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a multiplayer game of parenting and civilization building

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#51 Re: Main Forum » Do full domestic gooseberries or dead gooseberries ever despawn? » 2019-01-24 19:08:58

Dodge wrote:

Do some objects not get culled?

On my private servers, definitely (albeit culling was turned on and other stuff got culled).

Couldnt that cause them to accumulate on the map and lag the server?

No idea.

#52 Re: Main Forum » OHOL needs WINE to work on Linux? » 2019-01-24 19:07:28

If you would have typed "ldd -r ./OneLifeApp" it would have told you which library is missing... which got installed along with WINE when you installed that one.

I like to figure out actually cause and effects instead of "dunno why magic". I already explained why it is detrimental as advice. Again if it works for you fine, it's still not good advice.

#53 Re: Main Forum » Results of profiling server1 with 166 active players » 2019-01-24 08:16:25

PS: If most of the time is kernel space spend waiting for I/O, one idea might also be to go more to non-blocking I/O. While this may open a can of worms for race conditions, if done well, it should considerably improve things.

I mean there is no reason why a map I/O should block the whole server thread and it couldn't handle player stuff on a far away player at the same time. Proper clunking together chunks to be logical connected is not super trivial tough.

For example the game "Eve Online" had this that it chunked players together in close proximity on "grid": And I suppose they were one logical block on server side.  If you came in effective proximity to another player your grids were joined. Two fleets could be on sperate grids or joined grids. Theoretically it should be invisible to the player, as far I recall there were some arcane effects exploited by players tough, like extending their grid by making a chain of players etc.

About profiling with non-blocking I/O pseudo-threads I don't see any reasonable profiling other than manually clock counting in interesting places of the code.

#54 Re: Main Forum » Do full domestic gooseberries or dead gooseberries ever despawn? » 2019-01-24 07:15:37

On my server on my base before I disabled culling there was always a wiered mixture of stuff still lying there and stuff gone (as in items). Structures were always gone.

It maybe that stuff gone was simply because the resetted cells put stuff over it. But I never tested that.

#55 Re: Main Forum » OHOL needs WINE to work on Linux? » 2019-01-24 07:12:09

fragilityh14 wrote:

You so for a future person who may search this topic, it's possible they can just install WINE then it will work without having to do anything else, pretty convenient. The only reason it wasn't installed on my computer was that I hadn't happened to have needed it yet.

It still isn't good advice. If it works for you cool, but it really is the wrong cause and effect to draw for this. First that random dependency solving maybe on your distro only, second your installing unneeded stuff. If you want to help future persons, better figure out on a naked install, what lib-devs you actually need to install.

PS: For example test beyond conformation bias, deinstall WINE (without cleaning up auto dependencies) and I predict, it will still work.

#56 Re: Main Forum » Results of profiling server1 with 166 active players » 2019-01-24 07:05:13

Okay this way to profile gets you good wall clock times, at least for a single-logical thread app.

However, without summing up, I find this hard to read. This way highlights single lines where much time is spend, rather than functions, or logical blocks.

I know it's not the brightest but when I had to profile things like this, I just put in manually counters (switchable with preprocessor) in the code and summed out, writing a report at the end. At least also when also using external computing on the graphic card (CUDA) it was the only sensible approach.

#57 Re: Main Forum » Slow motion lag fix » 2019-01-24 06:37:58

jasonrohrer wrote:

In general, why are you playing this 2D game on a computer/GPU that can't run it at 60 fps?

Because for me it's an arcane setting I didn't care about. If I don't specifically override this setting, I expect the game to chose something sensible for itself if it wants to go fixed.

And if there is the rare occasion it cannot meet that target, I'd rather have one jerky animation than "virtual lag".

#58 Re: Main Forum » Bad Lag in Big Civs? » 2019-01-24 06:33:30

Somebody recently posted a patch to the client that eased this situation dramatically.

#59 Re: Main Forum » OHOL needs WINE to work on Linux? » 2019-01-21 20:43:43

You probably just installed some other lib-dev dependency you were missing without. Really WINE has nothing to do with it.

Maybe you actually can run the windows binary with WINE, but it really isn't necessary.

#60 Re: Main Forum » BS Flag » 2019-01-21 07:35:27

Nepumuk wrote:

Unless there's some info out there that I don't know about I do not think that yum bonus influences who gets multiple births, just whether you get chosen as a mother. So you just got stuck with a group of trips probably trying to spawn back in repeatedly, it happens. If you don't want to raise them, just don't.

