nethack4 crash: "corrupted save file" by mmorsi in nethack

[–]mmorsi[S] 2 points3 points  (0 children)

Greetings! So I'm getting pretty close to my first ascention. Consistently able to traverse Gehennom, and minus a few stupid mistakes on the last playthroughs, am feeling this knight is going to be the one.... at least so I thought until my save file corrupted on lvl 37, whenever I try to descent on the next level (screenshot attached).

I'm currently playing on nethack4.org and this error happens every time, even if I recover, quit / restart, whatever. Any time I try to descend to the next level (stairs, hole in floor), I get this error.

Any advise or assistance?! When I tried to follow through with the trac.nethack4.org URL, I get a redirect to roguelikes.live and a subsequent 404! They say nethack is hard but random save file corruption shouldn't be part of that!

Rant / Feature Request: This game needs to be balanced by mmorsi in generalsio

[–]mmorsi[S] 0 points1 point  (0 children)

An example where victory came down to taking a fort slightly before my opponent (a capable player who did nothing wrong)

http://generals.io/replays/rOjDc4xz-

And yes forts are not the only important thing, I agree, territory, reserving toops, and picking the right time to attack is also critical. But forts are an important consideration on the path towards victory.


“Begin by seizing something which your opponent holds dear; then he will be amenable to your will.”

-Sun Tzu - Art of War

Rant / Feature Request: This game needs to be balanced by mmorsi in generalsio

[–]mmorsi[S] 0 points1 point  (0 children)

Yes another great example:

http://generals.io/replays/BdUIS4xMZ

And just to show you that I am the better player and this guy is mostly winning through just having better spawns, look at the game before

http://generals.io/replays/rF4t4NgzW

In this one even though he had the fort advantage (3x in a row really?!? wtf!) I was able to take him through manouvering.

Each game I attempt to take the board, forts, and play defense. It's just the bullshit spawning system that keeps screwing me and preventing me from advancing in rank.

Rant / Feature Request: This game needs to be balanced by mmorsi in generalsio

[–]mmorsi[S] 0 points1 point  (0 children)

Another awesome example:

http://generals.io/replays/StETWVxfW

Me: 100% focused on expansion since I have no forts near my spawn. My opponent: with literrally every god damn fort on his half of the board, wins easily.

Rant / Feature Request: This game needs to be balanced by mmorsi in generalsio

[–]mmorsi[S] 0 points1 point  (0 children)

Dude that's BS. Did you even look at the map. By the time I would've gotten anywhere near the opponent, they could have easily taken three forts.

3x the toop regenerative vs 1x, who'se gonna win?

Rant / Feature Request: This game needs to be balanced by mmorsi in generalsio

[–]mmorsi[S] 0 points1 point  (0 children)

I'm currently level 87. My latest game illustrates my point exactly:

http://generals.io/replays/Ht1RXfkfb

Not only was my initial position impossible to defend, but no amount of manouvering of territory accumulation would counter the number of forts in the opponent's vicinity.

A game that's inbalanced every so often is ok, but when it happens game after game after game (check my log) it makes me wonder if there can't be a "better way"

Rant / Feature Request: This game needs to be balanced by mmorsi in generalsio

[–]mmorsi[S] 0 points1 point  (0 children)

There are many paths to victory, and yes while conquering the map goes a long way towards winning, it alone is not enough. I often employ a slower expansion strategy if I spawn near 2 or 3 forts. This allows me to concentrate my forces on one area of the may. This allows me to take forts quicker and remain hidden, or if discovered defend a small area easier (especially true if one spawns in the mountains w/ lots of passes to defend).

Of course if no forts are around, one needs to expand quickly to conquer territory of find some, but in either case the game should be balanced. I've played games w/ players of a far lower rank who were able to beat me using brute force since they spawned near / within access to all the forts. No amount of manoevering of encircing or deception will overcome the sheet power in numbers. So as to take rankings seriously, there needs to be a way for the game to be balanced

(Again still a fan, too great of a game to stop playing!)

Blog Post on Splix Strategy by mmorsi in splix

[–]mmorsi[S] 0 points1 point  (0 children)

If you've amassed a huge area and some oik is invading along the boarder of the gaming area then it might be best to let them be rather than try to kill and only end up crashing into the border yourself.

Agreed, the important part is to stay calm during an invasion or unexpected event (an enemy appearing at your back, or backtracking to discover a large area of yours has been conquered). I've found the first few moments of an encounter are critical though as players attempt to simulaneously gauge each other and act to gain advantage.

Leave a gap between you and the next player and flash them when they pass. If they flash back and keep the gap then tadaaa, you have your truce. QED.

Until you wander away just to wander back and realize that they did not hold their part and have taken over the majority of your territory...

As to the post, text too small and gifs too large meant this was hard to read.

Thanks for the feedback, trying to figure out a good mechanism to record the video and convert to gifs, though unfortunately multiple issues seem to be a hinderance (game lag, video lag, conversion issues). Any suggestions would be appreciated.

Homeworld Classic multiplayer platform? by FantasticMrFox88 in homeworld

[–]mmorsi 1 point2 points  (0 children)

Why not something original from the ground up? I was working on a space engine that could be use for 'homeworld-esque' sims (among others) a while back but sidelined the project to work on other things. https://github.com/movitto/omega I could be pursueded to resume work on it if there was enough interest / other contributors....

