Author Topic: pushcannon_b3a (pushcannon_b3 bugfix)  (Read 5595 times)

wireddd

  • Posts: 40
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    • Random Keywhacking
pushcannon_b3a (pushcannon_b3 bugfix)
« on: February 02, 2009, 11:30:02 am »
As some of you may know in pushcannon_b3 the cannon on top of the human base is buggy if your server is using a .so instead of a .qvm. Amanieu and I spent some time figuring out exactly what the problem was and Amanieu managed to track it down to multiple definitions of the target t1, I fixed the map with a hex editor and now it works fine on everything. I went ahead and renamed it to pushcannon_b3a and added some text to the levelshot to say that it was fixed. you can download the new map from here:
http://maps.randomkeywhacking.com/base/map-pushcannon_b3a.pk3

Big thanks to amanieu for helping me figure this out.

Bissig

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Re: pushcannon_b3a (pushcannon_b3 bugfix)
« Reply #1 on: February 03, 2009, 12:15:18 am »
Is there any advantage from using the .so version instead of a qvm?

Archangel

  • Guest
Re: pushcannon_b3a (pushcannon_b3 bugfix)
« Reply #2 on: February 03, 2009, 12:29:16 am »
no interpretation of bytecode, therefore faster. plus allows usage of tremded on platforms where there is no JIT/the JIT is slow, i.e. sparc64.

Bissig

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Re: pushcannon_b3a (pushcannon_b3 bugfix)
« Reply #3 on: February 03, 2009, 01:25:56 am »
But, I will lose the benefits the QVM offers like increased security etc..?

Archangel

  • Guest
Re: pushcannon_b3a (pushcannon_b3 bugfix)
« Reply #4 on: February 03, 2009, 01:30:11 am »
There shouldn't be any sort of overflow anyway, especially not in a game like this.

Amanieu

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    • Amanieu
Re: pushcannon_b3a (pushcannon_b3 bugfix)
« Reply #5 on: February 03, 2009, 05:24:50 am »
QVM offers no benefit over native code on the server. Native code is a lot faster and loads faster, because QVMs need to be recompiled each time they are loaded.
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P