And Yum bonus is effectively only interesting in day times of waning player base. If it's increasing all the females will go into cool down no matter how bad their Yum. And since there was at least an Eve just a generation before you, it's likely you played in increasing player base times... so you gonna get babies no matter what.

#61 Re: Main Forum » OHOL needs WINE to work on Linux? » 2019-01-21 06:50:43

No need for WINE, you can compile OHOL as a native Linux application.

PS: SUSE, really? I thought their times are over by at least a decade.

#62 Re: Main Forum » Why High Tech Content is Less Important Then Old Content Fixes » 2019-01-20 17:05:32

Crumpaloo wrote:

Moderation is always best, dont gotta spend 8 hour work week implementing and reviewing suggestions, but at the same time you dont wanna ignore your fan base entirely.  For now take more suggestions in, and then when people stop talking about it just get back to what you do.

I agree IMO it is the best to find a good balance between taking over the ideas of your costumers since well they got an idea how the product feels to them and pursing your "big picture" unless you keep stepping in place.

#63 Re: Main Forum » Have 2 of everything, space it out » 2019-01-20 17:02:46

Yes, the biggest longest living towns I've seen had two of many things (especially the bakery). This especially helps easing of jobs vacancies on generation switches, since two bakeries will also often mean two bakers.. etc.

An outpost by itself has the danger it gets abandoned too fast.. and forgotten about in the living knowledge. I'm more in favor of having one organicly grown city with multiple instances of basic buildings.

#64 Re: Main Forum » Why High Tech Content is Less Important Then Old Content Fixes » 2019-01-20 16:53:58

Crumpaloo wrote:

ILast thing i wanna mention is player suggestions and issue fix suggestions. Players love your game probably just as much as you do, so whenever i see a dev use a community members ideas i cant help but jump for joy.

One general thing I'd like to add to this and this is from a talk about a product manager. While listening to your customers is absolutely essential, he said most of the suggestions they received was in little improvements here and there. Smoothing the rough edges. According to him, the impression he got that the customers mostly were unaware of the big picture where to product line ought to go and what is possible.

Just saying. And I agree that a big majority of user suggestions are that. Smoothing out rough edges and the summary of the critique also seems to go in that. However, also some of the suggestions that paint a big picture are also quite obviously quite contrary to the direction the intention of Jason seems to be.

So I think that's always to keep in mind. Small improvements of the current state are important, and also IMO have been somewhat neglected. However at the same time, Jason also need to be given enough freedom to pursue his bigger ideas and trust things will fall in place eventually.

#65 Re: Main Forum » Please Jason, stop adding useless high-tech. Work on the basics. » 2019-01-20 14:52:24

DestinyCall wrote:

How about alternating genders? If the previous baby was male, next baby is female and vis versa.   Not random, but it avoids long streams of boys or girls due to weird luck.

How is this better than having the birth depending on sex of persons below 40 in the lineage? Because that way one awesome change would be, even if there a few people, boys would be just as precious... since having them alive increases the likelyhood of the next baby to be a girl.

#66 Re: Main Forum » Please Jason, stop adding useless high-tech. Work on the basics. » 2019-01-20 08:58:11

WalrusesConquer wrote:

I like the random option. Would you rather have your village die out because no one wanted to be a girl? Unlikely sure, but in my opinion this game's birth mechanics should always be random

I believe best would be if there was a tendency to 50/50. The more males (below 40) are alive in a certain lineage, the higher the chance for the next baby to be a girl (and vice versa)

#67 Re: Main Forum » Why have any more than One Server? » 2019-01-20 08:44:56

jasonrohrer wrote:

Anyone have any bright ideas here?

Not so bright, but have you considered instead of using a simple key/value store to use a document based database like mongodb? As far I get it, your data is "document" based, as in one map cell is one "document" (of unknown size).

I mean there are so many years of research and optimization in database and implementation details, like matching reads/writes with harddisc sectors etc.

Disk usage may go up tough, quite a bunch, as they optimize speed over everything else.

#68 Re: Main Forum » Why have any more than One Server? » 2019-01-18 07:19:03

Dodge wrote:

It's more or less what im thinking, hard to get an estimate but i think we should be able to be 100 or at least 80 on a server without having any lag issues, there has to be some sort of memory leak or innefficiency in the coding somewhere that prevents us from being more than 60-70

What is the max players we had on one server in the recent days btw?

