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Author Topic: Gang Garrison 2.4 Beta 4 (Fixed download)  (Read 42544 times)

notajf

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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #60 on: October 11, 2011, 11:38:05 am »

Downloading. I might even start developing for GG2 again, who knows.
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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #61 on: October 11, 2011, 02:41:12 pm »

New flares = Flare tennis   :hehe:
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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #62 on: October 11, 2011, 03:31:56 pm »

I haven't been following mainline GG2 development in a long time.

What exactly is the mod lobby, and more importantly, what do I have to do on my end to make sure my mod is compatible? Thanks in advance.

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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #63 on: October 11, 2011, 04:43:22 pm »

I haven't been following mainline GG2 development in a long time.

What exactly is the mod lobby, and more importantly, what do I have to do on my end to make sure my mod is compatible? Thanks in advance.

The mod lobby is a new protocol for sending things to the lobby and receiving data from there. The old one only had one fixed "name" field where all information had to be squeezed, the new one can be used to store basically any kind of extra data for the server (arbitrary fields). A few of those fields are standardized, e.g. "name" for the server name, "map" for the current map or "game" for the name of the game/mod.

The other difference is that incompatible games are now shown in the lobby list too. This way you can see when modded games are running, and the extra information helps you to find out which mod they use and where to get it.

Servers connecting with the old protocol still work, and the lobby tries to extract map name and player numbers from the server name.

Look at the current lobby registration code to see how a registration is sent. You should be able to get the right idea from there, but just to be thorough, here's the protocol spec I wrote:

Code: [Select]
All multibyte values are big-endian. All strings are UTF-8.

+  0    Registration protocol (UUID = b5dae2e8-424f-9ed0-0fcb-8c21c7ca1352)
        Everything below here is only valid for this registration protocol ID
+ 16    Server ID (UUID)
        A unique identification for this server. This will be used later to allow servers to register
        alternative endpoints (probably only used for IPv6 endpoints). This means the ID does not need
        to be persistent between server restarts, and can be generated at startup.
+ 32    Lobby ID (UUID = 1ccf16b1-436d-856f-504d-cc1af306aaa7 for GG2 and its mods)
        This defines a kind of "community scope" of related games/mods
+ 48    Transport protocol (0=TCP, 1=UDP, needs to be 0 for now, other values are reserved)
+ 49    Port number (uint16)
        If the transport protocol is TCP (the only option for now), this needs to be an open TCP port
        reachable from the lobby. You cannot run multiple servers on the same port. If the lobby
        receives a registration with the same IP, port and transport protocol as an existing server,
        the existing entry will be replaced.
        The port must not be 0 in TCP or UDP, since this is not a valid port number.
+ 51    Number of total player slots (uint16)
        How many actual players (not bots) can be in the game?
+ 53    Number of occupied player slots (uint16)
        How many actual players are in the game?
+ 55    Number of AI players (uint16)
        Note that bots+players can be greater than player slot count. If you want a fixed number
        of bots as well as a fixed maximum number of players per team, subtract the bot slots
        from the player slots.
+ 57    Flags (uint16)
        - :0    Password protected
        - rest  reserved
+ 59    Number of entries in key/value table (uint16)   
+ 61    key/value table
        Each entry consists of:
        + 0     key length (bytes) (uint8)
        + 1     key
        + n     value length (bytes) (uint16)
        + n+2   value

    There is a distinction between "specified" keys and "extension" keys. Specified keys have a
    fixed meaning, which allows them to be used for collecting statistic information or generic server
    browsers. Extension keys always start with "x-" to mark them as extension, e.g. "x-respawntime". Their
    meaning is not specified and any game can define its own extension keys. The prefix is supposed to
    prevent name clashes with new keys specified in the future.
    It is mandatory to provide a server name, all other keys are optional.
   
    The following specified keys exist:
    protocol_id:    A binary 16-byte UUID which can be used by clients to determine whether the server is
                    compatible and can be joined. This might be replaced with a more sophisticated system
                    later, since compatibility is sometimes one-way.
    name:           The server's plaintext identification (e.g. "Bacon Town 24/7").
    game:           The name of the game or mod this server is running. E.g. "Vindicator's Server Mod"
    game_short:     Abbreviated version of "game", for display in small space. E.g. "vinmod" or "gg2".
                    Should only be provided if "game" is present too. Can be left out if "game" is short
                    already.
    game_ver:       Short version string for the game, e.g. "v2.3.7b2"
    game_url:       URL with information about the game/mod
    map:            The map currently running on the server.

You need to send this to the Lobby at port 29944 as a UDP packet. Servers are dropped from the list after 70 seconds, so gg2 sends registration packets every 30 seconds to be on the safe side.

