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a multiplayer game of parenting and civilization building

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#576 Re: Main Forum » Public data available again (separate server) » 2019-03-26 02:21:29

How about the client program link? Could it use the game key in some way to provide an additional proof of authenticity?

#577 Re: Main Forum » Why did all the items disappear after the server was restarted? » 2019-03-25 13:12:03

Anandamide wrote:

Okay so more testing has just left me really confused. On my server doing a proper close Ctrl+C causes old natural resources like milkweed,clay and burdock to respawn, but the items made are persisting. Just closing the terminal causes no saving.

There is a bad bug with windows server that makes many database operations fail - most of what you see in game is happening via the memory cache.

#578 Re: Main Forum » Setting up your personal Linux test editor/server/client » 2019-03-23 14:07:01

Anandamide wrote:

So when running a test server, after placing the first floor tile, all subsequent attempts just disappear after adding the material to the floor stakes. Also, if you use a test map, and placed any floors in the editor, when in game, they are not floor but actual objects that can be picked up and moved around.

Been a while since I used it, but there is a way to place things as floor (I had to build road for testing) Definitely placed some road objects first.

It seems like there is a bug with the windows server that prevents things from updating.

#579 Re: Main Forum » Wondible's Client Patches, Mod Client » 2019-03-17 02:02:36

WonLife 211.14 - Temp patch for container click change which blocked picking up basket on tule stumps, horse carts, and, I hear, fishing poles.

#580 Re: Main Forum » Wondible's Client Patches, Mod Client » 2019-03-17 01:19:05

WonLife 211.13

- Auto-open say field is disabled in VOG mode.
- Reset sprite remap if you die while high

#581 Re: Main Forum » Some interesting statistics » 2019-03-11 15:27:57

Whatever wrote:

I made some mistakes with the last stats i posted,

Also note that death by animals and other misc causes is recorded as hunger in the logs.

#582 Re: Main Forum » Public access to all life log data » 2019-03-10 14:35:26

Whatever wrote:

i can see all servers are up to date, except for bigserver_1

bigserver1 had an issues (I think IP banned in certain countires) and had it's map data migrated to bigserver2

#583 Re: Main Forum » What happened on bigserver2 last week, an OHOL video. » 2019-03-06 14:57:19

I could view it in chrome or VLC, but not firefox or windows media player.

#584 Re: Main Forum » The hand of VOG caught on stream » 2019-03-04 15:03:06

hmrka wrote:

This is so cool!!!! Does this mean your mom was jason? Damn I hope now that he added VOG he will start playing his own game lol

I haven't played with VOG mode, I don't know it's something that can be done while playing normally. But I suspect wasn't it the same player.

I think he does play sometimes, but he plays the way he wants it to work, not the way players optimize things. Perhaps in VOG mode he will see more of what people are actually doing.

#585 Re: Main Forum » The hand of VOG caught on stream » 2019-03-04 14:59:37

WalrusesConquer wrote:

I WANTED TO SEE WHAT HAPPENED NEXT

Full VOD is still online for at least a few weeks. This series of lives starts a little after the 4 hour mark.

https://www.twitch.tv/videos/389263569

#586 Main Forum » The hand of VOG caught on stream » 2019-03-03 15:50:21

wondible
Replies: 21

First, a child born to a horse rider gets a fire and a hat.  Later, a bush begs for water.

https://www.twitch.tv/videos/389725417

#587 Re: Main Forum » Wondible's Client Patches, Mod Client » 2019-03-02 17:26:16

206.12 pulls in my client position discrepancy patches, since the pull request has been sitting there for a while.

fix-auto-clicks-at-end-of-path

Fix for automatic clicks happening just before stopping movement.

The code for continuous running (mouse hold) runs just before the
end-of-move detection, so it possible to have an automatic move occur as
the character reaches their current destination, resulting in the
character stopped with an outstanding path (which had been sent to server)
and destination position different than current position.

Updating the move end position prevents the later code from immediately
ending movement.

path-over-truncation

Fix up over-truncation in player update.

I believe this fixes draw inversion, and perhaps unable to pickup baby, due
to player position discrepancy on the client. It was possible for truncation
of paths during PLAYER_UPDATE to leave a single step path after truncation,
which the code elsewhere takes steps to prevent. The path execution code
will use the next path location without checking length, causing it to path
beyond the current destination position.

This patch extracts a function from the code which fixes up over-truncated
paths during PLAYER_MOVE in order to use it during PLAYER_UPDATE.

additional-path-clears

Additional player path clears.

These are less certain to be issues, but I discovered possible path and
destination discrepancies while investigating position issues. This add some
additional path resets where current and destination positions were forced.

#588 Re: Main Forum » Wondible's Client Patches, Mod Client » 2019-02-23 16:26:18

204.10 fixes some patch conflicts, and adds some client version mismatching checking (mostly borrowed from Awbz)

#589 Re: Main Forum » Discussion: do walls really worth it? Support for buildings? » 2019-02-22 14:58:36

I've been thinking that takes 2-3 weeks of a life to properly manage a door, and that is if you don't get into a door war with someone else also trying to pass through. Sure you only go through a door every few years, but it still feels like a lot. Managing door states feels like irrelevant detail in a game about building a society.

