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  • yoast
    replied
    lagged out 3 times during my first game - relog still spike or lag fun times - nawt.

    was fine all week long this game sometimes lmao

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  • kess
    replied
    As far as i'm concerned the lag seemed less clunky for me, especially on twlb games. There are still more eats/lag than usual, but it looked more stable than the past few weeks.

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  • Rab
    replied
    I think there were more eats than normal.

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  • Kassius
    replied
    Not sure how much my suggestions would help, more pro-active/best-practice stuff rather than root cause analysis. Hope it helps, though.

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  • renzi
    replied
    Originally posted by qan View Post
    How was the lag for the games today? Made a few small changes that may have impacted performance a bit after consulting with Kassius.
    Pretty good on our end except for tim lagging out right at the start of our game vs Fire (probably on Tim’s end) and some of the usual rep ignore problems that basing has been having.

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  • qan
    replied
    How was the lag for the games today? Made a few small changes that may have impacted performance a bit after consulting with Kassius.

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  • qan
    replied
    Rewriting everything would be looking into the tens of thousands of dollars rather than thousands or hundreds. You might be able to pay a group of recent college grads to do it for $100K over the course of a year? Dunno. A lot of people are out of work now, maybe you could get away with far less.

    It'd be cheaper to pay to have it adapted to ASSS and then pay to have it properly QA'd. The bugs aren't a problem if you can pay people to find them. I'm sure some current players would be willing to play 8 hours a day and find bugs if they were paid even a low wage. Get paid to play video games? Sure, why not?

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  • Nipple Nibbler
    replied
    Excuse my ignorance here but..

    Instead of rolling through a nightmare amount of code, (which I am making the assumption someone else is being paid to do).......to still have "5 years after switching" worth of bugs, would it not be easier just pay someone to write up new code?

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  • qan
    replied
    Very rough estimate based on pure conjecture, probably only 150K is used regularly. Another 50-100K is used occasionally. To be clear I have no personal interest in taking on any portion of this project, other than as a facilitator of needed resources; it'd be someone else's charge to lead. Hands already full to overflowing.

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  • Rab
    replied
    How much of that code do we use on a regular basis? I'm thinking it sounds like a good opportunity to shed some of that burden and keep things at a level that can be maintained by the size of team we have. Perhaps we should start by listing what's actually needed.

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  • qan
    replied
    Originally posted by Rab View Post
    That's another way of saying you need to get a team.
    There are people working on it. We're talking about vetting 350,000 lines of code, though.

    Most of it should work the same out of the box. What does not and is not adapted properly will be debugger's hell. We'll be fixing bugs related to the AS3 switch for at least 5 years after switching. That's not to say it wouldn't be worth it. But we should be realistic about the scale.


    Originally posted by Jessup
    Everyone would lose every name and squad there is if we went to ASSS wouldn't we?
    No, all of that would remain the same. There are SSC zones running on ASSS right now that you can connect to with your name, for instance. You're thinking of a billing server switch. What Rab said about it is true. But of course who are "active" players are is open to interpretation. Currently playing today? There are plenty of people who take a year off and then come back. They would not be very happy if a nametrader snapped up their 20 year old name while they're gone and are now offering to sell it back to them for $500. There are some ways around that, I'm sure, but I haven't seen a good solution yet.
    Last edited by qan; 05-14-2020, 11:11 AM.

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  • Rab
    replied
    Originally posted by Jessup View Post
    Everyone would lose every name and squad there is if we went to ASSS wouldn't we?
    It's possible to do some sort of preferential registration thing to protect active players from having their names and squad names stolen.

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  • Jessup
    replied
    Everyone would lose every name and squad there is if we went to ASSS wouldn't we?

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  • Rab
    replied
    Originally posted by qan View Post
    tl;dr It's a big project to switch.
    That's another way of saying you need to get a team.

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  • 2pac
    replied
    Originally posted by qan View Post
    It's unfortunately quite difficult to get all our bots running normally on AS3. There are subtle differences between the servers that many bots rely on. TWCore is kind of a joke, but a very elaborate one: it pretends to be the perfect sysop user on a subgame server (Windows-based SS server). Pretend if you were a human sysop on a server, had access to all sysop commands, but also had perfect memory and could compute almost any problem instantaneously. You are TWCore. You could see anything a normal human sysop could, with the addition of processing at impossibly accelerated speeds. That's fantastic. But you can do nothing beyond that.

    With ASSS, you change into the mind of the machine which serves up the spaceships we see on our screens. This machine can know everything about what is going on, and act on that information. It doesn't view the uh matrix, but rather is the matrix. It's unbelievably more powerful. Unquestionably, it is superior.

    But those benefits don't perfectly align with the certain ways we've gotten our server used to acting. (Not that we couldn't and wouldn't make a lot of aliases in the code to all know subgame commands.)

    The differences of implementation, looking out as the pretend-sysop, TWCore, who relies on exact responses from an old friend and coworker, specific server subgame (versus the many very slightly different ones in ASSS), add up.

    tl;dr It's a big project to switch.
    anything possible, its 2020.
    asss all linux

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