Maze Party

General debates and discussion about the Guild of Writers and Age creation

Postby D'Lanor » Sat Jul 29, 2006 5:22 am

Actually most of the existing Uru code uses physics.suppress(true) instead of physics.disable(). You may want to try that.

Remember that physics.disable() is the /freeze command in the adminKI. And that is exactly what it does, it makes the object unmovable and solid.

Of course suppress can't be netforced like disable. But you don't really want to use netforcing for things like these by default. That is, unless you really don't have an alternative method to sync players (such as SDL states).
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Postby zib_redlektab » Sat Jul 29, 2006 5:35 am

are the random mazes truely random? or are they just picked out of a big list? :huh:
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Postby MercAngel » Sat Jul 29, 2006 3:17 pm

Robert The Rebuilder wrote:MercAngel, just to be clear: is the problem that the random maze looks correct but does not collide correctly? Or is the problem that it neither looks or collides correctly?

I'd double-check the enable flags on each collider/wall object's draw/physics.

Also, did you make separate visible wall objects and collider objects? Or are they the same object (i.e. you added col_type = X to the visible wall object)? I've had better success with disabling when the visible object and the collider objects are separate.


random maze looks correct but does not collide correctly?

i used the the command on hte object to add the default collider to all the walls

D'Lanor wrote:Actually most of the existing Uru code uses physics.suppress(true) instead of physics.disable(). You may want to try that.

Remember that physics.disable() is the /freeze command in the adminKI. And that is exactly what it does, it makes the object unmovable and solid.

Of course suppress can't be netforced like disable. But you don't really want to use netforcing for things like these by default. That is, unless you really don't have an alternative method to sync players (such as SDL states).


tried every thing i may have to use SDL states i just hope it can have over 2000 of them

zib_redlektab wrote:are the random mazes truely random? or are they just picked out of a big list? :huh:


Yes they are random
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Postby MercAngel » Sat Jul 29, 2006 3:29 pm

how here is what i got

the first maze.age the one you can download the path was made by hand, so where the path is there are no objects.


The maze is (51X51) made up of 2601 cubes all solid so if you link to the age all you see is one big cube.

The path will be made by turning off the cubes that make up the path (so the draw and the collider need to be turn off)

the maze can only be reset and created by the age owner. (this is so some one the links in does not create a maze and trap ppl in the maze inside walls)

ppl that link to the age have to get the same copy of the maze (the same path every one else has in the age)
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Postby D'Lanor » Sun Jul 30, 2006 4:18 am

MercAngel wrote: tried every thing i may have to use SDL states i just hope it can have over 2000 of them

You can have a single SDL with a number or a code that tells your maze what its state should be. Think of those SDLs that hold the IDs of avatars.

btw, did you try physics.suppress(true)? It does work. I suppose physics.disableCollision() would also work but it is always better to stay close to the native code. Just my 2 cents.
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Postby MercAngel » Sun Jul 30, 2006 6:00 am

D'Lanor wrote:
MercAngel wrote: tried every thing i may have to use SDL states i just hope it can have over 2000 of them

You can have a single SDL with a number or a code that tells your maze what its state should be. Think of those SDLs that hold the IDs of avatars.

btw, did you try physics.suppress(true)? It does work. I suppose physics.disableCollision() would also work but it is always better to stay close to the native code. Just my 2 cents.

Thanks DL

ok physics.suppress(true) does work the first time i tried i much have type something worng

also some one the linking in after does not get the maze i have, they only get it if they are in the age when the maze is created and then if i relink the maze is gone

and how whould you use a single SDL to store the status of 2601 objects
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Postby D'Lanor » Sun Jul 30, 2006 9:00 am

I was thinking of a variable that contains 2601 states like 011011110101101011011 etc. Which would mean object 1 is off, object 2 is on, object 3 is on... etc.

Or maybe you are already using something similar in your array.

Anyway, when you store it in the SDL you could shorten it by a conversion to a decimal or to a hex string. And then convert it back after you retrieve the SDL.
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Postby MercAngel » Sun Jul 30, 2006 3:24 pm

ok need help wit the SDL stuff

the is nothing that can hold a value that big
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Postby D'Lanor » Sun Jul 30, 2006 6:50 pm

What kind of conversion do you use and how big is it converted?
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Postby MercAngel » Sun Jul 30, 2006 8:00 pm

ok rember in the age this is 51X51 but here i am going to use 11x11

the maze 0 are walls 1 is the path
row 1 and 11 do not need to be stored

00000000000
01111111110
01000000010
01110101111
00000101000
01111111010
01000000010
01110111110
00010100010
11111101110
00000000000

in Python it is stored like this
[[0,0,0,0,0,0,0,0,0,0,0],[0,1,1,1,1,1,1,1,1,1,0],[0,1,0,0,0,0,0,0,0,1,0],[0,1,1,1,0,1,0,1,1,1,1],[0,0,0,0,0,1,0,1,0,0,0],[0,1,1,1,1,1,1,1,0,1,0],
[0,1,0,0,0,0,0,0,0,1,0],[0,1,1,1,0,1,1,1,1,1,0],[0,0,0,1,0,1,0,0,0,1,0],[1,1,1,1,1,1,0,1,1,1,0],[0,0,0,0,0,0,0,0,0,0,0]]

this is how i was thinking to setup the SDL

VAR BOOL Walls2[11]
VAR BOOL Walls3[11]
VAR BOOL Walls4[11]
VAR BOOL Walls5[11]
VAR BOOL Walls6[11]
VAR BOOL Walls7[11]
VAR BOOL Walls8[11]
VAR BOOL Walls9[11]
VAR BOOL Walls10[11]

isee this type used in other SDL files but can not find out how to set or read them in python

Rember what i am useing if 51X51


One more thing is ther any way to turn of the makers in an age, when i ran the first test maze some one used makers to mark the paths as they went down them.
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