Bleh, was playing during the euro final, on my laptop and screaming like a girl (getting the piss taken out of me by my housemates) Day 0 character and I'm stuck in up a ladder elektro with no weapons at all, no food, and only empty water bottles My problem with the countryside is getting lost =/ I never seem to find anything and just die of exposure
Small wrapper around a pre-existing HTTP client, to talk to LFSWorld pubstats. Written for and tested against node 0.8. May work on older versions. May work in the browser if combined with requirejs (100% untested).
Had a 45 min blast just now, maybe I was very unlucky, but everywhere I went was completely bone dry and devoid of anything except empty cans and empty bottles.
Spawned at a lighthouse, I visited and ran away from a heavily infested village, hit up a manufacturing establishment and found nothing, and then ran away again after a billion zombies swarmed in, found a farm building that I couldn't get into. The outside bog door opened though. Nothing but empty cans that I couldn't pick up. Found another small industrial plant in the middle of a forested area and only found some empty bottles and 1 mag of ammo - which was useless without a weapon, then got trapped (which was stupid).
Was I just unlucky or is that just how it goes sometimes? Was I likely to have just been following behind someone?
It seems like its sometimes in your favour to just cheese it in, rather than becareful - based on the behaviour of the spawning?
Been looking at this since I saw it a few weeks ago, but I've gotta get ArmaII: CO first.
As it's not on sale, and frankly I don't have a lot of time to play, is it really worth it? i.e. Am I going to shell out 24GBP and get a decent amount of play time out of it? Or is it more of a play once and then never again?
You could either query and refresh LFSW's data feed. The problem with that is that LFSW tarpits unless you pay for it.
The alternative would be to use InSim and calculate it all at your end. It wouldnt necessarily match up 100% with LFSW, but you could probably do some rough syncing of numbers at every start up or shutdown.
How live are you talking? Update every few minutes? Update every second?
What you're about to see is the result of an evening of playing around with LFS, Openshot and more importantly SlowmoVideo. It's not tidy, and it's really rough, and I've totally overrun the 3 hours I was going to spend on it (and no more )
I will say this - no more video making for TAA I don't have the patience for this shit! I have a new found respect for you all! I'll be sticking to programming in future
Anyway, the video is artifically slowed down and time is manipulated using SlowmoVideo. The benefit you get over slowing it down outside of LFS, is the pure control you can have over the timeline. Don't pay much attention to the artifacts in one section where I really fiddled with the time and slowed it down non-linearly - those can be cleaned up with sufficient time or skills - I only spent an hour or so getting rid of the worst bits, and the non-linear time fiddle was by far the worst.
However I do hope that someone else sees whats capable with SlowmoVideo and has a play with it. It's interesting software. I will warn you that it is a little crash happy - thats the only downside
To be honest, LFS could only pull a DN:F if they decided that you could only fit 1 tyre to a vehicle at once, made all tracks completely straight, removed multiplayer and ensured that tracks only loaded after 10 minutes
Plugins can now be loaded from directories, which allows individual per-plugin node_modules - Support for automatically downloading required node modules will be baked into 0.0.5 - for now some npm install or npm link fun may be needed. I may drop support for individual files at some point in the future as I don't see the realistic use for that.
Livemap fixes, such as ghost players, track orientation, etc. - A big thanks to paXton / PascalMD for the fixes on this
If you're interested in something that's not necessarily Android specific, but runs in a webpage served by an application running on your PC there's the development version of xi4n, which has a preliminary Outgauge example plugin:
... Where you delete the wrong branch, and you didn't merge it into another branch or push it somewhere else ye (yes I'm aware it's potentially recoverable, but mehasdasdkjkads)
FYI anyone not watching the repo I've pushed in a bunch of changes into the master branch, including support for admin password and other ISI options. I'm done these changes on my laptop and I've not got LFS to hand to test, so it may be a little bit broken, however I don't believe it is. I'll test as soon as I can.
The npm-plugins branch needs merging, and adds support for NPM install-able and update-able plugins This means that each plugin can be installed from a URL and each plugin can be installed with it's own dependencies - so it should address the npm link fun you guys had. This is again untested, and isn't merged because it's a reasonably large change.
