howmanytimes()

As bugs and suggestions are fixed/implemented/rejected, they will be moved in here.
sh0e
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Post by sh0e »

Devari wrote: Bah. It WAS a hack job. My only acheivement was seamless integration of some FAF code. :P

I added a couple major bugs, though. Two of the RWL bugs are fixed; the city demolition bug and the bldlst/trplst/prdlst bug.

I had the original BAXX code from the first release; I'm fairly sure that many of the bugs I have no longer exist. I'd hope, for RWL's sake, that they don't. :P
ya last i looked he did fix some of the lst bugs

anyhow the ragnarok code really isnt that bad and as a hack job is kind of nice
although it might have made it a little easier on yourself if you modularized your addons a little more
The Beatles wrote:Hah. With emphasis. We know at least 4 from when negotiations broke down.
i guess if all else fails you could call them "retained legacy features"
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The Beatles
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Post by The Beatles »

p.s. Actually we mentioned all 4 holes/bugs at one point or another, but I don't think they fixed them.
:wq
sh0e
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Post by sh0e »

well some of the bugs he probably disregards as unexploitable because of his sql filtering func
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Post by The Beatles »

Hah, what about the shell execution bug?
:wq
sh0e
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Post by sh0e »

ok
im going to fall back on "retained legacy features"
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Devari
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Post by Devari »

Disagreed, sh0e:

code: Select all

function TroopCheck()  //  Need to set warflag and netmult
{
$limit_armtrp = round(($users[armtrp] + $users[d_armtrp]) * .2);
$limit_lndtrp = round(($users[lndtrp] + $users[d_lndtrp]) * .2);
$limit_flytrp = round(($users[flytrp] + $users[d_flytrp]) * .2);
$limit_seatrp = round(($users[seatrp] + $users[d_seatrp]) * .2);

if ($users[d_armtrp] > $limit_armtrp) {
$givetoarmtrp = $users[d_armtrp] - $limit_armtrp;
$users[armtrp] += $givetoarmtrp;
$users[d_armtrp] = $limit_armtrp;
saveUserData($users,"armtrp d_armtrp");
}
if ($users[d_lndtrp] > $limit_lndtrp) {
$givetolndtrp = $users[d_lndtrp] - $limit_lndtrp;
$users[lndtrp] += $givetolndtrp;
$users[d_lndtrp] = $limit_lndtrp;
saveUserData($users,"lndtrp d_lndtrp");
}
if ($users[d_flytrp] > $limit_flytrp) {
$givetoflytrp = $users[d_flytrp] - $limit_flytrp;
$users[flytrp] += $givetoflytrp;
$users[d_flytrp] = $limit_flytrp;
saveUserData($users,"flytrp d_flytrp");
}
if ($users[d_seatrp] > $limit_seatrp) {
$givetoseatrp = $users[d_seatrp] - $limit_seatrp;
$users[seatrp] += $givetoseatrp;
$users[d_seatrp] = $limit_seatrp;
saveUserData($users,"seatrp d_seatrp");
}
$limit_armtrp = round(($enemy[armtrp] + $enemy[d_armtrp]) * .2);
$limit_lndtrp = round(($enemy[lndtrp] + $enemy[d_lndtrp]) * .2);
$limit_flytrp = round(($enemy[flytrp] + $enemy[d_flytrp]) * .2);
$limit_seatrp = round(($enemy[seatrp] + $enemy[d_seatrp]) * .2);

if ($enemy[d_armtrp] > $limit_armtrp) {
$givetoarmtrp = $enemy[d_armtrp] - $limit_armtrp;
$enemy[armtrp] += $givetoarmtrp;
$enemy[d_armtrp] = $limit_armtrp;
saveUserData($enemy,"armtrp d_armtrp");
}
if ($enemy[d_lndtrp] > $limit_lndtrp) {
$givetolndtrp = $enemy[d_lndtrp] - $limit_lndtrp;
$enemy[lndtrp] += $givetolndtrp;
$enemy[d_lndtrp] = $limit_lndtrp;
saveUserData($enemy,"lndtrp d_lndtrp");
}
if ($enemy[d_flytrp] > $limit_flytrp) {
$givetoflytrp = $enemy[d_flytrp] - $limit_flytrp;
$enemy[flytrp] += $givetoflytrp;
$enemy[d_flytrp] = $limit_flytrp;
saveUserData($enemy,"flytrp d_flytrp");
}
if ($enemy[d_seatrp] > $limit_seatrp) {
$givetoseatrp = $enemy[d_seatrp] - $limit_seatrp;
$enemy[seatrp] += $givetoseatrp;
$enemy[d_seatrp] = $limit_seatrp;
saveUserData($enemy,"seatrp d_seatrp");
}
}
Look at that, for example. It doesn't even work, since it is so full of carp. I look at this kind of stuff and think "WTF was I thinking?!".

Two major design stupidities: the way I did the two different "sides" of races and their troops, and the garrison system. One of the major bugs in Rag could have been avoided if I had used the more sensible % system instead of a treasury-style "deposit" troop thing.

I'm wondering - any major bugs in the command line implementation?
If you go down to the woods today, you better not go alone
It's a lovely day in the woods today, but safer to stay at home
BECAUSE EVIL FREEN IS KILLING ALL THE TEDDY BEARS AT THEIR PICNIC
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The Beatles
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Post by The Beatles »

Well I haven't checked that yet actually. There is the shell execution hole with the formulas.
:wq
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Devari
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Post by Devari »

Why don't we simply make a topic in the Lunch about bugs in other Promisance games? Then we can be nice and tell them how to fix it, thus earning goodwill. :)
If you go down to the woods today, you better not go alone
It's a lovely day in the woods today, but safer to stay at home
BECAUSE EVIL FREEN IS KILLING ALL THE TEDDY BEARS AT THEIR PICNIC
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The Beatles
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Post by The Beatles »

We actually did, at one point in the past.
:wq
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Devari
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Post by Devari »

Ah, yes, but that was a community that was hostile towards you/us, at least at the time. I'm talking about other Promisance games, perhaps based of BAXX, and other codebases. RWL has a bit of a set opinion of us - we have been (and might still be) thought of as a cheap knockoff or (recently) overly complex. They have, in the past, been closed-minded at discussions on the source code topic.
If you go down to the woods today, you better not go alone
It's a lovely day in the woods today, but safer to stay at home
BECAUSE EVIL FREEN IS KILLING ALL THE TEDDY BEARS AT THEIR PICNIC
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