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Forums - Hard Drop - Tetris Community _ Tetris _ NullpoMino

Posted by: Caithness Apr 6 2010, 07:24 PM

The netplay setup is pretty similar to Heboris Mini's, but seems to work a lot smoother.

You can get NullpoMino at the Google Code http://code.google.com/p/nullpomino/downloads/list.

Head to the netplay server's http://nullpo.it.cx for current room and player lists and for detailed statistics about the most active players. It's also got release announcements and other miscellaneous Nullpo-related news items. And be sure to thank xlro for running the server and for everything else he does!

If you're having trouble getting things set up on your own, jennr246 has written a guide http://harddrop.com/forums/index.php?showtopic=2317.

Posted by: Blink Apr 6 2010, 07:32 PM

wow really?? I remember hebo's netplay was alot of fun even though it had problems with its garbage adding.

I'm getting an error trying to play, I'm on windows 7 64-bit with Java already installed.

When running play_sdl, play_slick, or play_swing I get this error:

"Windows cannot find 'javaw'. Please make sure you typed the name correctly, and then try again."

Any ideas?

Posted by: Caithness Apr 6 2010, 07:52 PM

Unfortunately, no. I remember someone having the same problem, but it appears I just deleted my IRC logs, so I can't find out if it was ever solved.

Posted by: Blink Apr 6 2010, 08:09 PM

I fixed it by googling the problem. I'll stream some netplay later. For any others experiencing the same issue, do this:

right click edit the .bat file you are trying to open.
Add this to the top of the file, changing the "c:/program files (x86)/java/jre6/bin" folder to wherever your javaw.exe is located:
set path=%path%;c:/program files (x86)/java/jre6/bin;

save and it should work.

EDIT* How do you play netplay? No servers show up on the lobby. Is there a server everyone's playing on?

Posted by: clincher Apr 6 2010, 08:18 PM

QUOTE

Edit: I've put up a dedicated server on my CentOS linux box. It should be up at all times if anyone wants to try out the new alpha netplay.

Just put in 143.homelinux.com (default port 9200) and try to connect.

I'm there if you wanna try it now

Posted by: Caithness Apr 6 2010, 08:18 PM

You have to add the servers yourself. The only one I'm aware of currently is 143.homelinux.com

Posted by: Magnanimous Apr 6 2010, 08:35 PM

QUOTE(Blink @ Apr 6 2010, 12:09 PM) *

I fixed it by googling the problem. I'll stream some netplay later. For any others experiencing the same issue, do this:

right click edit the .bat file you are trying to open.
Add this to the top of the file, changing the "c:/program files (x86)/java/jre6/bin" folder to wherever your javaw.exe is located:
set path=%path%;c:/program files (x86)/java/jre6/bin;

save and it should work.

That worked, thanks.

Also, I can't believe I waited this long to try NullpoMino... It's pretty amazing.

Posted by: Blink Apr 7 2010, 12:12 AM

Here is a netplay rule setting for SRS with no ARE, no line clear delay, and faster softdrop. Extract it into your rule folder, it's called Standard-PLUS in the options.


Attached File(s)
Attached File  StandardPlus.zip ( 1.67k ) Number of downloads: 387

Posted by: Dagorath Apr 9 2010, 07:54 AM

.

Posted by: Wojtek Apr 9 2010, 11:21 AM

Yes, i hope more people will play it.

Posted by: GoldPlatedDish Apr 9 2010, 06:44 PM

I can't seem to be able to run the game...is there anything I'm doing wrong?

(SIDE NOTE: This is HD's 15,000th post! Yay!)

Posted by: Blink Apr 9 2010, 07:37 PM

QUOTE(GoldPlatedDish @ Apr 9 2010, 10:44 AM) *

I can't seem to be able to run the game...is there anything I'm doing wrong?

(SIDE NOTE: This is HD's 15,000th post! Yay!)


what happens when you try to run the .bat file?

Posted by: GoldPlatedDish Apr 9 2010, 07:46 PM

It says that Windows cannot find javaw.exe or whatever...but for some odd reason, I can't find the said file on my computer sad.gif
What am I gonna do? sad.gif

Posted by: Blink Apr 9 2010, 07:52 PM

look a few posts up to find the solution I posted to this. First, since you can't find your javaw file you'll probably want to reinstall the latest java version to a path where you know you can find it.

Posted by: GoldPlatedDish Apr 9 2010, 08:13 PM

Did that, and it works like a charm biggrin.gif
Now how do you guys netplay? I can't seem to be able to connect sad.gif

Posted by: Caithness Apr 9 2010, 09:09 PM

Did you enter the server name correctly?

Posted by: Dagorath Apr 9 2010, 09:33 PM

.

Posted by: m__ Apr 9 2010, 11:34 PM

i <3 nullpomino



Posted by: Wojtek Apr 10 2010, 12:11 AM




of course that was just luck, but it felt great anyway. biggrin.gif

Posted by: Blink Apr 10 2010, 05:58 PM

New version, 6.7.0.0 from the TC thread:

QUOTE
Thanks everyone for great feedbacks. The number of players have increased as well.
So here is an update. It adds some options to the netplay.

Version 6.7.0.0 (2010/04/10)
#This version is NOT compatible with 6.6 netplay server.
+NetPlay: Now you can customize speed settings (gravity and various delays) and some game settings (T-Spin, B2B, and Combo).
+NetPlay: Now you can see opponent's statistics in the lobby GUI.
+NetPlay: Added auto start timer setting. When half or more players are ready, this timer will start ticking. Set the timer 0 to disable it.
+NetPlay: AIs can be used (but there is a problem that F button doesn't work for single player game and practice game)
*NetServer: Changed default log setting so the total log size will be limited to 50MB.
-PHANTOM MANIA: Fixed a bug that green/orange lines not saved to the ranking.
-PHANTOM MANIA: Fixed a bug that RO medal was shown as SK medal.

* http://143.homelinux.com/tetris/NullpoMino6_7_0_0.rar *

Posted by: Wojtek Apr 10 2010, 06:15 PM

can someone explain me all nullpomino rule sets? because there are 6 versions of srs rules and i am bit confused. i would like to know what are diffrences and what games those rules emulate.

btw, why rotate buttons are switched in srs rules in tgm and all its clones? this is very annoying.

Posted by: meow Apr 10 2010, 07:11 PM

The buttons are switched because that's how it is in the recent arcade games. Most people get around this by shifting their hand to the B/C key (C is the same rotate as A). You can also set this line to false to replicate 'normal' behaviour: 0.ruleopt.rotateButtonDefaultRight=false

I don't know which rules try to emulate which games... Some of these SRS rulesets have sonic drop instead of hard drop (StandardExp).

These are the important options in the rule configs:

CODE

0.ruleopt.rotateButtonDefaultRight=false
0.ruleopt.strRandomizer=org.game_host.hebo.nullpomino.game.subsystem.randomizer.BagRandomizer
0.ruleopt.nextDisplay=6
0.ruleopt.harddropLock=true
0.ruleopt.softdropLock=false
0.ruleopt.fieldHiddenHeight=3 (change to 18/20?)
0.ruleopt.pieceEnterAboveField=true
0.ruleopt.maxDAS=8 <-- own preference
0.ruleopt.maxARE=0
0.ruleopt.maxARELine=0
0.ruleopt.softdropMultiplyNativeSpeed=false
0.ruleopt.softdropSpeed=1.0
0.ruleopt.skin=2 <-- own preference

Posted by: Wojtek Apr 10 2010, 08:35 PM

QUOTE(meow @ Apr 10 2010, 09:11 PM) *
The buttons are switched because that's how it is in the recent arcade games.

yes, but why one game (tgm3) has different button layout for different game modes, this make no sense at all.
QUOTE
Most people get around this by shifting their hand to the B/C key (C is the same rotate as A).

This is not confortable on my keyboard and button layout.
QUOTE
You can also set this line to false to replicate 'normal' behaviour: 0.ruleopt.rotateButtonDefaultRight=false

this is what i did, but what if players will force control rules in their rooms?

One more anoying thing is that same keys are used for menu up and down and for soft/hard drop. i use this controls layout for tgm clones, but in multiplayer tetris i prefer to use space for hard drop, so this makes navigation in menu annoying.

Posted by: meow Apr 10 2010, 08:58 PM

QUOTE(Wojtek @ Apr 11 2010, 06:35 AM) *

yes, but why one game (tgm3) has different button layout for different game modes, this make no sense at all.

This is not confortable on my keyboard and button layout.

this is what i did, but what if players will force control rules in their rooms?

One more anoying thing is that same keys are used for menu up and down and for soft/hard drop. i use this controls layout for tgm clones, but in multiplayer tetris i prefer to use space for hard drop, so this makes navigation in menu annoying.


I've had the all of these same thoughts at one stage or another. tongue.gif

I remember seeing a table which lists the directions each button used somewhere but can't seem to find it.

I use two different sets of controls too for Nullpomino - 1 for SRS and 1 for ARS - and I guess I just got used to using my hard drop key as up. It's probably assumed that most people use ARS and play with a setup that is similar to a joystick. There was a debate about this in a TC thread...

As for forcing controls, I think it's only a temporary issue and we can try to think of a solution.

Posted by: Burbruee Apr 11 2010, 06:00 PM

There have been some problems with the server the last couple of days, throwing out many java exceptions every second after it's been running for some time which also puts the cpu usage up to about 90%. I've had to restart Nullpomino every time I wake up.

I just updated the java version on the server to the latest one available from sun. Hopefully this will fix the problem, if not, then it might be a bug in Nullpomino.

Sorry for any downtime/stability issues. Let's hope it gets better.

Posted by: zaphod77 Apr 11 2010, 06:52 PM

The reason for WorldReverse is the Guideline requires that the rightmost rotate button be CW rotate.

I know... stupid.

Posted by: Kitaru Apr 12 2010, 10:02 AM

QUOTE(zaphod77 @ Apr 11 2010, 11:52 AM) *

The reason for WorldReverse is the Guideline requires that the rightmost rotate button be CW rotate.

I know... stupid.

Yeah, this is the best theory we have as far as I know. I don't think I even have words for how incredibly dense TTC is if this is the case, and I can't imagine there being any other reason for it.

QUOTE(meow @ Apr 10 2010, 12:11 PM) *
I don't know which rules try to emulate which games... Some of these SRS rulesets have sonic drop instead of hard drop (StandardExp).

