Tremulous Forum

General => General Discussion => Topic started by: Conzul on April 19, 2010, 02:15:02 pm

Title: Persistance
Post by: Conzul on April 19, 2010, 02:15:02 pm
Hey I'm wondering if tremulous has the capability (right now) to do something like add an EVO to a player's wallet at the start of a new game, based on something that happened in a previous match. (for example)
Title: Re: Persistance
Post by: David on April 19, 2010, 02:18:18 pm
You'd have to do it the same way as admins and bans etc, write a file at the end of the map and read it again at the start.
Title: Re: Persistance
Post by: Conzul on April 19, 2010, 02:19:39 pm
You'd have to do it the same way as admins and bans etc, write a file at the end of the map and read it again at the start.


Thanks, could you point me to a good place to start looking 4 info about this?
Title: Re: Persistance
Post by: F50 on April 19, 2010, 03:24:27 pm
You'll want to look in game/g_admin.c, but I don't know of any place that would give you the info in a particularly nice manner.
Title: Re: Persistance
Post by: A Spork on April 19, 2010, 07:03:29 pm
I think X has a !bank function or something, which does that..
Title: Re: Persistance
Post by: F50 on April 19, 2010, 08:26:39 pm
http://xserverx.com/forum/viewtopic.php?f=17&t=2443

As I understand it the A qvm doesn't have quite all of the gameplay changes that X does, so it should be easier to go through. Also apparently they do it using a mysql database.
Title: Re: Persistance
Post by: SlackerLinux on April 20, 2010, 12:15:52 am
http://xserverx.com/forum/viewtopic.php?f=17&t=2443

As I understand it the A qvm doesn't have quite all of the gameplay changes that X does, so it should be easier to go through. Also apparently they do it using a mysql database.

yeh they used an old version my concept code for implementing a mysql db connection to tremulous for a while i think they are not using it now because of lag(i could be wrong and they are still using it or they could have stopped using it for another reason dunno) which i kinda expected it might lag with alot of ppl was only a well lets write something simple and see how well it worked

anyway best way would be to store it in a file atleast untill someone bothers to make a less laggy db connection code
Title: Re: Persistance
Post by: Liskey on April 21, 2010, 12:15:57 am
Not sure why one DB call at shutdown and another at startup would cause lag, but if you have to store and retrieve stuff during the game, a transactional database is ridiculous overkill when a keyed record manager (sleepycat) would do.
Title: Re: Persistance
Post by: lucifer666s8n on April 21, 2010, 03:20:30 am
I think X has a !bank function or something, which does that..

Close lol... It is server A that has this function, and it involves storing credits/evos so you can store them and collect more (get more than the max displayed in your hud...
http://xserverx.com/forum/viewtopic.php?f=17&t=2443

As I understand it the A qvm doesn't have quite all of the gameplay changes that X does, so it should be easier to go through. Also apparently they do it using a mysql database.

A does have a lot of changes, but not in the gameplay area. They have all of the added commands like !rtd !bank !w etc for use during gameplay... But the play itself is vanilla (from what I understand..)
Title: Re: Persistance
Post by: SlackerLinux on April 21, 2010, 03:30:57 am
http://xserverx.com/forum/viewtopic.php?f=17&t=2443

As I understand it the A qvm doesn't have quite all of the gameplay changes that X does, so it should be easier to go through. Also apparently they do it using a mysql database.

A does have a lot of changes, but not in the gameplay area. They have all of the added commands like !rtd !bank !w etc for use during gameplay... But the play itself is vanilla (from what I understand..)

ok seems like we have different definitions of gameplay changing commands/patches
Title: Re: Persistance
Post by: Enshoku on April 21, 2010, 04:27:52 am
I think X has a !bank function or something, which does that..

Close lol... It is server A that has this function, and it involves storing credits/evos so you can store them and collect more (get more than the max displayed in your hud...
http://xserverx.com/forum/viewtopic.php?f=17&t=2443

As I understand it the A qvm doesn't have quite all of the gameplay changes that X does, so it should be easier to go through. Also apparently they do it using a mysql database.

A does have a lot of changes, but not in the gameplay area. They have all of the added commands like !rtd !bank !w etc for use during gameplay... But the play itself is vanilla (from what I understand..)

Only so far as the damage/evos/hp/weapons/speed goes, even even that isnt true anymore, what with the last qvm bumping the luci/blaster/pulse damage by 33%, making the lucisuits godawful to dance with as a goon, because splash alone can kill you...The most major gameplay change is the !rtd though, as it throws random luck and a useful yet inconsistent stream of evos at SD into the mix. Its a modded server, all of the vanilla game play characteristics are there, but the !rtd, bank and 200 bp really change it up.
Title: Re: Persistance
Post by: Conzul on April 21, 2010, 04:44:14 am
Just wanted to know if the capability was in easy reach (sounds like it). TY 4 RE's