Doors should be pathable while holding heat. Perhaps not as good insulation, otherwise people will make buildings out of doors.

#590 Re: Main Forum » An Experience Getting Bit » 2019-02-19 22:26:48

Not sure what to make of this one.

I went to check out the revised tutorial and escaped to look for others. I had the full first set of clothing, but got bit in the jungle. I ran to a few tiles of plains up against the wall and survived.

In a later life with similar cloths (I think rabbit shirt instead) i got bit in the grass, ran to berries in the swamp, got fed once, and still died.

#591 Re: News » Update: Temperature Overhaul » 2019-02-19 22:23:02

jasonrohrer wrote:

I'm not totally satisfied with the thermal shock thing, and it is hard for players to understand, and unexpected.  But without that, then people could step into a hot biome to "warm up gradually" and step out when they reach perfect temp.  I can't imagine any way to prevent that.  Well, I could also just make all biomes universally cold...  that was what I was going to do initially, but I thought that hot biomes add some texture to the game.

Yeah, it feels very forced. And I'm already seeing discussions about how to optimize navigation around it.

Long ago, temp was the the tile you were in. Unless you were moving, then it was the last tile you stopped in, so people were "temp running". (You could also judge the temp instantly when you stopped) I contemplated trying to fix temp running for a patch or personal server, but for myself maybe bumping the food usage a bit to compensate. Instead you added averaging, which allowed a limited form of temp running to dip into a hostile biome. It also made it possible to bounce back and forth to hold near center.

The Point: What if you dropped the "special case" temperature shock and removed averaging. Go directly to biome temp, but evaluate it as often as you do averaging. This would be a simpler implementation and easier to understand. You might even be able to optimize it to not process when the player is stationary (though this wouldn't process fires appearing/going out etc.)

#592 Re: Main Forum » Wondible's Client Patches, Mod Client » 2019-02-11 16:27:40

WonLife 198.9

open-say-field-on-typing

Automatically open the say field to talk if you type a text chracter. Does not block e/z; those character will be added if another printable character is seen shortly afterwards.

curse-assist

Allows stepping through completions of player and grave names with tab key while say field is open.  Can recognize full names for "CURSE " or the begging of first names otherwise.

name-assist

Suggests random names or name completions by pressing tab with "I AM " or "YOU ARE " in the say field.

This requires the name files from the game's source repository. They should also be packed in WonLife zip release.

  • server/firstNames.txt

  • server/lastNames.txt

#593 Re: Main Forum » How do you get a scene from EditOneLife into my private server? » 2019-02-01 00:54:47

yaira wrote:

what's editonelife?
is that something for a programmer??

The game's editor for objects, transitions, scenes etc. It can be compiled from source; I don't remember if Awz provides a windows one in addition to the server.

#595 Re: Main Forum » Please Jason, stop adding useless high-tech. Work on the basics. » 2019-01-26 04:16:17

GreatShawn wrote:

WAIT OHOL HAVE A DISCORD?? GIMME THE LINK!!!

Check the bottom of the OHOL home page. Current invite

#596 Re: News » Update: Family Tree Browser » 2019-01-25 14:38:05

Mederos wrote:

Is the family tree browser open source? I would like to use it on my private server.

Thank you!

The lineageServer directory in the source looks promising. I presume you've already got the source if you are running a server.

#597 Re: Main Forum » Two out of eight kids were leavers, unplayable trend » 2019-01-14 14:29:52

JonySky wrote:

I believe that luck affects more in the lineage than having many children

From looking at my own families, pretty much every lineage has multiple choke points where they only survive through a single mother. Which means that every lineage is one boar, mosquito, or food over-extension from extinction at several points in it's history.

#598 Re: Main Forum » Eve should kill herself at forty » 2019-01-07 15:02:32

CrazyEddie wrote:

How does quick die work? This must be a server-side bug, if the server is allowing a death initiated by the client that doesn't conform to the game rules.

It is sort of a feature, being abused. The client behaves like an invalid client, and so gets killed.

https://github.com/jasonrohrer/OneLife/issues/181

#599 Re: Main Forum » Wondible's Client Patches, Mod Client » 2019-01-07 02:24:45

Taz wrote:

Is there a way to run your mod and AWBZ zoom mod at the same time?

Awbz has talked about incorporating the patches, but I'm not sure what the status of that project is. I did add the settings specifically because he was talking about adding a screen to toggle them off.

#600 Re: Main Forum » Wondible's Client Patches, Mod Client » 2019-01-06 17:59:17

188.8:

time-transition-hints

Adds TIME + A = B hints for objects with automatic changes, such as fire to coals, dough to leavened dough, etc.

This didnt do as much for finding relevant precursors as I hoped, such as

- Making Milkweed (Milkweed Seed Not Relevant)
- Making Milkweed Seed (Fruiting Milkweed Not Relevant) - this shouldn't even be time based?

More work is needed.

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