StandardExp is a TASers delight. Sonic and soft drop can be input simultaneously to combine down into a hard drop. On top of that, safe lock is disabled, which means you can lock pieces in consecutive frames by continuing to hold Up+Down through the frame advance. I think it has 180 on one of the extra buttons as well.

Posted by: Wojtek Apr 28 2010, 01:21 AM

more people should try this game, its much like toj, but few things are better:
- spectators
- ready toggle
- detailed stats after each game
- better chat
- customizable gameplay settings (delays, rotations, etc)
- crossplatform (works also on linux and mac)
- still under development

i think blockbox players will also like it.

Posted by: WeepingAngel Apr 28 2010, 04:11 AM

I just found an extremely AWESOME!!! bug in Nullpomino devlish.gif

http://i810.photobucket.com/albums/zz29/nonaskuap/tetris/omg2.jpg

Posted by: Blink Apr 28 2010, 08:02 PM

QUOTE(WeepingAngel @ Apr 27 2010, 08:11 PM) *

I just found an extremely AWESOME!!! bug in Nullpomino devlish.gif

http://i810.photobucket.com/albums/zz29/nonaskuap/tetris/omg2.jpg


How do you reproduce this bug?

Posted by: WeepingAngel Apr 28 2010, 09:10 PM

I have no idea, this bug just happen when i play with Virulent

Posted by: m__ Apr 28 2010, 10:26 PM

QUOTE(Wojtek @ Apr 27 2010, 06:21 PM) *

more people should try this game, its much like toj, but few things are better:
- spectators
- ready toggle
- detailed stats after each game
- better chat
- customizable gameplay settings (delays, rotations, etc)
- crossplatform (works also on linux and mac)
- still under development

i think blockbox players will also like it.



you forgot ARS!

Posted by: holdnext Apr 29 2010, 04:24 AM

QUOTE(Wojtek @ Apr 27 2010, 06:21 PM) *

more people should try this game, its much like toj, but few things are better:
- spectators
- ready toggle
- detailed stats after each game
- better chat
- customizable gameplay settings (delays, rotations, etc)
- crossplatform (works also on linux and mac)
- still under development

i think blockbox players will also like it.


do you need to change the cyan playfield to an orange playfield...and orange garbage rows?

Posted by: Burbruee Apr 29 2010, 01:16 PM

I will take my server (143.homelinux.com) down for maintenance sometime today to tomorrow. It will be unavailable for 24-48 hours.

Posted by: Caithness Apr 29 2010, 05:40 PM

QUOTE(holdnext @ Apr 29 2010, 04:24 AM) *

do you need to change the cyan playfield to an orange playfield...and orange garbage rows?


I'm not quite sure what you're talking about, but the color of the garbage rows corresponds to the color of the outline around the playfield of the opponent who sent them to you. That way when there's more than two players you can tell who your garbage came from.

Posted by: Wojtek Apr 30 2010, 10:18 AM

new version is out!!

QUOTE
do you need to change the cyan playfield to an orange playfield...and orange garbage rows?

why do you think orange is better than cyan?

Posted by: Achille Apr 30 2010, 10:30 AM

A tutorial would be really nice !

Posted by: Wojtek Apr 30 2010, 11:47 AM

QUOTE(Achille @ Apr 30 2010, 12:30 PM) *

A tutorial would be really nice !

yes! but tutorials are not my thing.

Posted by: Achille Apr 30 2010, 05:35 PM

QUOTE(Wojtek @ Apr 30 2010, 11:47 AM) *

yes! but tutorials are not my thing.



I wasnt asking you, it was an open suggestion smile.gif

Im pretty sure more players would use Nullpomino if there would be a tutorial !


You already have a lot of work M. TOJ man !

Thanks

Posted by: Caithness Apr 30 2010, 09:39 PM

Updated to http://nihon.se/NullpoMino/NullpoMino6.8.rar

Hopefully Burbruee's server will be back up soon.

Posted by: holdnext Apr 30 2010, 11:14 PM

QUOTE(Wojtek @ Apr 30 2010, 03:18 AM) *

new version is out!!
why do you think orange is better than cyan?


Because I Tetrimino is cyan and L Tetrimino is orange, I would take orange instead of cyan. On a 6-player match, we have six colors: red, orange, yellow, green, blue, and purple (anything except I Tetrimino's color).

Posted by: goofer May 1 2010, 02:05 PM

Is there any piece shadow? or am I blind and did not look very well

Posted by: Burbruee May 1 2010, 02:38 PM

It's there, but depends on the game mode. For example 150 lines Marathon has the ghost piece for the entire game. Grade Mania 3 has it for the first 100 levels. Or maybe it depends on the rule?

Edit: Oh wait, you probably meant for online right? Can't confirm that now, as I still have my server down (until monday)

Posted by: Wojtek May 1 2010, 02:40 PM

until monday???

let me start my own server then.

Posted by: jennr246 May 1 2010, 02:42 PM

goofer, it is probably the rule setting that you have turned on. Like the classic rule setting does not have a shadow. Somewhere in this thread Blink posted a rule setting--Standard Plus, that changes a few things(line clear delay and maybe drop speed), anyway thats what I use, works good for me.

LOL I had the page open so long I see people already replied.


Posted by: goofer May 1 2010, 02:49 PM

yea I use standard plus as well, but i cant find ghost piece , if i for example play line race, also i dont see it in general options

Posted by: jennr246 May 1 2010, 02:59 PM

hmmm... I don't know then, it is on for me no matter which game I play. And no there is not an in-game option in line race for ghost.

Posted by: Wojtek May 1 2010, 03:05 PM

my server is bziumm.mooo.com

it will be up until Burbruee's server is back

Posted by: Burbruee May 2 2010, 08:08 AM

My server is now back online and updated to the latest version.
( 143.homelinux.com )

Here's a mirror to the latest download: http://143.homelinux.com/tetris/NullpoMino6_8_0_0.rar

EDIT: Server down again.. Fatal error. Could take some time, I have no idea what's wrong.

Posted by: Burbruee May 2 2010, 11:56 AM

Should be up for good now. Happy playing. smile.gif

Posted by: xlro May 2 2010, 06:03 PM

really good game, tried it a few hours ago - big potential imo
thanks burbruee for hosting a server, I'll probably set up one on my box, too, once there are more players around and there is a need for one (or as a backup alternative, if one goes down)

Posted by: Burbruee May 2 2010, 06:21 PM

Yeah, it would be nice if we could attract more players to the game. Though the netplay is still in early stages, it's growing more features for every new release. ^^

Posted by: xlro May 5 2010, 01:06 AM

I played a round of 40L on nullpo, and was wondering about the clock, it seemed off, a bit too fast.
I did a test then and noticed that over about 2 realtime minutes, it runs 3-4 secs too fast.
I'm not sure how the game is measuring absolute times, I have a guess tho. I'm using the cap at 60 frames, as it set by default in the menu. Ingame it constantly shows 63 frames in the corner tho. It could be that the game calculates its internal timings at 60 frames / sec, when in fact it draws about 63 frames in a realtime second, making an ingame second last slightly less than a realtime second, i.e. the clock runs faster.
Dunno if that kind of behavior is wanted (or normal for games which try to emulated arcade games @ 60 Hz) - found it a bit strange.
Haven't looked in the java source to confirm the origin of the bug.

Posted by: Kitaru May 6 2010, 09:02 AM

It should display 60fps in the corner. If it is displaying higher than that, it is running faster than it should.

Posted by: meow May 6 2010, 11:30 AM

Nullpomino runs at 62-63fps for me. I'm using the slick version.

And I did not double post... the forum did that.

And that edit fixed it.

Posted by: xlro May 6 2010, 01:52 PM

I'm also running the slick version here (on 64bit).
So it seems the frame limiter code is somehow not correct then?
I just rechecked and max fps is set to 60, as it should.
So atm each frame is a bit shorter than 1/60 th of a second and the final time at the end of a round basically gives a total frame count for the game, not the actual time played.
Btw, this also indicates that it works the other way round, too, meaning if your framerate drops considerably below 60 during a 40L for example, you have a better (shorter) time in the end, when in fact you spent more realtime seconds on the try. So one should be carfeul with timed Nullpo records atm probably.

Posted by: Wojtek May 6 2010, 07:18 PM

holy sh**, new version.

QUOTE
Version 6.9.0.0 (2010/05/06)
#This version is NO LONGER compatible with 6.8 netplay server.
+Added "DIG RACE" mode. Clear the bottommost line as fast as possible.
+GARBAGE MANIA: Now fully compatible with big option. Previously, the garbage hole was too small to clear the line, but now hole is big enough.
+SDL/Slick: Rule Select screen will appear after the first keyboard setup screen.
+NetPlay: Added experimental team play support. If you are on a team, any team mate can't attack you, and you can't attack them.
When someone dies, and if all survivors are on the same team, game ends and their team name will be displayed in chat log as the winner.
+NetPlay: Added "TNET2-style auto start timer" option. When enabled, the following changes will take place:
1.Timer won't start until at least 2 players are ready.
2.When the timer runs out, all non-ready players will be moved to spectator.
3.If someone cancels the OK sign, timer will be disabled until the next match starts.
-NetPlay: Fixed the following bugs:
1.when you join game in progress garbage shows on your garbage meter and you can hear danger sound
2.when you have more than 20 lines in garbage meter big black bar shows up
3.if all players but one are ready and this one player leave room or go to spectators, game wont start
4.when you are spectator, room is full and you join queue, then when you get your spot you still have spectator view and you can't go ready
Thanks dodd for pointing out those bugs.
*Slick: Upgraded LWGJL to 2.4.2.

Posted by: Burbruee May 6 2010, 07:45 PM

Mirror: http://143.homelinux.com/tetris/NullpoMino6_9_0_0.rar

Server updated.

Posted by: xlro May 6 2010, 08:51 PM

nice to see the queue bug to be apparently fixed so fast!
let's hope the player disconnect detection code has been updated aswell...
teamplay also looks nice, gotta try smile.gif

Posted by: Wojtek May 6 2010, 08:58 PM

This is rule i use: http://bziumm.mooo.com/~wojtek/StandardZero.zip
difference from standardplus are: no ihs and no irs and 20G softdrop.
I sugest this rule as Harddrop "official" (i mean more like default actually) rule.

