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MaesterRowen

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Posts posted by MaesterRowen


  1. It will be a notification,  I might play with the holding guide button a longer time, (the one that brings up the shutdown menu) and have that show the kick response there if you're in a kick period to make it easier to get to.   

     

    We agree with a minimum participants rule.   We were initially thinking 3 people, 1 would initiate the vote kick, the person being kicked is most likely going to vote to keep himself, so it would take 1 other person to complete the kick.   That's where our 66% number came from as you have  2 kick, 1 keep for 2 out of 3 votes.   

     

    That said, raising the minimum higher would definitely make it harder for 2 or 3 people to just kick someone cause they don't like the person.


  2. The voting system is currently planned to be based on the number of votes.... not the number of players in the room.  We don't have a way of knowing who is hosting what games in each public room, so we're playing with the idea of the following:

     

    If you initiate a vote kick on a player then other players have the opportunity to cast a vote to either kick or keep.   If say 6 people out of the 32 vote to kick and 4 people vote to keep, then it will be 6 out of 10 to kick.  We're setting the percentage to 66% to become a successful kick.  in the 6 out of 10 instance the cheater would not be kicked.   

     

    We're looking at making the vote kick be a 1hr kick from the room and the person who initiate the kick won't be able to do another one for an equal amount of time.  

     

    Again this applies only to public rooms,- private or user rooms will not have a vote kick option.  Also- I know some of you think it wont do much to help the issue, but think about it-  would you like it as it is now where you can't do anything?  Or, would you like a vote kick option?

     

    Lastly, lets leave the lag connection out of this conversation- this will be about solutions on how to deal with cheaters without trying to detect trainers.    If you dont like the lag, then i recommend creating a room with trusted people.

     

    Keep the ideas flowing!


  3. We're looking into a vote kick system for Link V2 where if the majority of people vote to kick a user, then that user will be kicked.  

    If the room is 51% cheaters and everyone is voting to keep cheaters, then the room will be for cheaters until such a time that the tables turn.

     

    We'll outline it in more detail as we figure out the best way to incorporate this system.  

     

    Feel free to post your ideas on the best way to regulate cheaters in public rooms that doesn't involve trying to detect trainers and cheats.   (Cheaters will just make new tools to get around that)


  4. Once you are connected to another user in LiNK any bad connections that you experience are between you and the other users.   Our server's do not handle p2p network traffic at all- we just tell your xbox where to send its messages.


  5. I don't think charging for this is something that is going to happen.  It's just not our philosophy.   At best we find a way to solicit advertisers and display advertisements to users as means to recoup server costs.

     

    Ultimately, our servers are running on ad money (and barely at that) and when server costs start to overcome ad revenue and donations (as the xbox scene gets smaller and smaller)- its going to be harder and harder to justify keeping it running.  This is something we are constantly weighing as we develop Nova.


  6. I see a lot of speculation about and questions on when LiNK v2 will be released-   so noone holds their breath I'll come out and say I would NOT expect it in 2015.

     

    If it turns up in 2015, great! but I wouldn't expect it.

     

    Also-  once we are ready for a closed test - we are primarily going to be testing server load and capabilities.  If it completely fails and we can't find a way to handle at least the amount of average users we have now- then the project will probably be tabled or dropped.

     

    Its still very early and we still need a successful POC to justify it to ourselves.

     

    Anyway, we appreciate the suggestions, recommendations, complaints, and feedback everyone is vocalizing.  Though a lot of it may be impossible or in a direction we don't agree with- its still good to read and possibly derive new ideas from.


  7. We really appreciate your work!

    Is "4)" an upcoming feature or is it implemented already? Cause when I played in a room one time, I was kicking someone and somehow my console froze while I was in the HUD, so I had to restart it. When I entered the room, someone who "just" entered the room became the leader and not someone who was in there for about a hour already. Just wanted to mention this.

    As I said, I respect your and your team's hard work!

    4)  is how it will be when it gets there.


  8. Make sure your XUI Tool extensions are in this order:
    xml_extensions.png?dl=1

    Make sure your XUIWorkshop extensions are in this order:
    xml_extensions2.png?dl=1

     

    XUIWorkshop is more of a conversion tool than an editor- I had wanted to make it a full editor but didn't get to it.

     

    Once extensions are in

     

    1)   Open plugin XUR in XUIWorkshop

    2)   Save as XUI - this will generate a .xui and a _ext.xui

    3)   Open the .xui in XUITool

    4)   Make changes in XUI Tool and save the XUI

    5)   Open the XUI in XUIWorkshop

    6)   Export the XUI to XUR using XUI Workshop

    7)   Save over file in plugin HUDScene folder.


  9.  

    i think you are asking, if it is hard to add that function in Aurora? well if you press "guide" button, the time shows??.. and if you go to system settings->storage, it shows free space.. but as to have this function in Aurora.. might be a bit.. IF they decide to do it.. there is some settings in the skins..

