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pls help guiz

 
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Noz3001
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PostPosted: Sat Mar 19, 2011 12:37 pm    Post subject: pls help guiz Reply with quote

http://forum.cheatengine.org/viewtopic.php?p=5215367#5215367


Would be much appreciated.
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Aviar³
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PostPosted: Sat Mar 19, 2011 3:34 pm    Post subject: This post has 1 review(s) Reply with quote

Here it is.

http://www.mediafire.com/?nh0vib27g8y8c8k

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PostPosted: Sat Mar 19, 2011 3:38 pm    Post subject: Reply with quote

Aviar³ wrote:
Here it is.

http://www.mediafire.com/?nh0vib27g8y8c8k


Yay, thank you =]. Haven't ever tested it on XP, thanks for the comments.
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Aviar³
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PostPosted: Sat Mar 19, 2011 3:40 pm    Post subject: Reply with quote

No problemo. None of the Null Pointers cause a terminal error, but they may be the reason that each client eats up so much memory. Can't really say. I have a nagging feeling that null pointer exceptions were normal in AWT, but I can't remember.
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PostPosted: Sat Mar 19, 2011 3:44 pm    Post subject: Reply with quote

Yeah, I'm gonna turn all the stack traces off when i present it the the examiners. They'll never know. It's not my greatest programming ever, but it was a learning thing. Java pays nowadays.

I think your reply will be the best I get, so thanks =]
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Aviar³
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PostPosted: Sat Mar 19, 2011 3:48 pm    Post subject: Reply with quote

No problem, if you manage to get the memory consumption a bit lower, I'll try it again for an extended period of time. Server consumes an alright amount of memory (12Mb~) but the other two took 50-52Mb per instance, totaling more than what Chrome eats with a couple tabs (2-3 no-flash and excluding extensions) open. I got a thread error (both in the java core packages and the game(.thread?) class), but it didn't appear to cause any serious problems, and it does hang at the start while connecting from client.
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PostPosted: Sat Mar 19, 2011 3:51 pm    Post subject: Reply with quote

Yeah, there's a few problems and bugs which can be fixed but that all goes into the report now =[. I think the memory consumption might be because it loads all images and a few sounds into memory when it's loaded.
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Aviar³
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PostPosted: Sat Mar 19, 2011 3:54 pm    Post subject: Reply with quote

Destructible terrain (rocks, boulders, suppose its really destructible cover) was cool, had a bit too much life on the red dots (where they supposed to be explosive barrels?). Ended up wasting five primary shots , two secondary, and I believe two to four ternary. In short, took almost all my ammo. I never got to play against myself, since, as I stated, not sure what controls are for player 2. Also, you might want to go easier on the things you load straight into memory, or find a more compact file type. As for CPU usage, I believed it held steady at around 24 percent, but I'm on a single core machine.

I haven't programmed in Java since 1.2~.

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Hero
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PostPosted: Sat Mar 19, 2011 4:03 pm    Post subject: Reply with quote

But the only java I know how to make is coffee.
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Noz3001
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PostPosted: Sat Mar 19, 2011 4:08 pm    Post subject: Reply with quote

Aviar³ wrote:
Destructible terrain (rocks, boulders, suppose its really destructible cover) was cool, had a bit too much life on the red dots (where they supposed to be explosive barrels?). Ended up wasting five primary shots , two secondary, and I believe two to four ternary. In short, took almost all my ammo. I never got to play against myself, since, as I stated, not sure what controls are for player 2. Also, you might want to go easier on the things you load straight into memory, or find a more compact file type. As for CPU usage, I believed it held steady at around 24 percent, but I'm on a single core machine.

I haven't programmed in Java since 1.2~.


It's 1 tank per window. When im at uni i usually take up 4 computers for the clients and 1 for the server. As for the terrain, I wanted to give them enough health to withstand damage from more than 1 tank at a time or they would die too quickly. Loving the feedback btw, my tutor is going to love you haha
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Aviar³
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PostPosted: Sat Mar 19, 2011 4:12 pm    Post subject: Reply with quote

I suppose thats true, you don't normally play 1v1, but the problem is that if you do, cover becomes pretty much god shield. You might want to scale the amount of terrain cover generated\map size to amount of players, or scale the life of obstacles to it. Also I noticed you use a threading model, mind telling me what it is? Or is it just a single thread, and my console warned of an error in the main (only) thread?

P.S.: Scaling back map size and picking a proper format for the images is an easy way to ease off consumption. Also, I assume its a tile map (drawn from the fact that the server emits a hex field when grabbing a new map), or is it just a single terrain image with width\height parameters and objects sprinkled across?

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PostPosted: Sat Mar 19, 2011 4:30 pm    Post subject: Reply with quote

Yeah, all this stuff is pure gold for the report =P. The thread is purely for the rendering. Java seemed pretty lame for getting input in the same thread as rendering. The string which the server sends is the location of the destructable terrain
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