I will ask nullpo author to add this rule to game, so if you have any comment let me know. It will be called Standard-Zero (like 0 delays) unless you have better name.

Anyone want to write something here: http://harddrop.com/wiki/NullpoMino ? screenshot would be good start.

Posted by: Caithness May 7 2010, 12:19 AM

I copied the article I started on the TC wiki, but I don't know how to upload images on this one.

Posted by: Burbruee May 7 2010, 12:57 AM

My server harddrive does indeed appear to be dying. You guys may have to switch to Wojtek's server soon as I don't know how long it will take me to get a new drive. (no cash and no spares)

I logged on just now and it's not even possible to execute many commands and the harddrive seems to have locked itself down to read-only mode and many files can't even be read.

Can't even restart it.

CODE
burbruee@143:~$ sudo reboot
sudo: unable to execute /sbin/reboot: Input/output error
burbruee@143:~$


It looks really bad. sad.gif

The Nullpo-server is still up but I don't know for how much longer until everything blows up.

Posted by: jennr246 May 7 2010, 01:11 AM

Yes me and goofer were just playing appears the server is now down.

Posted by: Wojtek May 7 2010, 01:14 AM

I'm will update my server with new version soon.

edit:

done. if you forgot my server address is bziumm.mooo.com .

But i have other problem, seems java vm don't work well on vps, it use almost all available memory. If anyone has solution let me know. Unless i find some solution i doubt it will work reliably.

another problem is i'm noob and don't even know now to properly daemonize this.

mirror: http://bziumm.mooo.com/~wojtek/NullpoMino6_9_0_0.rar

Posted by: Blink May 7 2010, 01:34 AM

QUOTE(Caithness @ May 6 2010, 04:19 PM) *

I copied the article I started on the TC wiki, but I don't know how to upload images on this one.


Thanks Caith. there's a dropdown menu. Home -> upload file. Or type special:upload in the wiki's search bar.

Posted by: xlro May 7 2010, 02:51 AM

I set up a nullpo server for you guys, too, for now.

[link removed]

running v6.9 - I'll plan on keeping it online, if it behaves stable.
enjoy!

Posted by: xlro May 7 2010, 06:38 AM

updated the server to the new http://nullpo.nu.mu/NullpoMino6_9_0_1.rar

QUOTE
Version 6.9.0.1 (2010/05/07)
#This version is still compatible with 6.9.0.0 netplay server. However, there is a small change to NetPlay server.
+STANDARD-PLUS (Created by Blink) and STANDARD-ZERO (Created by Wojtek) rules are now bundled.
+Updated batch files to both 32bit and 64bit compatible ones. (Thanks dodd!)
+NetPlay: You can change your team by using "/team" command.
To change your team, type "/team <New Team Name>" to chat input box, then push Enter key.
To change back to no team, type "/team" to chat input box, then push Enter key.
(Yes, no proper GUI yet. I'll add a proper way from next release.)
*NetPlay: Changed Ping interval to 10 seconds instead of 30 seconds.
Client will automatically disconnect if there is no response from the server more than 30 seconds.
*NetServer: Removed "Timer Disable" feature from TNET2-style auto start timer because I misunderstood.
(I'll re-add this feature as an separated option from next release.)
*Slick: Changed LWJGL back to 2.1.0 because it caused problems to some people.

mirror of latest game versions at: [link removed]

as it has been stated, it's not necessary to update from 6.9.0.0, to be able to play on the server
those who had problems with the new version of LWJGL being used, should def. check out 6.9.0.1 tho

Posted by: Burbruee May 7 2010, 11:13 AM

I just made an unofficial updater tool for NullpoMino.
http://dl.dropbox.com/u/6118422/NullpoUpdate.zip

IPB Image

It's made in C# and .NET 2.0 Framework. So it will only work on Windows. (Mono untested, but I don't think it will work)

It's not autoupdating; You will have to run the application manually and it will report what's the latest available version (from an XML online) and download if you press the button. I might improve it later, I just made it quick with no heavy testing or error checking. Use at own risk. wink.gif

Posted by: Blink May 7 2010, 08:18 PM

Found some bugs:

1) Players can start the game even when everyone is on the same team.

2) sometimes when a team wins, some winning team members can continue playing by themself.

3) Disconnect bug (member gets disconnected after every round). This happened to me and xlro. Server message on disconnect:

QUOTE
20:43:19,436 [Thread-1] INFO NetServer: Socket Disconnected on doRead (NOT-IOException) java.lang.NullPointerException at org.game_host.hebo.nullpomino.game.net.NetServer.gameFinished(NetServer.java:1129) at org.game_host.hebo.nullpomino.game.net.NetServer.processPacket(NetServer.java:762) at org.game_host.hebo.nullpomino.game.net.NetServer.doRead(NetServer.java:223) at org.game_host.hebo.nullpomino.game.net.NetServer.run(NetServer.java:139)

Posted by: jennr246 May 7 2010, 08:41 PM

The error i recieve when I try to run Play_slick: I have Windows 7 64 bit.

0-05-07 16:16:05,313 [main] INFO org.game_host.hebo.nullpomino.gui.slick.NullpoMinoSlick: NullpoMinoSlick Start
10-05-07 16:16:05,396 [main] ERROR org.game_host.hebo.nullpomino.gui.slick.NullpoMinoSlick: Game initialize failed
java.lang.LinkageError: Version mismatch: jar version is '21', native libary version is '22'
at org.lwjgl.Sys.<clinit>(Sys.java:103)
at org.lwjgl.opengl.Display.<clinit>(Display.java:129)
at org.newdawn.slick.AppGameContainer$1.run(AppGameContainer.java:39)
at java.security.AccessController.doPrivileged(Native Method)
at org.newdawn.slick.AppGameContainer.<clinit>(AppGameContainer.java:36)
at org.game_host.hebo.nullpomino.gui.slick.NullpoMinoSlick.main(NullpoMinoSlick.java:203)


I would play the swing version which runs on my computer, but it runs really slow and I don't like using it.

Posted by: Wojtek May 7 2010, 09:13 PM

jenn, try this:
copy lwjgl.dll and lwjgl.jar from 6.9.0.0 to your 6.9.0.1 .
seems you have 64bit java unlike rest of us, and 6.9.0.1 has mismatched lib for 64bit.

seems player queue still not work correctly, or maybe our room got broken. Anyway i was spectator in full room, clicked join and my nick dissapered from list and my frame was showing other player.

slick's "field bg bright" say "(0:None 255:Full)", but you set value from 0-128 range.

for xlro and other who says swing nullpo run too fast, try this:
config -> general options -> framerate mode -> custom

Posted by: jennr246 May 8 2010, 01:58 AM

Incase you missed it on the shoutbox, this has fixed the problem. YAY! biggrin.gif

Thanks!

Posted by: xlro May 8 2010, 02:11 AM

QUOTE(Wojtek @ May 7 2010, 09:13 PM) *

for xlro and other who says swing nullpo run too fast, try this:
config -> general options -> framerate mode -> custom


I was always using slick, also on 64bit win7 btw (ofc using the java 32bit bins tho).
setting framerate mode to "custom (sdl&swing)" gives a rather accurate 60.0 fps, when running in slick mode, I did a quick timer test and it looked good so far, you sometimes lose maybe one frame (it displays 59.9), but that shouldn't be a problem at all.
so for everybody who also has 62-63 fps showing, just change the framerate mode, if you play timed games on nullpo

edit: enabling smooth deltas and vsync also helps for slick framerate mode to get 60 fps

Posted by: Wojtek May 8 2010, 02:27 AM

of course i meant slick not swing.

Posted by: Wojtek May 8 2010, 03:21 PM

new day, new nullpomino release:

ok, let me join this mirror craze: http://bziumm.mooo.com/~wojtek/NullpoMino6_9_0_2.rar

Posted by: xlro May 8 2010, 03:37 PM

new day, new netplay fixes by the developer - coming together nicely!

updated the server to the new [link removed]

QUOTE
Some bugfixes and minor changes. There are some bugs left though. (ex. You can still start a game even if everyone is on the same team)

Version 6.9.0.2 (2010/05/08)
#This version is still compatible with 6.9.0.* netplay servers. However, there are some bugfixes to NetPlay server.
+NetPlay: Added a proper GUI of team change.
+Swing: You can double-click the mode select list box to start the game.
-Slick: 64bit LWJGL libraries were still 2.4.2. Changed back to 2.1.0.
-NetPlay: Fixed a ArrayIndexOutOfBoundsException bug in field updateing routine.
-NetServer: Fixed various bugs of team play. (Includes disconnecting NPE bug on NetServer.java:1129)
-NetServer: Player queue should work fine now.

Oh, I forgot some more changes in the readme:
-DIG MANIA: Big mode removed
-Slick: Fixed "Field BG bright" option's description (128 is max, but description said 255 instead)

Posted by: jennr246 May 8 2010, 05:02 PM

Another update, new errors :/


10-05-08 12:53:01,144 [main] INFO org.game_host.hebo.nullpomino.gui.slick.NullpoMinoSlick: NullpoMinoSlick Start
10-05-08 12:53:01,277 [main] ERROR org.game_host.hebo.nullpomino.gui.slick.NullpoMinoSlick: Game initialize failed
java.lang.UnsatisfiedLinkError: C:\Games\Nullpomino\NullpoMino6_9_0_2\lib\lwjgl.dll: Can't load IA 32-bit .dll on a AMD 64-bit platform
at java.lang.ClassLoader$NativeLibrary.load(Native Method)
at java.lang.ClassLoader.loadLibrary0(Unknown Source)
at java.lang.ClassLoader.loadLibrary(Unknown Source)
at java.lang.Runtime.loadLibrary0(Unknown Source)
at java.lang.System.loadLibrary(Unknown Source)
at org.lwjgl.Sys$1.run(Sys.java:72)
at java.security.AccessController.doPrivileged(Native Method)
at org.lwjgl.Sys.doLoadLibrary(Sys.java:65)
at org.lwjgl.Sys.loadLibrary(Sys.java:81)
at org.lwjgl.Sys.<clinit>(Sys.java:98)
at org.lwjgl.opengl.Display.<clinit>(Display.java:132)
at org.newdawn.slick.AppGameContainer$1.run(AppGameContainer.java:39)
at java.security.AccessController.doPrivileged(Native Method)
at org.newdawn.slick.AppGameContainer.<clinit>(AppGameContainer.java:36)
at org.game_host.hebo.nullpomino.gui.slick.NullpoMinoSlick.main(NullpoMinoSlick.java:203)

BTW, I did already change those two files as before....
Is it not 64 bit anymore? :S
Sdl version does not run either, swing runs but ofcourse slowly as before.