    <options>

    <name>FALSE</name>
    <fps>FALSE</fps>
    <cpu>FALSE</cpu>
    <mem>FALSE</mem>
     
    but i dunno if that will show.. as there isnt a spot for it afaik...

     

    Btw, these options (which i dont believe actually work atm), are for turning on and off the debug overlays.  It was intended to be a tool for skin developers to see when their skin was impacting frame rate or memory usage.

     

    I'll see if i can get those working again in the next build.


  10. Hello all, here is a simple Custom CoverFlow Layout (hopefully we can adopt CCFL, or just CFL for this LOL) 

    It is another edit of the "Flock" layout, I only edited the "normal" position on this layout, so all the other views will be the same as the default Flock layout, as you can see in the video the boxes flip after they pass the front 3 positions as they head to the back of the circle, this can be edited in a million ways to make the boxes dance on their corners or other tweaks someone may want to make, it's not perfect in many ways, but that's why it's labeled v1 for now :D  ;)

    Flock_CircleEdit_zpsieakrt0t.png

    VIDEO CLIP

    attachicon.gifFlock_Circle_Edit_begal.rar

    enjoy,

    begal   ;)

     

    Really nice Begal, if you don't mind, I'd like to include this in our next release of Aurora - credits to you of course.

     

    Is there anyway to keep the covers from spinning or is that part of how you were able to create the circle?


  11. Hi,

     

    Is it possible to make a backup from my game names and covers?

    The problem is when i install a new version of Aurora i simply delete the old Aurora folder and copy the new one on my external HDD, but then i have to change my game names all over again and change all the covers i manually changed with the Unity website.

    So is there a solution that i won't have to edit all the names and covers again and simply backup a file with all the information?

     

    Why not just overwrite the Aurora folder- is there a reason you're creating a new instance and deleting the old one every time?


  12. yesterday while playing bo2 we saw someone cheating and someone said kick him and 10s later the room leader got kicked out of the room and the cheater got the leadership.... i cant wait for nova. because like u guys explained in nova when leader rejoins the room he gets the leadership back.

     

    Leader status isn't given back to room leader when they rejoin the room.   However, the room owner (ie, the user who created the room) should have the ability to change the leader at any time (even back to themselves).  Additionally, LiNK mods will have the ability to change the leader of a room at any point as well


  13. so basically the only difference between link and nova will be that when u will search for a room it will load faster?

     

    so if i understan correctly how system link works:

    - lets say 17 people connect to a host (this goes through unity server)

    - than every press of the button i make is uploaded directly to the host (so unity server has nothing to do with it)

    - the host is downloading all the button presses from all 17 players and is uploading 18 (from 17 players + his own)

    - every console is computing the imput and showing the result

     

     MY QUESTIONS:

    - am i downloading 18 or 17? (probably 17 because it wouldent make much sense to upload and dl my own button pressess... or maybe it is 18 and it has to go this was otherwise there would be lag since u have 0 ping to yourself)

    - is my assumption even correct?

    - but when system link is overloaded we all are loosing connection and sometimes when 33 people connect to a room we get thrown out of the room which means that there is some interaction between the consoles and the unity server all the time???

    when i refresh the rooms list the unity server is pinging all the players (so one part of the plugin is always listening if the server will ping it?). so when there are a lot of link players and lets say 50 people refesh the room than this means that the unity server pings my xbox 50x or does it ping lets say each seconds and than just displays the result to who ever refreshed at that moment?

     

    so the connection itself is handeled by the plugin on each xbox. will you guys rewrite the plugin? is it even possible?

    sorry if i am being annoying but i am really curious about this stuff and i am really wondering ho system link works and how nova will work

     

    Xbox Unity server does absolutely nothing with the packets of data created via System Link.    The only thing Xbox Unity does is provide each individual xbox in a Game Lobby the IP address and ports of other xboxes.

     

    From there the xbox does the communicating with other xboxes to make system link work.   

     

    The unity connection we have in LiNKv2 will handle things like people leaving and joining rooms (or other state items like that) to allow a more dynamic update of the state on the xbox.   This will result in things feeling faster and more responsive.

     

    Also-  because we can send data in little manageable chunks, we're not constrained by upper limit memory limitations as badly- allowing us to do a little more than we could do in LiNKv1.


  14. The reason the additional icons don't show up in your new skin is because the additional icons provided with Aurora are default skin specific.   If you want additional icons to show up across ALL skins then they need to be saved to the aurora/icon/ folder.

     

    If you want to include additional icons in your skin, then you need to look at how skin.xml is configured and follow a similar pattern.

     

    We set it up- where "Built In" icons change with the skin-  so if you change to another skin then your Xbox 360 icon will change to match the skin, but if you use "Additional" icons (either ones in the aurora/icons/ folder or the additional icons included with the skin) they carry over to your new skin and don't get automatically updated.

     

    So, that is why when you go back to Aurora, and set an additional icon, then go to your new skin, the change persists.  

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