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    Topics created by WarInternal

    • Will there be a private server version of Arena for development purposes?
      Private servers • • WarInternal

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      Speaking of a "fully featured private server" for Arena -- no, it is not planned. But at some point we will publish tools to create and run your own arenas. These tools will contain the minimal runtime to test mechanics locally. No multiplayer connectivity will be available there, and when finished, such custom arenas should be deployed to our cluster to run real multiplayer matches.
    • Solved PWR_OPERATE_EXTENSION doesn't work with containers
      Technical Issues and Bugs • • WarInternal

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      Thanks! I can confirm it does work now!
    • Solved shard0 rooms not in active state
      Technical Issues and Bugs • • WarInternal

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      Looks better now
    • Unsolved Script errors should not prevent console commands from running
      Technical Issues and Bugs • • WarInternal

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      Trying to do the "right" thing in all the edge cases is sticky. But I think wrapping the main loop execution in a try and moving the console commands to a finally would work for most cases. https://github.com/screeps/engine/blob/master/src/game/game.js#L504 Where this goes wrong is if the console also throws an error, but since console command should be transient the edge case shouldn't be persistent.
    • Unsolved Steam PTR branch is stuck on "new update has been downloaded"
      Technical Issues and Bugs • • WarInternal

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      Should be fixed with server version 4.0.0-beta.1.
    • Container sizing
      Feature Requests • • WarInternal

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      I still would fancy to bump up the containers to 2x since it would allow to mine a entire source plus a bit of leeway for lets say "minor inconveniences on the road" I also agree with @deft-code tweaking the pull mechanic. Maybe with something like a optional {hook:true} so that all "hooked" screeps are slaved to the master until they use a move intent. This way the only CPU cost would be the initial "hooking up" and the move intend from the master it is also non invasiv and shouldn't brake things to much.
    • Request x/y coordinates as optional url parameters
      Feature Requests • • WarInternal

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      Good idea. Instead of zoom I would wish width and height in tiles, so that it's guaranteed that your area of interest is completely visible on every display / window size.
    • Event log transfer and withdraw is ambiguous.
      Feature Requests • • WarInternal

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      I find the entire even log system as it is right now very unwieldy and nigh-useless. Certainly not what it could be. Also parsing event logs for every room you run is a significant investment of CPU cycles, which pretty much prevents its use for every day tasks.
    • Solved EVENT_TRANSFER missing from game constants
      Technical Issues and Bugs • • WarInternal

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      That did it. Thanks
    • Unsolved RawMemory.foreignSegment should be more consistent
      Technical Issues and Bugs • • WarInternal

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    • Unsolved NPC Trains/Caravans get stuck entering disabled rooms
      Technical Issues and Bugs • • WarInternal

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      This is known issue but thanks for the report anyway
    • Native Folder Support
      Feature Requests • • WarInternal

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      It's possible to use the call stack to determine which file you're in. https://github.com/deft-code/typescreeps/blob/master/src/debug.ts#L9 This is very similar to the code I've using now. I use this trick to add a file and line number to my console.log messages. Using this trick you could write an alternative require proof of concept entirely in game code rather than in the engine. You might have use a different separator; I don't know what the api will do with files with / in the name. (the current require implementation ignores leading ./ so might have to work around that also.
    • Allow calling notifyWhenAttacked during spawning
      Feature Requests • • WarInternal

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      Quick hack to fix this. Creep.prototype._notifyWhenAttacked = Creep.prototype.notifyWhenAttacked; Creep.prototype.notifyWhenAttacked = function(notify) { const spawning = this.spawning; this.spawning = false; const ret = this._notifyWhenAttacked(notify); this.spawning = spawning; return ret; }; The processor doesn't check that the creep isn't spawning. So bypassing the client side check in Game is all you need. Getting rid of the restriction entirely is better idea though. The change is simple and sane enough that you would probably get it done faster by creating a pull request than asking them to do it for you. PS: Devs, please make an official intents api, most (all?) client side checks can be bypassed anyways.
    • Regarding active structure checks
      Feature Requests • • WarInternal

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      Sure, feel free to make a PR.
    • Solved Planned resets not refilling bucket
      Technical Issues and Bugs • • WarInternal

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      Thanks for reporting, fixed.
    • [Documentation] Neither moveTo or findPath mention range option
      Technical Issues and Bugs • • WarInternal

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    • Why the sudden change to prototypes?
      General Discussion • • WarInternal

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      sparr, when the server is open source you can make a pull request
    • comms station structure
      Feature Requests • • WarInternal

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      See this thread.
    • Camouflage structure
      Feature Requests • • WarInternal

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      I'm pretty flexible on the implementation details. Maybe it's a purely aesthetic, visual change and doesn't affect the find or look calls, as you need room visibility still, which means you would either need a unit in the room or an observer. Even if it only affects the UI, it could still offer a minor strategic difference.