Alright, I've messed around enough I fixed it, must be the 64 bit dll was missing or did not work and I just replaced it from a previous version, so I guess Nevermind biggrin.gif.

Posted by: xlro May 8 2010, 05:27 PM

just tried 6.9.0.2 slick version on my win7 64bit installation a few minutes ago, gave no problems
not quite sure where this comes from, looks to me like you have some form of 64bit java installed? (maybe for a 64bit browser?)
I'm running a normal 32bit java install, didn't give any problems so far

edit: alright cool biggrin.gif

Posted by: holdnext May 9 2010, 04:40 PM

QUOTE(Wojtek @ Apr 30 2010, 03:18 AM) *

new version is out!!
why do you think orange is better than cyan?


Actually, there are seven Tetrimino colors and six player colors. The straight line Tetrimino, no matter what color, will be the excluded Tetrimino color in six player colors.

Posted by: Wojtek May 9 2010, 10:26 PM

I just noticed lines won't clear when using rule classic0 in room with ARE set to 0.
sorry if some of my bug reports are pointless. tongue.gif

Posted by: clincher May 10 2010, 12:11 AM

QUOTE(Wojtek @ May 9 2010, 10:26 PM) *

I just noticed lines won't clear when using rule classic0 in room with ARE set to 0.
sorry if some of my bug reports are pointless. tongue.gif

Is the developer aware of this thread?

Posted by: Wojtek May 10 2010, 12:33 AM

QUOTE(clincher @ May 10 2010, 02:11 AM) *

Is the developer aware of this thread?

yes

Posted by: Wojtek May 15 2010, 01:22 PM

Since Burbruee's server is back i closed mine, sorry. I will keep running iiBlocks and Monster Trickles instead. Not like anyone play those, but still this is more useful than another Nullpo server. I'm kinda limited on available memory, sorry.

Posted by: holdnext May 17 2010, 01:11 AM

I think I would stick with a cyan frame. However, I made the colors of Tetriminos in this game:

Tetriminos:
I - orange
J - yellow
L - green
O - purple
S - red
T - cyan
Z - blue

Netplay Frames (up to 6 players can play):
1 - blue
2 - red
3 - green
4 - yellow
5 - purple
6 - cyan

On nullpo netplay, the pink frame should be purple frame, and the blue and red frames should be switched. The colors in order are blue, red, green, yellow, purple, and cyan.

Posted by: ItsWhatever May 20 2010, 07:18 PM

Can anyone help me with this?

I run Windows XP, I have the latest version of java, and this is a fresh install

http://i47.tinypic.com/21kjkzs.jpg




[EDIT] Please do not advise me to google my error. I have already, but Chrome doesn't translate geek to plain english.

Posted by: xlro May 21 2010, 10:03 AM

this sounds to me like you are launching the game wrong somehow, are you using one of the bats (preferably play_slick.bat)?
if so, maybe your javaw is somehow called strangely by default in java web start mode (from your exception it shows that javaws is called) - since jnlp is the java networking launch protocol, which shouldn't be needed here from what I've seen in the nullpo source so far: there's no intention of running this off the web, and no xml (jnlp) for that either - we're just launching a normal class inside a local jar, that's all
unfortunately I'm not the big java runtime environment pro, maybe someone else knows more here.
which version/edition (exact file) of java do you have installed?

Posted by: ItsWhatever May 21 2010, 04:06 PM

Thanks for attempting to help xlro.

I got it to work just fine yesterday.

After a few hours with no responses I just google'd it again and found the solution. I did multiple things so I'm not too sure what was it that did it but it just fine now.

The worst part was when I finally got it working, no one wanted to play! The 1p modes are entertaining though.

Posted by: DannyBars May 21 2010, 04:57 PM

i cant get neplay to work boooo

Posted by: Caithness May 21 2010, 07:27 PM

But the rest of the game works fine?

What kind of error messages are you getting?

Posted by: Wojtek May 23 2010, 01:46 PM

QUOTE(WeepingAngel @ Apr 28 2010, 06:11 AM) *

I just found an extremely AWESOME!!! bug in Nullpomino devlish.gif

http://i810.photobucket.com/albums/zz29/nonaskuap/tetris/omg2.jpg

I seen another person with this bug, i think if game is droping frames, stats are not reported correctly. Basicaly time just go slower for player who is droping frames. Also Hurry Up won't start such player.

Posted by: DAS44 May 28 2010, 10:54 PM

Ok well I have it downloaded but how do I set the controls?

Posted by: baseballboy4296 May 28 2010, 11:19 PM

QUOTE(DAS44 @ May 28 2010, 10:54 PM) *

Ok well I have it downloaded but how do I set the controls?

when you launch play_slick or play_sdl (slick is preferred but i see no difference), it should ask to set controls and if you hit delete for all, you need to redownload lol it happened to me a couple of times

Posted by: Burbruee May 28 2010, 11:19 PM

It should ask you to configure them if you start it for the first time (slick or SDL)

Posted by: DAS44 May 28 2010, 11:33 PM

It just gives the controls with #s.... what the hell's that sposed to mean?

Posted by: Caithness May 29 2010, 02:36 AM

Each keyboard key has a number that corresponds with it. When you press that key to assign a function to it, its number shows up.

Posted by: crzy242 May 29 2010, 03:07 AM

QUOTE(DAS44 @ May 28 2010, 10:54 PM) *

Ok well I have it downloaded but how do I set the controls?


"UP" means HARDDROP
"DOWN" means SOFTDROP
"A" means right rotate
"B" means left rotate
"C" means alt. right rotate
"D" means hold
"E" means 180 degree


or run play_swing and set the controls there

Posted by: Wojtek May 30 2010, 07:25 AM

I was bored and added those tiny next previews above shadow:
http://img175.imageshack.us/img175/9011/20100530092022.png


if you want to try it replace orginal file with:
http://bziumm.mooo.com/~wojtek/tmp/NullpoMino.jar
My changes only affect Slick version. Let me know what you think.

Posted by: holdnext May 30 2010, 01:52 PM

QUOTE(Wojtek @ May 30 2010, 12:25 AM) *

I was bored and added those tiny next previews above shadow:
http://img175.imageshack.us/img175/9011/20100530092022.png



if you want to try it replace orginal file with:
http://bziumm.mooo.com/~wojtek/tmp/NullpoMino.jar
My changes only affect Slick version. Let me know what you think.


The path NullpoMino6_9_0_2/src/org/game_host/hebo/nullpomino/game/subsystem/mode can also translate text into a foreign language as well by opening the java files.

For example: when I apply changes to translate the in-game language to French, the changes doesn't apply. (all three render java files, and the game mode java files).

Posted by: Wojtek May 30 2010, 07:42 PM

QUOTE(holdnext @ May 30 2010, 03:52 PM) *

The path NullpoMino6_9_0_2/src/org/game_host/hebo/nullpomino/game/subsystem/mode can also translate text into a foreign language as well by opening the java files.

For example: when I apply changes to translate the in-game language to French, the changes doesn't apply. (all three render java files, and the game mode java files).

Is game text is not meant to be translated. Bitmap for used for in game text has only English alphabet. I changed "Hold" and "Next" only for fun. Game actually comes with japanese localization, so you can see what parts can be localized and what can't. Of course you can change whatever you want in source code and bitmap font file, but i don't think this kind of translation will made to official version anytime soon.

your changes won't apply because you changing just source code. You need to compile the code for changes to apply, easiest way is to use eclipse: http://www.eclipse.org/

Posted by: holdnext May 30 2010, 10:39 PM

QUOTE(Wojtek @ May 30 2010, 12:42 PM) *

Is game text is not meant to be translated. Bitmap for used for in game text has only English alphabet. I changed "Hold" and "Next" only for fun. Game actually comes with japanese localization, so you can see what parts can be localized and what can't. Of course you can change whatever you want in source code and bitmap font file, but i don't think this kind of translation will made to official version anytime soon.

your changes won't apply because you changing just source code. You need to compile the code for changes to apply, easiest way is to use eclipse: http://www.eclipse.org/


Which program or download (from www.eclipse.org) is needed to compile the code?

Posted by: Wojtek May 30 2010, 11:05 PM

for mac os? http://www.eclipse.org/downloads/download.php?file=/technology/epp/downloads/release/galileo/SR2/eclipse-java-galileo-SR2-macosx-cocoa.tar.gz

Posted by: xlro May 31 2010, 01:21 PM

kinda bad news for the nullpo netplay server:

apparently there is a bug, where the netplay server constantly runs on 100% cpu time. the logs didn't give any clues, when or why this happend exactly, but I have to keep an eye on that now, and for the time beeing increase the process niceness drastically, so it won't interfere too much with the important processes on the box. I can report tho, that there are no more memory leaks with the current version, memory consumption is stable for couple weeks of constant uptime.
If that cpu bug turns up more often tho, I have to close the netplay server for now, till there is a specific fix for the problem. I think we still have at least one other nullpo server up and running atm, right?
I understand that this bug is probably very hard to debug, since the netplay server was running fine for hundreds of player joins and games, till it kicked in.

Posted by: Spirale Jun 2 2010, 02:41 PM

i am thinking of making an applet class and/or a JNLP descriptor to make nullpomino a "browser-based" game as I think it would lead to more not tech savvy people to play it. Plus it would be rather easy I think since everything is already java.
Also we should make a simplified UI(with only options: customize control, customize das) for that purpose.
Also to simplify things we should fork 3 or 4 nullpomino clients corresponding to major rulesets. For example a Blockbox like fork, a Tgm like fork, a Cultris-like fork, etc...
I think that the customization is great but it makes the UI complicated which leads to people quitting nullpomino because they dont understand how to make it work.
Also to synchronize our efforts we should create a google code page or something for the harddrop/tetrisconcept forks.
What do you think

Posted by: Wojtek Jun 2 2010, 03:23 PM

GUI may be uncomfortable for some people, but it's not complicated. Must be other reason why people don't play it.

I also don't understand why people believe that launching programs from webpage makes them easier to use. But if it's really easy to make and you know how to do it, you may give it a try.

