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 Post subject: System Organization
 Post Posted: Sun Aug 02, 2009 10:21 pm 
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System Organization
by DwnUndr Aug 2009
[email protected] ripteam.com

Originally the UnderVerse systems were in a nice and easy order. Lights, suns, gates, holes, planets, bases etc all in a tidy row. Easy to read and find stuff. I never understood why the vanilla systems were scattered everywhere making it very hard to follow what they were doing.

Then I saw a post one day that someone surmised they did it in a particular order of importance. I never bothered looking into this until after the first release of the UV. We had a couple of players complaining that their tradelanes had been disrupted with no npcs present (and I don't have npcs set to disrupt tradelanes, I hate that). So I started looking into the order that Digital Anvil did things and a pattern emerged.

Not a clear pattern, obviously they had quite a few people building the systems and each did things differently. The Br systems had a pattern but it was totally different than the Li systems etc. So I took one set and tore them all apart and noted similarities and then made a decision on which set to use.

Again, the below pattern I chose can be different in other systems, I am just showing you the ones I adopted. You will be able to see these changes in the next release (2.24). Why did I do all this extra work? Of course to try and solve the mystery disruptions, but also to help the files load easier.

At the top goes the standard stuff. Then I used these conventions to help you understand: L=Light, O=Object, Z=Zone

L main system light (same position as the sun)
O sun
O gates
Z gate zones (without populations)
O planets
0 docking rings
Z bases (without populations)
O bases
Z holes (without populations)
O holes
Z fields (asteroid and nebula)
O tradelanes
Z tradelane zones (without populations)
L misc lights
Z sun death
Z planet death
Z planet atmo burns
Z rings
O weapon platforms
Z all zones from above objects 'with' populations
Z paths
O hazard buoys
O misc objects (signs, child parts to stations etc)
Z 'ambient' populations
Z destroy vignettes
O moors
O wrecks
Z exclusion zones

The systems I tore apart to arrive at the above were the Br systems. Even they had discrepancies so I had to pick a pattern and stick to it.

DwnUndr

Note: Use this with this thread for a (hopefully) total solution: viewtopic.php?p=2944#2944

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Last edited by DwnUndr on Tue Aug 04, 2009 2:53 am, edited 1 time in total.

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 Post Posted: Sun Aug 02, 2009 10:25 pm 
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Here is a sample system to see this in action. I have also compressed ALL ini files in the UnderVerse to remove whitespace.


Attachments:
SD01.zip [4.27 KiB]
Downloaded 262 times
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 Post Posted: Mon Aug 03, 2009 8:39 am 
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Interesting, i have a similar issue with tradelanes at the moment and cant find a cause.

With ours you can be flying along them then one gets disrupted, or so it seems. When you click back on it the power bar is missing and you cant dock.

theodd thing is you can be in a group of people in the same trade lane but this will only happen to one of the players in the group the others travel through it like nothing happened.

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 Post Posted: Mon Aug 03, 2009 5:57 pm 
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Yep, that is the bug. I have only seen it once and it was on my home machine with only flserver running (no ioncross or flac). While staring at the ring with no power bar I could F1 out and come back and it suddenly had a bar and was normal. In other words it was an flserver glitch. I have not seen this bug again since I have done these fixes (crosses fingers).

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 Post Posted: Mon Aug 03, 2009 8:04 pm 
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Strange thing is this has never occured on MU until we were forced to do a player wipe by idiots at our data centre.

Looks like a fair bit of work, although vanilla system i reckon i can leave alone and just move the new stuff around the file so it is right. :D

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 Post Posted: Tue Aug 04, 2009 2:06 am 
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This is great DU.. I've had the thought of the same myself.. kinda happens when fixing FLE's probs.. after a few years.. one thinks "there must be a pattern here".. lol..

So.. Using this method (i have one.. but yours makes more "logical" sence for a server) you say i can kill just about every unexplained "glitch" in systems that isn't related to my own mistakes :wink: sweeeettt...

& thanks for posting... maybe we should all agree on a "way"..

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 Post Posted: Tue Aug 04, 2009 2:40 am 
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I have just flown the one system where I witnessed the glitch about 10 times both ways. No disruptions. I had also previously noticed that the upper two green lights on a tradelane section were occasionally missing on some sections. All look good now.

Of course, an intermittent bug can bite us again, lol.

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 Post Posted: Tue Aug 04, 2009 3:35 am 
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Quote:
Of course, an intermittent bug can bite us again, lol.


Such is the way of Freelancer Engine :lol:

Hehe.. maybe we should setup a new moders bootcamp.. Initiate
folks on just how buggy the original Engine is.. and can be..

lol even us old moders could use a day or 2 in there.. just to refresh or little ol brains.. hehe..

Part of the fun of being a moder i suppose.. Circumventing dodgy source code lol 'n all

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 Post Posted: Tue Aug 04, 2009 10:25 am 
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Now if that DwnUndr Freelancer SDK would ever be released... Hint Hint Prod Prod :lol:


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 Post Posted: Tue Aug 04, 2009 12:54 pm 
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Now if DwnUndr could win the lottery so he could work on it full time...hehe.

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 Post Posted: Tue Aug 04, 2009 1:10 pm 
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:arrow: Need Hacker to make DwnUndr win lottery. Apply via PM to DwnUndr ASAP :!:


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 Post Posted: Tue Aug 04, 2009 8:04 pm 
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Ooooo make me win too pleeeeeaaassseeeee :D

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