I fully intend on working on this quite a lot during the up coming long weekend in the UK, so hopefully by Tuesday there should be lots of changes checked in and lots of fixed things
Feel free to add yourself to the contributors key in package.json, if you wish paXton Recognition where recognition is due - you've been putting in more work than me the last few weeks
The converted pth files aren't just used by livemap2.js, so if you've changed the pth converter script then you've also affected anything else that also uses them. If you've not changed the converted pth files then I'm not seeing how your fix works tbh...
The only issue I have with changing the converted PTH files is that then you realistically need to alter the data in the MCI other packets that contain positions as well. That then leads to confusion when or if you ever port to something else. Or have to interoperate with another addon - you don't want users to be surprised when they get different data from xi4n in constrast to another library.
I'd personally much rather put this fix directly into the livemap plugin - which I'll try and make time for before the end of the month.
Edit: As 2 people have now asked, please feel free to fork on github.com and submit pull requests. If you do submit a pull request feel free to add yourself to the package.json as a contributor (see http://package.json.nodejitsu.com/ if you're the first or not familiar with package.json format). I can't guarantee when I'll be able to do much work on xi4n for a few weeks, but I'll try and merge pull requests as often as possible.
ningx added HTTP 1.1 support for proxy_* directives in 1.1, so as long as you're on that or newer it should just work out of the box. If it's older than 1.1 I believe you need to look at just using a raw tcp proxy, which can be done with one of the nginx modules - I've not tried socket.io reverse proxying with older versions tbh.
Meh, I supposed the cheats way would be to use css to rotate the SVG element
I've added issues to github for your 2 things, that way I don't forget like I did at the weekend I got distracted by shiny things :o
When you say it's using too much memory/cpu/disk, how much and specifically what? If you're running it on windows a perfmon log (with % Processor time, Working and Private Set of the nodejs instance), + xi4n log as a pair would be awesome If you're running Linux then can you run top in batch mode (top -b) and also output xi4n to a log file and send those over please? If I can figure out what part of it is eating memory or CPU time, that can hopefully be fixed. I suspect it's probably to do with how packets are thrown about, at a guess.
Only reason I'm asking is because I'm seeing xi4n top out at about 20MB before the GC kicks in...
As for using it with nginx, or any other web server, the easiest way is to reverse proxy from your frontend server to nodejs. As it is out of the box, it may need a little content re-writing by the HTTP server. For nginx you want to be looking at the proxy_* directives, and subs_filter_* for the rewriting.
Unfortunately this is all my fault Doh - sorry about that
All those packages are depended on by plugins, rather than the xi4n core - but at the moment they don't load from their own directories - it's something I'm going to be putting in a fix for soon
I see your point, and something I'd totally over looked. Hmmm...
Still appreciated though dude, thank you
Also thanks for your thoughts as well Kiyoshi It's appreciated - you're spot on with your scoring idea - Infact I've been working on something like that in the tv.js-priority branch on github - https://github.com/theangryang ... s-priority/plugins/tv2.js if you wanna check it out. It's far from complete
I will be honest the whole custom camera thing is something I want to work on next, which will fall into the whole track node weighting, but I've not got as much time to work on xi4n for the next few weeks Fecking work and family
A lot of stuff isn't in there yet, like distances.
You using this.insim.VIEW_CAM? Because of how the whole nodejs require stuff works, it's all namespaced and not really like a header definition like you'd get in C/PHP/whatever.
Interesting, what version of node are you on? You can it by running node --version.
More likely me missing some dependencies in the package.json Don't suppose you remember what you needed to install?
Patches, etc. welcome There are a couple of places where it really needs a tidy - but they all focus around https://github.com/theangryangel/XI4N/issues/9 and https://github.com/theangryangel/XI4N/issues/8 so I've not done the tidying yet Specifically the bits that are really nasty is the config handling and plugin loading Patches welcome if you wanna come and play though
As an FYI to anyone following, I've just rejigged how the plugins can sit in the plugins directory, so if you pull a new revision and it's all busted, that'll be why I've tried to make it so that the new style doesn't break the old style though