Many clients for different rules makes no sense at all. However it would be good idea to add list of preconfigured settings for create game dialog. But i don't know what presets should go there, most of us plays fast TOJ like settings. Maybe other preset could be some TGM versus, but i don't know much about it. I don't think Nullpomino can emulate Cultris (time based combos) or Blockbox (1 sinlge sends nothing but 4 singles send 1 lines) currently.

I don't think anything is wrong with current Nullpomino, some things need to be polished but i think noname is working on it himself.

Posted by: Spirale Jun 2 2010, 04:01 PM

QUOTE(Wojtek @ Jun 2 2010, 03:23 PM) *

GUI may be uncomfortable for some people, but it's not complicated. Must be other reason why people don't play it.

I also don't understand why people believe that launching programs from webpage makes them easier to use. But if it's really easy to make and you know how to do it, you may give it a try.

Many clients for different rules makes no sense at all. However it would be good idea to add list of preconfigured settings for create game dialog. But i don't know what presets should go there, most of us plays fast TOJ like settings. Maybe other preset could be some TGM versus, but i don't know much about it. I don't think Nullpomino can emulate Cultris (time based combos) or Blockbox (1 sinlge sends nothing but 4 singles send 1 lines) currently.


On a webpage you would have one link to click as opposed to when you download the zip file you get a list or 15 files plus 3 or 4 folders and have to double click the right bat file, and then again there are 3 options to choose from (slick, sdl, swing) which i think is good for the development version but for end users they should have just one file or link to click to start the game.
The same goes for rulesets you get a list of 20 rulesets and have to choose the right one.
I just think a pre-configured release with settings that most people use and the ability to change simple settings like controls and das would be better ?

On an unrelated note, I think you guys should update the lwjgl version in the lib folder as i think they fixed a bug for Windows 64 bit in april 2009 :

http://lwjgl.org/forum/index.php?action=printpage;topic=2860.0

Posted by: Wojtek Jun 2 2010, 06:54 PM

I know rule selection is kinda confusing for newcommers. We should create rooms with force same rule thing on, so it will be less confusing (and more fair). If there will be fast srs room preset (maybe among others) on create room dialog it will be perfect.

Posted by: myndzi Jun 2 2010, 08:13 PM

QUOTE(Wojtek @ Jun 2 2010, 06:54 PM) *

I know rule selection is kinda confusing for newcommers. We should create rooms with force same rule thing on, so it will be less confusing (and more fair). If there will be fast srs room preset (maybe among others) on create room dialog it will be perfect.


"Kinda" confusing? I'm familiar enough with Tetris and the various types of rules by now and I can't make heads or tails of that list. Things are exacerbated by term ambiguity: For example, in your post just here you said "SRS", but assuming someone knows what that is and is looking for it -- it's not in the rule list in Nullpo!

I agree that a point and click webpage solution could be a great way to get new players, and if you don't change the source, then anyone with the standalone can still play with those same people too.

Posted by: Spirale Jun 2 2010, 09:48 PM

i discussed with wojtek and decided i will wait to see how the japanese developer does with our suggestions. Of course i'm not blaming him but I think the language barrier plus the jetlag will make it difficult for him to communicate with us. A good situation would be in my opinion if he set up a svn or cvs server on which we could contribute and he would decide whether or not to merge our suggestions to the main nullpomino release because right now it looks like you have to send him code by email which is kinda messy.

Posted by: xlro Jun 2 2010, 11:13 PM

yeah sending code by mail is a total no go, we would need a proper svn, if we really want to pick up development on this in some way.
I remember Kitaru (I think) saying that him (or some other guys at TC) plan on bringing a new nullpoUE version back - not sure what the status is on that

I'm not really too sure about the idea of creating a webstart one click version for a website for this game, I mean it would be essentially the same thing, with the exception, when you restrict the game to one version only (i.e. slick), you will exclude probably quite a couple of ppl, where it just wont run - and they wouldnt know what to do then either.
I'd only go for a webstart version, when there is a new proper wrapper for starting the game, which could check for errors and when troubles occur for exmaple automatically start the swing version or similar.
I'm in favor of two of the suggestions: setting are more appropriate default game rule (which most players here use), like standard-plus or standard-zero as default and having a good normal initial key setup, on first start of the game. I personally like the way it is handled now, too, i.e. being asked to setup your keys properly on the first start - but I can also totally see how this can be confusing for ppl (especially with showing the number codes of the keys). All other suggestions I would definitely disagree with, there is no need at all to make different releases, which mimic certain other games, like BB or the like. Hiding the config settings is also not really helpful, since this is actually what makes nullpo so great, that you can tune the settings and create rules, just how you need them to accurately recreate all the different tetris modes you could think of.
DAS/AR settings could be a bit more clear and maybe directly under a certain menu point in the main menu, since these are maybe the only real config settings players care about, who for exmaple only want to play multiplayer with the standard-zero rule (new default). They wouldn't touch anything else. But that's def. low priority I'd say to change that.

Posted by: Spirale Jun 3 2010, 08:44 AM

QUOTE(xlro @ Jun 2 2010, 11:13 PM) *

yeah sending code by mail is a total no go, we would need a proper svn, if we really want to pick up development on this in some way.
I remember Kitaru (I think) saying that him (or some other guys at TC) plan on bringing a new nullpoUE version back - not sure what the status is on that

How can we submit this idea to noname ?
QUOTE

I'm not really too sure about the idea of creating a webstart one click version for a website for this game, I mean it would be essentially the same thing, with the exception, when you restrict the game to one version only (i.e. slick), you will exclude probably quite a couple of ppl, where it just wont run - and they wouldnt know what to do then either.
I'd only go for a webstart version, when there is a new proper wrapper for starting the game, which could check for errors and when troubles occur for exmaple automatically start the swing version or similar.

if it doesnt work for thm they can always download and use the non webstart version, and we correct the bug why its not working for them.
QUOTE

I'm in favor of two of the suggestions: setting are more appropriate default game rule (which most players here use), like standard-plus or standard-zero as default and having a good normal initial key setup, on first start of the game. I personally like the way it is handled now, too, i.e. being asked to setup your keys properly on the first start - but I can also totally see how this can be confusing for ppl (especially with showing the number codes of the keys).


Plus on the slick version if you assign 1 control wrong you have to reassign them all.

QUOTE

All other suggestions I would definitely disagree with, there is no need at all to make different releases, which mimic certain other games, like BB or the like. Hiding the config settings is also not really helpful, since this is actually what makes nullpo so great, that you can tune the settings and create rules, just how you need them to accurately recreate all the different tetris modes you could think of.


If your thing is tuning things up then you could keep using the standard version of nullpomino, but I think most people would only want to play a game and wouldnt bother trying to understand the complicated configuration windows. SO I think a small number of pre-configured versions corresponding to the major game types people like on here, would be better.

QUOTE

DAS/AR settings could be a bit more clear and maybe directly under a certain menu point in the main menu, since these are maybe the only real config settings players care about, who for exmaple only want to play multiplayer with the standard-zero rule (new default). They wouldn't touch anything else. But that's def. low priority I'd say to change that.


Posted by: xlro Jun 3 2010, 11:18 AM

I get the idea of trying to hide complexity in the ui to scare away less of the purely casual players that we might win for nullpo multiplayer. I don't think the right way of going about it would be seperate versions, or the creation of a "dumbed down" version for those players, but rather a restructuring of the main menu, maybe grouping (and therefore hiding) all advanced settings under a special advanced/expert menu item, with the other menu items being clear cut, what they do - in singleplayer as well as in multiplayer. For example to make the room creation settings a two tab ui, where new players are not overwhelmed what to choose for these settings and just use the first tab to adjust the most basic settings, and maybe have presets there to choose from (which alter the advanced settings on the second tab), like Wotjek suggested.
As I said before for myself personally, I don't feel that those changes are desperately needed (even for just casual players), but I can see how this could help lower the initial barrier for people, who are not really committed to trying out this game, and just might give it a chance, if it is slightly easier accessible.

Posted by: Spirale Jun 3 2010, 12:11 PM

QUOTE(xlro @ Jun 3 2010, 11:18 AM) *

I get the idea of trying to hide complexity in the ui to scare away less of the purely casual players that we might win for nullpo multiplayer. I don't think the right way of going about it would be seperate versions, or the creation of a "dumbed down" version for those players, but rather a restructuring of the main menu, maybe grouping (and therefore hiding) all advanced settings under a special advanced/expert menu item, with the other menu items being clear cut, what they do - in singleplayer as well as in multiplayer. For example to make the room creation settings a two tab ui, where new players are not overwhelmed what to choose for these settings and just use the first tab to adjust the most basic settings, and maybe have presets there to choose from (which alter the advanced settings on the second tab), like Wotjek suggested.
As I said before for myself personally, I don't feel that those changes are desperately needed (even for just casual players), but I can see how this could help lower the initial barrier for people, who are not really committed to trying out this game, and just might give it a chance, if it is slightly easier accessible.


Well I think it depends on what you guys intend to do with nullpomino.
If all you want is a prettier and even more customizable Lockjaw with netplay then I think youre right. And I think such a program would be great, just as lockjaw is great to make experiments and play with a highly customizable tetris. For example I'm pretty sure Lockjaw helped Maserati set his amazing 4ā lines record.
But what I personnally would like too is a game played by alot of people, including newcomers, driven and controlled by the community, instead of by tetris inc or a small team of developpers that dont want to share.
And if you want to build a community, if you want a successful game, it has to be as simple as possible and it needs to have a "soul".
Look at the Google example or the Ubuntu example. If we follow your path then we stay at yahoo or console linux

Posted by: xlro Jun 3 2010, 12:25 PM

I don't think trying to go really mainstream (especially in the end integrating it in a kind of webservice) is the right idea here. I agree with your comparisons to lockjaw, but just can't see nullpo going anywhere to a "successful browser based game". I mean, if it got big (especially through direct play over a browser), TCC would probably kindly step on our toes anyway... I don't think anything beyond the size of BB is realistic, but if ppl want to try to make these drastic changes, why not - as long as the client stays compatible, with the "real" version.

Posted by: Burbruee Jun 4 2010, 10:11 AM

7.0.0 was released, I'll just quote from another forum.

QUOTE
Sorry for no updates until today. I was busy recently.