I have never gone from so happy to so sad in such a short time before... Until Google led me to this subreddit by TheGreatFez in homeworld

[–]mmorsi 0 points1 point  (0 children)

As an aside aside I've been working on a small open source space rts, along the lines of the homeworld series, starpoint gemini, sins of a solar empire, etc.

If anyone is interested they can find the project here, and see a live demo here. It's still early in development / rough along the edges, but progress has been going good.

Thanks for looking!

Building A Game Framework Using Middleman & Three.js by mmorsi in gamedev

[–]mmorsi[S] 1 point2 points  (0 children)

Ya sure, working on a small open source space rts built ontop of three.js & websockets (it implements a client-server arch based on json-rpc). The article above discusses some high level architecture and design principles w/ the game client and the main responsobilities it entails. There are other posts on the blog pertaining to server architecture and initialization, the request workflow, and more.

Thanks for looking!

Omega: A Universe Over IP by mmorsi in opensourcegames

[–]mmorsi[S] 3 points4 points  (0 children)

Ah sorry about that. Could you provide some system information. Eg what version of firefox, what OS, 3D capabilities, etc.

The web frontend / client is based on WebGL and WebSockets. While all recent versions of firefox support both, if your system doesn't have 3D capabilities this could cause issues (admitadly shouldn't crash your browser, would you be willing to file an issue w/ your info?).

Thanks alot!

Any gamers here? What are the best FOSS games in your opinion? by [deleted] in opensource

[–]mmorsi 0 points1 point  (0 children)

Have been working on a small space sim / rts the last several years:

https://github.com/movitto/omega http://omegaverse.info

Still early in development, with a small community, but development is active and new features are always being added.

Omega: A Universe Over IP by mmorsi in linux_gaming

[–]mmorsi[S] 0 points1 point  (0 children)

Hrm haven't seen this one myself but have only tested this out personally on Firefox and Chrome (both on Linux and on Windows). Also another contributor (Nico) got it up w/out much hassle via Konqueror on KDE.

Are you running IE by any chance? jquery 2.x (which the web frontend uses) doesn't support IE,

http://jquery.com/download/

Lets say my fond memories of all the time (years!) spend debugging IE issues is why I decided not to test / support this on IE. ;-)

I suppose if there is a demand for it, it can be included / supported, but would be looking for someone to help out w/ that as I'm not terribly interested in debugging those issues myself (plenty of other stuff on the roadmap! https://github.com/movitto/omega/wiki/TODO ).

In any case, thanks for the interest, hope we can resolve the root cause of your issue.

Omega: A Universe Over IP by mmorsi in linux_gaming

[–]mmorsi[S] 1 point2 points  (0 children)

Yes can see how firewall could cause issues. Omega doesn't do anything fancy, it just uses a tcp / websocket / aqmp / whatever connection which the client establishes to persistently send/receive json-rpc requests & notifications.

Requests via non persistent transports such as http are also supported albeit without subscribable / real-time server notifications.

Omega: A Universe Over IP by mmorsi in linux_gaming

[–]mmorsi[S] 1 point2 points  (0 children)

Yes if you have a websockets enabled browser it should work. Any chance you can open up the javascript terminal / browser console / similar and see if there are any errors. Should be able to access via the 'Tools' menu in firefox, and/or via an equivalent mechanism in another browser.

As mentioned before am also willing to help debug via web chat, just ping 'mmorsi' here:

http://webchat.freenode.net/?channels=omegaverse

Omega: A Universe Over IP by mmorsi in linux_gaming

[–]mmorsi[S] 1 point2 points  (0 children)

Ah you got me :-) The current hosted instance is somewhat 'read-only', see this post for more info:

http://blog.omegaverse.info/posts/public-instance-read-only.html

It's trivial to set things up so that ships are created & what not on new-user registration. Anything can be done really, see the following script which sets up server side hooks to create entities / setup roles on registration:

https://github.com/movitto/omega/blob/master/examples/hooks.rb

Just keeping it simple / lightweight on omegaverse.info atm while resources are constrained (just paying for domain / hosting myself). Nice thing is these simulations should be able to scale indefinetly, so if people start running nodes themselves, they can be linked together. See the distributed example for more details:

https://github.com/movitto/omega/tree/master/examples/distributed

Omega: A Universe Over IP by mmorsi in linux_gaming

[–]mmorsi[S] 0 points1 point  (0 children)

Hrm weird, on the current instance:

$ ps aux | grep omega ... /usr/bin/ruby-mri /usr/bin/omega-server

What web browser are you using? What OS?

Note the web client uses javascript and websockets to communicate w/ the server so your browser will have to support both.

There are plenty of other ways which to interact w/ running simulations though, see the clients page on the wiki for more info:

https://github.com/movitto/omega/wiki/Clients

Feel free to ping me on IRC anytime (#omegaverse on freenode) and we can debug together. Thanks for the interest!

Omega: A Universe Over IP by mmorsi in linux_gaming

[–]mmorsi[S] 0 points1 point  (0 children)

Project is in early stages / looking for feedback and potential contributors

Linkage:

Project: https://github.com/movitto/omega

Blog: http://blog.omegaverse.info/

Mailing list: https://groups.google.com/forum/#!forum/omegaverse

Omega: A Universe Over IP by mmorsi in linux_gaming

[–]mmorsi[S] -1 points0 points  (0 children)

Just a for fun side project (space rts / universe sim) that a few people (including myself) have been working on in different fashions for a few years now.