Flash? If I recall correctly, some browsers require users to download Flash. Although that's still a valid argument, it's not a new problem.

It looks like there will need to be additional software installed--maybe even Steam. Since submitting games on Steam will cost money for the developers, while a very small chance, EE might cost money to play

#7 Re: Game Discussion » MEGATHREAD No Unity support for Chrome;HTML5 support small;EE p2p?? » 2016-08-28 02:41:18

Ninja wrote:

isn't there gonna be a unity executable for ee

We might have to do that. There will be some browsers which don't support HTML5 or unity and you'll have to get a new one.

#8 Re: Game Discussion » MEGATHREAD No Unity support for Chrome;HTML5 support small;EE p2p?? » 2016-08-28 02:11:35

HTML5 isn't supported in all browsers https://html5test.com/results/desktop.html

Will some people not be able to play EE after the update? It seems like they will have to install extra software to run the game if their browser is not supported.

#9 Game Discussion » MEGATHREAD No Unity support for Chrome;HTML5 support small;EE p2p?? » 2016-08-28 02:04:59

Hexagon
Replies: 32

You might not be able to play EE after the Unity update because HTML5 IS NOT fully supported!

Almost one year ago, Google Chrome removed support for the Unity Web Player: http://twiik.net/articles/google-chrome … web-player

Do you think that EE should move to a more recent platform, considering that Google Chrome has 57.2% of the market share (Wikipedia) many users will be left out in the cold, and will have to switch browsers. Many of whom don't like IE because "it's too slow" and Firefox for the same reason. This leaves only a few of the major players like Safari and Opera, but they have limited support too.

Do you think UnitEE should be changed to WebGL, something that's supported in much more browsers?

There are plans to make EE into HTML5, but not all browsers fully support HTML5 https://html5test.com/results/desktop.html . Do you think EE should stick with a more widely used technology?

#10 Re: Game Discussion » How to go fullscreen and show tabs? » 2016-08-28 00:58:16

What browser/OS is everyone using who is experiencing this, bug?

#11 Re: Bots and Programming » Time required to receive a packet » 2016-08-27 22:08:37

Tomahawk wrote:
Hexagon wrote:

Out of curiosity, why are you measuring this?

Spoiler

You'd probably be better off getting a VPS for this, preferably one close to the PlayerIO servers (San Diego perhaps.) This would vastly reduce packet jitter (bad) and packet latency (bad).

For intra-race comparisons (player A and B do the same race) PlayerIO will output the "winner" in the correct order, but the times might be off. If you're doing inter-race comparisons the only thing I can think of is halving the round trip time. Maybe you could run traceroute to one of their servers to see an average latency. Before and after the race you could send a few blocks to playerio and get the round trip time and average those out.

EDIT: check out how the NTP protocol works (used to synchronize computer time with remote servers to a fraction of a second) http://stackoverflow.com/questions/1228 … tocol-work might be sort of useful.

#12 Re: Bots and Programming » Time required to receive a packet » 2016-08-27 21:41:22

Tomahawk wrote:
Hexagon wrote:

Would con.send(message) and stopwatch.start() then stopwatch.stop() suffice? I mean, there is a fraction of a fraction of a second for when the stopwatch has to be initialized but I wouldn't worry about that.

The problem with this is that it adds another uncertainty into the final recorded time: the time elapsed between executing the con.Send line and e.g. the sent block appearing in the world.

It would probably be better to use a packet sniffer to see exactly when the packet leaves your network, and then find the exact time it comes back (maybe Wireshark.) This only addresses the roundtrip time and not the individual components, though.

Out of curiosity, why are you measuring this? I did a quick test with some blocks (sent 1000 with no delays) and the PlayerIO protocol seemed to have buffered them automatically (no Thread.Sleep's), and all the blocks were written on the world.

#13 Re: Bots and Programming » About copyright... » 2016-08-27 20:34:47

The copyright law is very complicated and it's probably better to talk to a lawyer about it.

From what I recall (this may be absolutely incorrect; do not take my word for it) you can't just magically slap copyright on something and then if someone violates it sue for it. You can get mad at the other person but you actually have to register your copyright (and it costs money.)

Also: R42Bot++ is licensed under a Mozilla license. https://github.com/realmaster42/R42Bot/ … 2B/LICENSE and I can't find a copyright sticker on it (again, I'm not a lawyer. Do not trust what I'm saying, it's just an opinion.)

#14 Re: Bots and Programming » Time required to receive a packet » 2016-08-27 20:29:56

Tomahawk wrote:

I've found no convenient way to simultaneously do something in EE, and start a stopwatch.

Would con.send(message) and stopwatch.start() then stopwatch.stop() suffice? I mean, there is a fraction of a fraction of a second for when the stopwatch has to be initialized but I wouldn't worry about that.

#15 Re: Game Discussion » Hints and leaks of unannounced content » 2016-08-27 01:59:26

Koya wrote:
N1KF wrote:

From #eeforums frogbox IRC:

<+Nvd> I kind of want to introduce a new level system. This time with XP. XP can be earned by interacting with the game.

That is about as confirmed as getting an achievement for your first jump.

<+Nvd>Lmao that N1KF thinks it's confirmed now. Not in any way actually, it's just a concept which I'll throw away anyways :p

#16 Re: Forum Discussion » remove rep » 2016-08-26 00:12:41

Please remove rep. It's being used as bullying and serves no other purpose than to make individuals feel bad about themselves because there is little to no constructive criticism.

#17 Re: Forum Discussion » Can we change the rule for tagged explicit content? » 2016-08-25 23:42:53

Different55 wrote:
Hexagon wrote:

If we're allowing swearing, it should be taken off from the TOS on the everybodyedits.com website.

Literally why? They're separately run and if this idea happened obviously forum rules and exceptions override anything the EE ToS has to say.

If something violates the Everybody Edits Terms of Service, it also violates forum rules.

The wording there doesn't sound like it overrides; maybe change it to something clearer.

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