Version 7.0.0 (2010/06/04)
#This version is NO LONGER compatible with 6.9.0.* netplay server.
+Added an "all spin" option to all modes that has T-Spin bonus. To enable it, change "SPIN BONUS" setting (renamed from "T-SPIN") to "ALL".
When enabled, all twists (not only T pieces) are recognized.
+VS-BATTLE/NetPlay: Added map options. When enabled, every match will begin with preset pattern of blocks.
To create maps, you can use newly added "TOOL-VS MAP EDIT" mode.
+NetPlay: Added "Use fractional garbage system" option. When enabled, all players' attack power will be divided in 3P+ games.
Garbage will not rise until the amount of garbage exceeds 1.0, but small garbages (0.1 to 0.9) must be removed before you are able to attack.
You can use it with "Reduce attack power in 3P+ game" option, which will result in much longer game.
+NetPlay: Re-added "Disable auto start timer after someone cancelled" feature as an selectable option.
+NetPlay: Added tabs to "create a room" screen. Speed settings are moved to "Speed Settings" tab.

* Download Link *


QUOTE
Oops... 3P+ garbage was not working...
Please replace to the following one.
Sorry for any inconvenience.
http://www1.axfc.net/uploader/N/so/102401.rar&key=nullpo

Posted by: xlro Jun 4 2010, 01:05 PM

yeah "noname" released 7.0 just few hours ago on TC, gonna update the server soon, so start updating guys (netserver is not compatible to 6.9 client)

[link removed] is updated already, with download link

edit: server is updated, have fun and test away smile.gif

btw, I like that the two tabs room settings idea got implemented - gives a better overview.
definitely looking forward to trying the new fractional garbage system and maps, very nice additions (as well as the maybe tpd inspired all spin option)

edit2: added the player ip detection code back in, i.e. netserver is patched now

Posted by: jennr246 Jun 4 2010, 05:47 PM

when I run on my desktop, I still need to replace these files from an older version to make it run:
lwjgl.jar and lwjgl64.dll

If your slick version will not run and your log gives you an error similar to the one I posted on page 8, or a Library error, you may need to do this fix.

Posted by: SecretSalamander Jun 4 2010, 08:07 PM

"So how long until Nullpomino adds this feature?"

"I give them 2 weeks at the most"

HA. I told you!

Posted by: Spirale Jun 4 2010, 09:43 PM

QUOTE(jennr246 @ Jun 4 2010, 05:47 PM) *

when I run on my desktop, I still need to replace these files from an older version to make it run:
lwjgl.jar and lwjgl64.dll

If your slick version will not run and your log gives you an error similar to the one I posted on page 8, or a Library error, you may need to do this fix.

i have the same problem on win 7 64bit and this workaround solved it

Posted by: Wojtek Jun 5 2010, 12:55 AM

thanks noname, new features are awesome.

I found small bug recently, if you are spectator and click join as player multiple time very fast (before server will process) you take different spot (for example if you click 3 times, you get third free spot), but then game behave like there were more players, for example in 2p game if i click 3 times, game act like there were 4 players, this affect both garbage reduction and result screen says "win" for winner and "4th" for looser.

i have seen more previews options in your todo. if you need code for previews above shadow, here is mine:

CODE
private void drawShadowNexts(int x, int y, GameEngine engine, float scale) {
        Piece piece = engine.nowPieceObject;
        int blksize = (int) (16 * scale);

        if (piece != null) {
            int shadowX = engine.nowPieceX;
            int shadowY = engine.nowPieceBottomY + piece.getMinimumBlockY();

            for (int i = 0; i < engine.ruleopt.nextDisplay - 1; i++) {
                if (i >= 3)
                    break;

                Piece next = engine.getNextObject(engine.nextPieceCount + i);

                if (next != null) {
                    int size = (piece.big ? 2 : 1);
                    int shadowCenter = blksize * piece.getMinimumBlockX()
                            + blksize * (piece.getWidth() + size) / 2;
                    int nextCenter = blksize / 2 * next.getMinimumBlockX()
                            + blksize / 2 * (next.getWidth() + 1) / 2;
                    int vPos = blksize * shadowY - (i + 1) * 24 - 8;

                    if (vPos >= -blksize / 2)
                        drawPiece(x + blksize * shadowX + shadowCenter
                                - nextCenter, y + vPos, next, 0.5f * scale,
                                0.1f);
                }
            }
        }


harddrop players like standard-zero rule, so this is not draft version anymore. I switched rotates to be consistent with other rules: http://bziumm.mooo.com/~wojtek/tmp/StandardZero.zip . You may also remove standard-plus rule because nobody use it anymore.

Posted by: Burbruee Jun 5 2010, 05:13 PM

New version out!

QUOTE
Various bugfixes and new features.

Version 7.0.1 (2010/06/06)
#This version is still compatible with 7.0.0 netplay server. There is no change to the server.
+Added an update checker. When new version is available, it will notify you on the title screen (or mode select screen in case of Swing version).
Currently settings screen is only available on Swing version.
By default, it uses Burbruee's XML file on dropbox to check updates, but it can be changed via Swing version's setting screen.
+Added "previews above shadow" option to all three versions. (Thanks Wojtek!)
+Slick: Keyboard settings now displays actual key names.
+NetPlay: Added "View Setting" button to room screen. It lets you to view the settings of your current room without having to leave.
-NetPlay: Disable "Join/Sit out" buttons after clicked until the server makes a response. (Again thanks Wojtek!)
-NetPlay: Disable "Sit out from game" and "Change Team" buttons after the match starts, because they do nothing during the game.
*NetPlay: Better garbage meter for fractional garbage system.
*Updated STANDARD-ZERO rule to most recent version. (Rotation buttons are no longer reversed)
*Support of JRE 1.5 is discontinued because the part of update checker requires JRE1.6+.
*LWJGL 2.4.2 is now included in lib/LWJGL2_4_2 directory, because it seems required for 64bits systems.

http://www1.axfc.net/uploader/N/so/102498.rar&key=nullpo

Thanks everyone for supporting NullpoMino!

Posted by: xlro Jun 5 2010, 05:48 PM

site updated

Posted by: jennr246 Jun 5 2010, 10:59 PM

Another error with the new released version, if you have 64 bit java, and you do not have sound this is why:
There is 1 file missing from the folder NullpoMino 7_0_1/lib/LWJGL2_4_2. You will need it for sounds to work, its called OpenAL64.dll.
You can download it here: http://sourceforge.net/projects/java-game-lib/files/
Once you download, go to lwjgl-2.4.2/native/windows and copy the OpenAL64.dll file into your NullpoMino/ lib folder.

Thanks for the help Wojtek.



Posted by: xlro Jun 5 2010, 11:52 PM

what kind of java are you guys with problems using btw? the normal edition (also for 64bit os) should be 32bit, just asking cause it's not a 64bit os problem in general, never had any problems with that, using win 7 64bit with a std java jre and jdk 32bit install

Posted by: jennr246 Jun 6 2010, 12:50 AM

xlro, I have 64 bit java installed on my system this is why i keep running into problems

Posted by: Wojtek Jun 6 2010, 01:17 AM

some windows 64 bit libs are missing in 7.0.1 package, also linux and mac os x libs are missing. is this mistake?

i want to report some problems:
- sometime my default setting for create game dialog are owerwriten with setting from room i played. i think this happens when i use "view settings" button but dont know exact conditions of this bug
- since you added toj minos i use override my mino style on game tuning with toj minos, but sometimes my minos get changed to style 12 minos. again, i'm not exactly sure when this happens

thanks for implementing fractional garbage. i think its good idea for 3p+ player games, because it don't create imbalance between strong and weak attacks (reduce attack power options does it). however some people say there are too few lines of garbage with fractional garbage on. maybe there is some bug or this system just don't work as well as expected. i need to test it more.

i have seen this system in blockbox (i think it was called vs x) and it worked much better. this is probably because blockbox don't have garbage cancelling. in nullpo currently you have to cancel any <1.0 garbage before sending anything, maybe it should be changed. any suggestions?

and i think it should not be possible to use "reduce attack power" and "fractional garbage" together. i should be dropdown list: "send to all", "reduced", "fractional".

Posted by: Wojtek Jun 6 2010, 11:11 AM

only way to communicate with noname currently if to meet him on nullpomino. he is usually there always after he release new version. he said we can submit our code by posting diff patches on forum and he will add it. i think he is interested in all kind of stuff, but he mentioned gui improvements and bugfixes. he also said he want more maps.

Posted by: Spirale Jun 6 2010, 12:30 PM

QUOTE(Wojtek @ Jun 6 2010, 11:11 AM) *

only way to communicate with noname currently if to meet him on nullpomino. he is usually there always after he release new version. he said we can submit our code by posting diff patches on forum and he will add it. i think he is interested in all kind of stuff, but he mentioned gui improvements and bugfixes. he also said he want more maps.


Couldnt we just use a version concurrencing system likje CVS, SVN or GIT ?

Posted by: holdnext Jun 6 2010, 02:17 PM

There are three image files needed to be changed as shown:

block_small.png
IPB Image

block.png
IPB Image

block_big.png
http://harddrop.com/file/pic/gallery/1813.jpg


These images are in your NullpoMino/res/graphics folder.

However, rules using Tetris 1989 blocks need to be changed:
I-orange, J-yellow, L-green, O-purple, S-red, T-cyan, Z-blue.

Posted by: xlro Jun 6 2010, 03:30 PM

I think we're gonna have a svn soon - would be helpful and lead to less bugged builds probably (see my post on TC).

NullpoMino 7.0.2 is out:[link removed]

Posted by: Kitaru Jun 6 2010, 07:51 PM

QUOTE(holdnext @ Jun 6 2010, 07:17 AM) *

There are three image files needed to be changed as shown:

The rule editor allows you to specify colors of individual blocks. None of this is necessary. In fact, it makes the rule editor refer to the incorrect colors.

Posted by: holdnext Jun 7 2010, 12:02 AM

Actually, my image files are fine. All you need is to change the rules using Tetris 1989 blocks and refer to the correct colors I gave you.

Posted by: Kitaru Jun 7 2010, 08:04 AM

Sorry, my mistake. I thought you had posted up new images because you had changed around the colors. I didn't realize you had modified any blockskins since nothing else looked new at first glance.