To query the current list, you connect to the lobby at TCP port 29944 and follow this protocol (quite similar to the registration one, so a bit condensed):
Code: [Select]
Client request:
+  0    Requested list protocol (UUID = 297d0df4-430c-bf61-640a-640897eaef57)
        Everything below here is only valid for this list protocol ID
+ 16    Requested lobby (UUID = 1ccf16b1-436d-856f-504d-cc1af306aaa7 for GG2 and its mods)

Lobby reply:
+  0    Server count (uint32_t)
+  4    Server list
        For each server:
        +  0    Server data block length excluding this field (uint32)
        +  4    Transport protocol (0=TCP, 1=UDP, always 0 for now)
        +  5    IPv4 endpoint port number (uint16, 0 if no IPv4 endpoint known)
        +  7    IPv4 address (4 bytes, ignore if port is 0)
        + 11    IPv6 endpoint port number (uint16, 0 if no IPv6 endpoint known)
        + 13    IPv6 address (16 bytes, ignore if port is 0)
        + 29    Number of total player slots (uint16)
        + 31    Number of occupied player slots (uint16)
        + 33    Number of AI players (uint16)
        + 35    Flags (uint16)
                - 31:0    Password protected
                - rest    reserved, ignore for now
        + 37    key/value table
                Each entry consists of:
                + 0     key length (bytes) (uint8_t)
                + 1     key
                + n     value length (bytes) (uint16_t)
                + n+2   value

I hope you can make any sense from that :)

Btw, even though it says that strings are UTF-8, Gang Garrison currently uses the local Windows encoding, so best not use any exotic characters.
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notajf

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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #64 on: October 11, 2011, 05:25:10 pm »

Btw, even though it says that strings are UTF-8, Gang Garrison currently uses the local Windows encoding, so best not use any exotic characters.
There's a much simpler reason why not:

The font doesn't support anything other than ASCII
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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #65 on: October 11, 2011, 05:29:53 pm »

I haven't been following mainline GG2 development in a long time.

What exactly is the mod lobby, and more importantly, what do I have to do on my end to make sure my mod is compatible? Thanks in advance.
Mod Lobby makes mods show up in the lobby. You just can't click 'em without the mod.

trog

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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #66 on: October 11, 2011, 06:02:03 pm »

Wherewolf is hosting the beta, join for bess times.
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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #67 on: October 11, 2011, 06:58:34 pm »

so far:

I'd really like flare to curve again. Taking advantage of terrain fit well into pyro's play style, added skill indexing, and stopped it from being accurate at longish range where it really doesn't need to be. Now it feels too close to aiming rockets.

Medic heal ramp seems good. I'd kind of like to see the heal rate ramp up  a bit faster since right now you don't really have to pressure very hard to keep it down. Also maybe a boost to the very highest level? What are the current heal/sec and when do they come in at?

el: what is bubble on gen
trog: its a shield
el: looks more like quote and curly got bored
woof: get the top line on the HUD to be different color and smaller

also stretch the HUD sprite so the bars aren't falling off




stuff about maps:

[7:48:28 PM] Wherewolf: [6:57 PM] Trog dor:

<<< sixties is by ozoh
the canyon fortress guy
its full of stupid jumps and cramped hallways
you feel like an ant in an ant hill >>>
good way to put it

[7:28:40 PM] Wherewolf: middle can really be locked down so easily
[7:28:42 PM] Wherewolf: sniper top
[7:28:45 PM] Wherewolf: engi beside
[7:28:48 PM] Wherewolf: rocket in room
[7:28:53 PM] Wherewolf: no movement ever
[7:29:07 PM] trogogogogogogogogogogogogogo: yep
[7:29:07 PM] Wherewolf: very easy to maintain ground while assaulting 60s

Trog dor: god i hate fighting in atalia base (as medic)

[7:20 PM] Wherewolf: that one way wall is hard to notice(destroy)
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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #68 on: October 11, 2011, 07:05:17 pm »

atalia and 60s both become really hard to defend after the opposing teams takes control of the middle and onwards. atalia mostly because it has only 1 open side. 60s because its a bit cramped
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[scootrush] Neewey

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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #69 on: October 11, 2011, 07:07:21 pm »

Also, is it just me or is the Minigun/Flame Thrower, etc. reloading slightly faster than usual?  :z9: It also seems it drains faster too...
« Last Edit: October 11, 2011, 07:08:39 pm by [scootrush] Neewey »
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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #70 on: October 11, 2011, 07:28:24 pm »

I played deco and once I spawned I couldn't move at all. the sprite just kept jumping and slightly moving around.
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billymaze

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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #71 on: October 11, 2011, 07:37:42 pm »

that happens then the host encounters a glitch and isn't there to ignore the leetle babby window that comes up.
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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #72 on: October 11, 2011, 09:04:56 pm »

Sweeet! I'm going to try it by tomorrow.
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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #73 on: October 11, 2011, 09:58:55 pm »

Alright, found the heal ramp code:
https://github.com/Medo42/Gang-Garrison-2/blob/5e4ca2cbd3533a0d012bb04252872aa32469df2c/Source/gg2/Scripts/calculateHealingFactor.gml

Not sure what return means, but I'm going to take a guess and say that's how much hp it gives every 2 frames? Which means for the first 4 seconds you get healed at 15hp/s, then over 3 seconds it ramps up to 45hp/s.

hrm, I guess I'd like the first threshold to decrease to 3 seconds then.
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Re: Gang Garrison 2.4 Beta 4 (Fixed download)
« Reply #74 on: October 11, 2011, 10:04:56 pm »

I'm guessing that the heal ramp is for continuous healing.  If that is true, then you really need to stay close to your medibuddy now, because cutting the beam via crate would make you lose progress
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