I can't say anything about what a max. could be. I just saying, anything but a (close to) linear relationship between number of players and load (on various bottlenecks) is IMO preventable.

PS: At least when the players are not standing all in the same map cell, but are distributed so they don't affect each other.

#69 Re: Main Forum » This new update sucks (IMO) » 2019-01-18 07:16:27

GreatShawn wrote:

Okay. When I say this update sucks it doesn't mean the content sucks, it means that the new update made the marconi radios useless since the new radios are easier to make and are more useful. It also means one week of developing wasted.

Nah, the last one was more about all the immediate steps rather than the (useless) telegraph. As far as I get that was just added a) to have at least something get out b) have some time development accuracy. So I don't see it as "waste".

However, well lets just say, I do see a sense of "cleanup" in the further. At least that's how I would do it, throwing out everything that makes no sense. And there is a quite a bunch.

#70 Re: Main Forum » Why have any more than One Server? » 2019-01-17 18:45:29

ryanb wrote:

This would require some changes to the spawn code. If it tries to spawn an eve then it should send the client back to the reflector to choose a different server.

Or more general, someone (who didn't force server) should only become eve, when they have no eligible mother on all active servers.

This would require some more heavy updating status info about alive mothers and lineage bans between each server and the load distributer... not a trivial thing to do in a short hack.

#71 Re: Main Forum » Why have any more than One Server? » 2019-01-17 18:36:52

CrazyEddie wrote:

One server is not enough to handle all the players. Making that one server large enough to handle all the players may not be technically possible, as the load on a server (reputedly) increases non-linearly with the number of players.

If it is non-linearly, than it's due to suboptimal coding. I'm pretty confident it can be made to be close to linear. However when I skim over the code, yes there are lots of vectors that are looked through instead of optimized hash-tabling. So yes. It may be non-linear, but that's something that could be fixed.

However, for reasonable optimization, the first sensible thing would to create a profile while a server is under natural load. Often it are actually very inconspicuous parts of the code that turn out to use the most computation time.

#72 Re: Main Forum » Ideas for Radio Communication (Spoilers) » 2019-01-15 07:55:31

The basic issue is still, there is no incentive for cooperation between civs/cities. Each can fully stand on their own and the birth game mechanics are actually made to be competitive instead of supportive. Why should city A send food to B? If they haven't enough they just were stupid.

The solution would be as has been suggested several times already from several persons, make biomes way bigger, balance the tech tree, that survival in each and every biome is a resonable option (albeit adapted differently) and have thus reasonable incentive of trading specialities between towns.

Back to telegraphy... even IRL these message have been always as short as possible. Instead of "Hey Darlying, my transport is delayed, so I'll be arriving instead on saturday. Love you", they were "COMING SATURDAY. STOP". As far I recall you even had to pay per word back then for a telegram or even per letter.

#73 Re: Main Forum » Question about awbz mod » 2019-01-15 07:50:44

This may be permission issues, does the user you run the client with have the necessary permissions on the ini files? (Or do those belong to root/"Administrator")

#74 Re: Main Forum » Things in OHOL that doen't make sense » 2019-01-15 07:48:13

The game is in serious need of rebalancing in many areas. One can make a case tough that putting to much work in balancing doesn't make sense while your adding content at a high rate, as every new content is obviously going to skew existing balancing.

#75 Re: Main Forum » Things in OHOL that doen't make sense » 2019-01-15 07:08:14

* Standing on branch(or anything) makes you immune to bears, wolves and mosquitoes.
* We need to forge actual steel (with coal) for primitive tools, but for actual engines uncleaned iron will do.
* You need a f*ing shovel to gather poop. A clay bowl will never do, even if you are starving for compost.
* Clay bowls and plates will never break.
* Steel actually dissipates with use (the elementary atoms dissolve never to be seen again)
* Everything goes instantly. There is no time requirement to do anything.
* Sheep constantly give birth without need for food, but only grow when given a carrot/berry treat.
* Sheering sheep and let it regrow wool is actually a waste of resources. Better kill the sheep after sheering it!
* Hot stones keep being hot longer when using eggs on them.
* Some trees are just not regrowable
* Some structures are not destructable
* And don't get me started at the apocalypse "evil magic" nonsense....

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