I still don't understand why you've moved those blocks around, though. They're monochrome, so the only reason they were in those columns was that you could use the guideline color codes to refer to the appropriate sprite for that block.

Posted by: holdnext Jun 7 2010, 04:44 PM

My reason I move monochrome blocks:
Hint: there is no orange frame; the straight line piece is orange

The rule files are NintendoL and NintendoLFast.

Posted by: xlro Jun 7 2010, 06:51 PM

holdnext, you make the most random postings ever (for my understanding); 90% of the time I don't get at all what your are trying to say - might be just me tho.

can you explain what this business with the orange I is all about? by now, I got that the color is somehow not used for one of the players frames in mp? - and that your mino coloring is a special one you use for nullpo (and you would like to have it as a standard?)
and especially why you care so much about all this (since you can change the colors in the rule editor just fine, lilke you did, no?)

or is this some kind of running gag, I just totally missed? biggrin.gif

maybe you can write out the complete problem(s), not just using hints rolleyes.gif

Posted by: myndzi Jun 7 2010, 07:36 PM

I strongly suspect that holdnext is just a bot using Markov chaining to generate text to troll us all.

Posted by: holdnext Jun 7 2010, 07:52 PM

The I Tetrimino is the only Tetrimino that clears four lines at once.
When I Tetrimino is orange, the J Tetrimino is yellow, L Tetrimino is green, S Tetrimino is red, Z Tetrimino is blue, T Tetrimino is cyan, and O Tetrimino is purple.
I would also like to have this as a standard.
I also like these colors of Tetriminos (there are six player colors, there is no orange player color).

Posted by: caffeine Jun 7 2010, 08:03 PM

QUOTE(holdnext @ Jun 7 2010, 07:52 PM) *

The I Tetrimino is the only Tetrimino that clears four lines at once.
I would also like to have this as a standard.
I also like these colors of Tetriminos (there are six player colors, there is no orange player color).


There are seven Tetriminos. The block with the hole is an octomino. It has four axes of reflection symmetry. Five other octominoes have a hole. We should make the block with the whole orange, as a standard.

Posted by: Boingloing Jun 7 2010, 08:07 PM

O_o.... Orange is a color, made by mixing yellow and red...?

Posted by: holdnext Jun 7 2010, 08:10 PM

i think the block with the hole should be gray as a standard actually.

Posted by: caffeine Jun 7 2010, 08:15 PM

QUOTE(holdnext @ Jun 7 2010, 08:10 PM) *

i think the block with the hole should be gray as a standard actually.


There's only one Tetrimino that can clear no more than two lines. It's the O-Tetrimino. It looks like the block with the hole, but it doesn't have a hole. It's yellow.

Posted by: xlro Jun 7 2010, 09:34 PM

QUOTE(myndzi @ Jun 7 2010, 07:36 PM) *

I strongly suspect that holdnext is just a bot using Markov chaining to generate text to troll us all.

this.

Posted by: Wojtek Jun 7 2010, 09:36 PM

Ghost (empty) room stays on nullpomino server.

I'm working on improvemnts for fractional garbage system.

I have request, win counting. Would be very useful for ladder and tournament matches. It should work like TOJ stars (on bottome of frame). I wanted to work on it myself, but i think fractional system imrovemnts are more urgent.

Posted by: Caithness Jun 7 2010, 09:46 PM

I actually think the ability to leave empty rooms could be useful. It should be optional, though, of course.

Posted by: Wojtek Jun 8 2010, 02:12 AM

ok, i made two changes to fractional garbage system
- denominator is now 60 not 10 so 3 doubles in 4p games will now send 1/3 + 1/3 + 1/3 = 1 to each player instead of 0.3 + 0.3 + 0.3 = 0.9
- garbage canceling only when there is at least one full line of garbage, if not your attack power is used for sending

this should solve problem with too few garbage in divided garbage system. but i still not happy about how this system works. :-/

here is patch: http://bziumm.mooo.com/~wojtek/tmp/NetVSBattleMode.java.diff
hope i didn't break anything

i thinking about:
- maybe only send garbage should be divided and attack power used for cancelling should not be divided, but not sure about it

Posted by: xlro Jun 9 2010, 01:51 AM

100% cpu usage bug occurred again after 4 and a half days of uptime, on version 7.0.
The normal cpu usage of the netserver is pretty low, only taking a couple minutes of cpu time per day on my box.

Logs are giving no indication at all, what is causing this bug, but I'm suspecting some not so clean network disconnects or similar to be the source of the problem. Next step would be to systematically check the whole server code for blocks, which could actually cause this kind of behavior, e.g. through incorrect use of the socket functions, unwanted polling or similar effects.

I'm giving it a last chance for now, restarting the netplay server, if it acts up again, I'm gonna have to wait for a proper fix.

Posted by: Wojtek Jun 9 2010, 02:15 AM

what's with Burbruee's server?

Posted by: xlro Jun 9 2010, 02:56 AM

I can't connect to it atm, but I think it should be up in general - dunno how much players are on there normally tho, so that he might not have experienced the bug himself, yet.
I've seen it two or three times now on my box, which is online 24/7, runs stable for over a year now, and has no experimental versions or anything funny installed for the java environment.

Posted by: hebo-MAI Jun 9 2010, 03:35 AM

I made a rule.
http://www1.axfc.net/uploader/Sc/so/122031.zip

This rule is like SRS, but a little different.
-IRS and IHS is allowed.
-you can put above viewable field.
-NEXT 3
-hidden height 3
-ARE 0-10 Line Clear 0-10
-DAS 8-12
-History6Rolls
-StandardSymmetricWallKick

This rule is not faster than StandardZero, but i think that you can see the enemy's field.


This message is for author:
I'm Japanese and not good at English.
If you don't understand my sentences, I'll explain in Japanese.

Posted by: Spirale Jun 9 2010, 08:10 AM

QUOTE(xlro @ Jun 9 2010, 01:51 AM) *

100% cpu usage bug occurred again after 4 and a half days of uptime, on version 7.0.
The normal cpu usage of the netserver is pretty low, only taking a couple minutes of cpu time per day on my box.

Logs are giving no indication at all, what is causing this bug, but I'm suspecting some not so clean network disconnects or similar to be the source of the problem. Next step would be to systematically check the whole server code for blocks, which could actually cause this kind of behavior, e.g. through incorrect use of the socket functions, unwanted polling or similar effects.

I'm giving it a last chance for now, restarting the netplay server, if it acts up again, I'm gonna have to wait for a proper fix.

did u try to open up the java console to see if there was some messages.
EDIT : you could also try to run some java code analyzer like findbugs and look for infinite loops i will try this at home

Posted by: hebo-MAI Jun 9 2010, 11:57 AM

I find a bug.

http://www1.axfc.net/uploader/Img/so/85072.png&key=nullpo

I cannot see the word NEXT and HOLD (version 7.0.2).

Posted by: Burbruee Jun 9 2010, 02:01 PM

QUOTE(Wojtek @ Jun 9 2010, 04:15 AM) *

what's with Burbruee's server?

It's been down for several weeks. You guys haven't noticed until just now? ohmy.gif

It produced some sort of kernel error when booting up after a crash, and I haven't been able to physically be where the server is at because of full time occupation. I will have a look at it eventually.

But to be honest, there has been nothing but troubles since I upgraded the operating system from ClarkConnect to ubuntu 10.04, it has not been able to hold an uptime of even a week since the switch to ubuntu. Could be a hardware problem such as the HDD which I have suspected for some time.

Posted by: xlro Jun 9 2010, 03:31 PM

QUOTE(Spirale @ Jun 9 2010, 08:10 AM) *

did u try to open up the java console to see if there was some messages.
EDIT : you could also try to run some java code analyzer like findbugs and look for infinite loops i will try this at home

there weren't any
sadly I don't have the time atm to run a code analyzer or debug the code in any other way, but if it doesn't get fixed, I'll def have a look into it myself in a couple of days/weeks

QUOTE(Burbruee @ Jun 9 2010, 02:01 PM) *

It's been down for several weeks. You guys haven't noticed until just now? ohmy.gif

It produced some sort of kernel error when booting up after a crash, and I haven't been able to physically be where the server is at because of full time occupation. I will have a look at it eventually.

But to be honest, there has been nothing but troubles since I upgraded the operating system from ClarkConnect to ubuntu 10.04, it has not been able to hold an uptime of even a week since the switch to ubuntu. Could be a hardware problem such as the HDD which I have suspected for some time.

I remember you writing about the hardware failure, etc. - but I thought I read (on TC I guess) that you brought the servre back couple weeks ago, that's also why noname added your server back to the default list, no?

Posted by: Spirale Jun 9 2010, 05:33 PM

QUOTE(xlro @ Jun 9 2010, 03:31 PM) *

there weren't any
sadly I don't have the time atm to run a code analyzer or debug the code in any other way, but if it doesn't get fixed, I'll def have a look into it myself in a couple of days/weeks
I remember you writing about the hardware failure, etc. - but I thought I read (on TC I guess) that you brought the servre back couple weeks ago, that's also why noname added your server back to the default list, no?


I've ran FindBugs on the NetServer.java file and couldnt find anything related to that issue.
I would think the bug must be somewhere in the server listener main loop, ive seen in the source code that it should write to the log everytime it writes or reads from the socket so if the server is stuck in this loop then you should probably have tons of the same message in the end of the log. Then again I assume this is the first thing you checked so...Could you post your log somewhere, though ?


Posted by: xlro Jun 10 2010, 01:46 AM

I've started to make a detailed list of all nullpo single player game modes on the wiki, 'cause I couldn't really find one (the official readme just gives vague descriptions, and ofc doesn't reference the original games).

http://harddrop.com/wiki/NullpoMino

I just listed all game modes and filled in a few off the top of my head.
Would be nice if someone could fill in the list, especially the modes, which are replicating 1:1 some other game and which rule is intended to be used with that mode to get the right gameplay experience.

Posted by: xlro Jun 11 2010, 08:27 AM

Same bug again after ~2 days - took the netplay server down for now, it's just not stable enough in the current state.
I'm sorry that I can't really help debug this in the next couple days - but I also can't leave it online like that, everyone with a server will understand I hope. Maybe you find someone willing to host an alternative for now, who always has an eye on it.
If/When I get around to debugging this, I'd def. let it run once with log level on DEBUG, which could give some hints (as Spirale pointed out). The problem is that as long as we don't know where this could come from, replication of the bug can easily take days. I guess our best shot lies with the developer atm, he should know the code best and where there could be hidden problems, he might not have addressed properly.

