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Rounding issues in the new version of TWXProxy
https://mail.black-squirrel.com/viewtopic.php?f=15&t=24749
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Author:  Helix [ Mon Nov 23, 2009 10:24 pm ]
Post subject:  Rounding issues in the new version of TWXProxy

EP,

I played a couple of compiled versions of the alpha (one I compiled and one of Maniac's) both had rounding problems with the existing scripts. My question: Is it worth breaking the existing library of scripts by changing the why twxproxy handles the math? Whats the advantage of that change that outweighs NOT redoing all the scripts that use those math functions?

Helix

Author:  Singularity [ Tue Nov 24, 2009 1:15 am ]
Post subject:  Re: Rounding issues in the new version of TWXProxy

The math code is a bit crazy, I think he's just trying to simplify it and make it work better.

In the process, unfortunately, some things might be broken. They'll be fixed tho, it's just a matter of
figuring out what to fix. If you've followed versions over the years you'll remember that the math
code has always had some issues.

Can you post the code that's causing the problem? An exact example would be very useful.

Author:  Helix [ Tue Nov 24, 2009 2:03 am ]
Post subject:  Re: Rounding issues in the new version of TWXProxy

Sing, they are in a couple of movers, LS's and Wildstar's both and I only have the .cts files. Well, I always said I wanted to make my own. Looks like I will get my chance. :)

Helix

Author:  ElderProphet [ Tue Nov 24, 2009 9:51 am ]
Post subject:  Re: Rounding issues in the new version of TWXProxy

All of the math routines were optimized, and there is work needed before release to make them backwards compatible. The problem is likely with rounding, and I will try very hard not to break earlier scripts.

Author:  ElderProphet [ Sun Nov 29, 2009 12:26 pm ]
Post subject:  Re: Rounding issues in the new version of TWXProxy

I did find and correct an obvious bug in the rounding of last week's code. I'm planning an update later today that fixes this, and a few other issues. Of course, it will likely break completely new things. After all, isn't alpha-testing supposed to be like an easter egg hunt?

Author:  Helix [ Sun Nov 29, 2009 12:28 pm ]
Post subject:  Re: Rounding issues in the new version of TWXProxy

Also EP Haggle 2009 doesn't work with it. :)

Helix

Author:  ElderProphet [ Tue Dec 01, 2009 10:19 pm ]
Post subject:  Re: Rounding issues in the new version of TWXProxy

I have an updated build that I *think* addresses most rounding issues. Please let me know if you find otherwise. Find more details and the file in this post: http://www.classictw.com/viewtopic.php?p=194676#p194676

The haggle is not fixed by this build though, and likely won't until it is rewritten... likely for the next scheduled haggle update in January.

+EP+

Author:  ElderProphet [ Tue Dec 08, 2009 9:59 pm ]
Post subject:  Re: Rounding issues in the new version of TWXProxy

Can we get a ruling about math compatability in the latest build? Anyone still experiencing problems with the latest pre-release 2.05 build with scripts that worked under 2.04?

Author:  Helix [ Tue Dec 08, 2009 10:03 pm ]
Post subject:  Re: Rounding issues in the new version of TWXProxy

No. The only reason I dont try it in a real game is that it keeps popping those annoying dialog boxes if you are disconnected from the server for any length of time. I have no idea what they are for since I can see in the window I am reconnecting every 3 seconds. :) But none of the colonizers or movers are having rounding error when I tried them

Helix

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