PS: thanks for filling out the wiki page guys, looks almost perfect now

Posted by: Spirale Jun 11 2010, 12:54 PM

i created a temporary server : 82.216.221.245

Posted by: XaeL Jun 11 2010, 11:42 PM

is ther a way to tone down the line clear animation? the animation covers up the surrounding lines, making it difficult to see a viable downstack path.

by tone down i mean reducing, not REMOVING it (i know how to remove line clear animation)

Posted by: jennr246 Jun 11 2010, 11:49 PM

Yes you can turn it off, as I also did not like it.

Start nullpo and go to config, then general options then change line clear effect to x

Posted by: XaeL Jun 11 2010, 11:51 PM

oops, i edited p[ost after u replied. i mean tone down not remove.

Posted by: jennr246 Jun 11 2010, 11:53 PM

LOL, ummm don't know then...

Posted by: meow Jun 12 2010, 01:17 AM

i think you can edit res/graphics/break#_0.png to tone it down. of course, i've never tried it.

Posted by: XaeL Jun 12 2010, 01:54 AM

it did nothing!!

Posted by: Spirale Jun 12 2010, 03:00 AM

i stopped the server.

Posted by: Jes Jun 12 2010, 01:41 PM

anyone knows if nullpomino has problems working on 64 bit computers, or on windows 7? I downloaded it, and i can open it, but the game just doesn't wanna start. I NEED HELP! : =)

Posted by: jennr246 Jun 12 2010, 02:09 PM

Try copying the files from the lib/LWJGL2_4_2 into the lib folder and see if that helps.

I'm not sure exactly what you can't get to work if you could give a little more detail. Did you try opening Play_slick? What happens if u do?

Posted by: Spirale Jun 12 2010, 02:43 PM

server started same ip 82.216.221.245

Posted by: Wojtek Jun 12 2010, 03:31 PM

new server: harddrop.com smile.gif
it should stay up all the time, if it won't cause problems.

Posted by: Spirale Jun 12 2010, 03:38 PM

QUOTE(Wojtek @ Jun 12 2010, 03:31 PM) *

new server: harddrop.com smile.gif


ok im stopping the server then, thanks wojtek and blink

Posted by: Wojtek Jun 12 2010, 03:40 PM

anyway thanks for your server, oliv. i had lot of games on it yesterday.

Posted by: Burbruee Jun 13 2010, 10:54 AM

http://img412.imageshack.us/img412/4954/20100613125007.png



Haha, topped out on same level twice and about the same time too. ^^

Posted by: Jes Jun 13 2010, 05:48 PM

Thanks a lot Jenn, it works now. awesome, now i just need to figure out how to make the settings right and so, doesnt seem to be that easy, but im working hard on it : D

Posted by: Wojtek Jun 15 2010, 07:24 PM

New version is out: http://nihon.se/NullpoMino/NullpoMino7.1.0.rar
biggrin.gif

Harddrop server is already updated
smile.gif

Posted by: Blink Jun 15 2010, 07:34 PM

QUOTE(Wojtek @ Jun 15 2010, 12:24 PM) *

New version is out: http://nihon.se/NullpoMino/NullpoMino7.1.0.rar
biggrin.gif smile.gif


Server updated, here was the changelog:

QUOTE

Version 7.1.0 (2010/06/15)
#This version is NO LONGER compatible with 7.0.* netplay server.
#I, the NullpoMino author, will use the name "NullNoname !bzEQ7554bc" from this version.
+Added PoochyBot v1.21. Read "PoochyBot Readme.txt" for details. Thanks Poochy!
(I added some Javadocs to suppress compiler warnings, but the code itself is same)
+Swing/NetPlay: "Watch" feature now works with Swing version.
+NetPlay: Added three new game stats: KO, Wins, and Games.
KO: Number of players you knocked out in this game
Wins: Total number of win/1st place (Reset to zero when you exit the room)
Games: Total number of games you played in this room (Reset to zero when you exit the room)
+NetPlay: Chat log is automatically saved inside the log directory.
+NetServer: Added Tripcode system. A tripcode is a hashed password by which a person can be identified by others.
To use it, you can enter #tripcode (password followed by a sharp) to your nickname field.
(Wikipedia article: http://en.wikipedia.org/wiki/Tripcode)
+NetServer: Added an option to display IP/Hostname in various ways. Both plaintext and hashcode are supported.
Open "config/etc/netserver.cfg" with any text editor to adjust settings of your server.
+Added hebo-MAI's rule, "StandardGIZA". (Thanks hebo-MAI!)
-PHANTOM MANIA: Fixed grade re-award (or re-flash) bug. (Thanks Zircean!)
-GRADE MANIA 3: Fixed GM-awarded-when-it-shouldn't bug. (Thanks Zircean!)
MM grade with GM performance will be shown as flashing MM on results screen.
-NetPlay: Doesn't stop BGM when one of opponents dies in 3P+ match (Thanks SWR!)
-NetPlay: "Sit out from game" and "Change Team" buttons are enabled as soon as you die.
*NetServer: Disconnect the client when message send fails (workaround for CPU 100% bug)
*NetServer: Cleans up every list (including room list and player list) when everyone disconnects.
(This is an workaround for ghost room bug)
*NetPlay: Applied Wojtek's new fractional garbage system patch (60 denominator)
*All log files are created inside the log directory.

Posted by: GoldPlatedDish Jun 15 2010, 10:27 PM

QUOTE(Wojtek @ Jun 15 2010, 03:24 PM) *

New version is out


ALREADY???? Holy cow, NullpoMino get its updates faster than Superman can make the earth go the other way! laugh.gif

Posted by: Beastin_Shen Jun 16 2010, 07:25 AM

i request an autoupdate biggrin.gif

Posted by: Hypofreakk Jun 16 2010, 10:16 AM

YAY. New nullpo ;D

Posted by: massi4h Jun 16 2010, 11:48 AM

This game is awesome. One prob that I have though: is there a way to put piece/hold previews on the right/left?

Posted by: goofer Jun 16 2010, 06:25 PM

I got a problem. I canīt logon Nulp anymore.

When i login with version 7.1 on server harddrop.com i get the following:


*** Server version:7.1
*** Number of players:3
*** DISCONNECTED

while other ppl can just logon.

Before it worked fine, jus suddenly yesterday and today I keep getting this disconnection message right after i login

Anyone has an idea?

Posted by: Wojtek Jun 16 2010, 07:10 PM

this might be stupid question but you are sure you are on 7.1.0 and not 7.0.1?

Posted by: goofer Jun 16 2010, 07:27 PM

QUOTE(Wojtek @ Jun 16 2010, 07:10 PM) *

this might be stupid question but you are sure you are on 7.1.0 and not 7.0.1?



haha thnx, but to defend me from total stupidity I assumed the latest version was on [link removed]
thats why i didnīt look twice

Posted by: Blink Jun 17 2010, 06:32 AM

Author, this post is to let you know that the 100% CPU server bug still remains (but less frequently I think) .

Server is running CentOS 5 with OpenJDK for java

QUOTE(Beastin_Shen @ Jun 16 2010, 12:25 AM) *

i request an autoupdate biggrin.gif


+1, especially considering how often the author updates the game =)

Posted by: hebo-MAI Jun 17 2010, 08:07 AM

I had a mistake.
The speed of softdrop is very slow on my rule.
I fixed it.
Here's the rule.
http://www1.axfc.net/uploader/Sc/so/124705.zip&key=nullpo


for author
I could found a bug.

---IN JAPANESE---
NETPLAYを選択して、稼働中のサーバーに接続した後切断し(そのサーバーには部屋が1つ以上ある状態の時)、別の稼働していないサーバーに接続しようとすると
"*** 切断されました"というメッセージは表示されますが、その後ルームをダブルクリックすると入室することが出来ます(プレイすることは出来ません)。
通常プレイする分には全く問題ありません。

Posted by: Wojtek Jun 18 2010, 06:16 AM

netplay userbase is not growing at all. :-/

Posted by: Caithness Jun 18 2010, 06:13 PM

Seems like it's growing to me. I just played with four different people.

Of course, I guess I'm comparing it to when netplay was first implemented. Have you seen a plateau in the number of players?

Posted by: Spirale Jun 18 2010, 07:06 PM

QUOTE(Blink @ Jun 17 2010, 06:32 AM) *

Author, this post is to let you know that the 100% CPU server bug still remains (but less frequently I think) .




Did you turn on the debug log ?

To do it go to config/etc in nullpomino folder, and edit log_server.cfg, then replace

# Set root logger level
log4j.rootLogger=INFO, A1, A2

with

# Set root logger level
log4j.rootLogger=DEBUG, A1, A2


u will have maximum 10 files of 5Mb so maximum 50Mb log file, you can modify this in the same file :

log4j.appender.A2.MaxFileSize=5MB
log4j.appender.A2.MaxBackupIndex=10

The files are "rolling" so if you reach 10 files of 5 Mb then it will delete the oldest log file, and write the new logs to a new file.

so if the bug occurs you should copy the log files to a safe place and let us look at it. the log files are in the nullpomino root folder.

Also you have to restart the server for changes in log_server.cfg to take place

Posted by: Wojtek Jun 19 2010, 02:08 PM

Nullpomino 7.2.0 is out. Hopefully 100% CPU is fixed for good now.

Posted by: Blink Jun 19 2010, 07:05 PM

Server updated to version 7.2.0

http://www.sendspace.com/file/z6oyp4

Changelog:

QUOTE
Version 7.2.0 (2010/06/19)
#This version is NO LONGER compatible with 7.1.* netplay server.
+Slick/SDL: Added new title screen. (Thanks Zircean!)
+Swing/Slick/SDL: Added "Outline Ghost Piece" option. If enabled, ghost piece will be outline-styled instead of darker image of the piece.
+NET-VS MAP EDIT: Added "GRAY->?" tool. When used, it will change all gray blocks on the field to different colors.
+NetPlay/NetServer: It now compresses rule, map, and (if needed) field data. It will reduce a lot of packet size.
-Slick: Restores title-bar texts when you come back to title screen.
(Previously, name of game mode was still displayed even if you come back to the title screen)
-NetPlay: Fixed tripcode spoof bug. (Thanks Wojtek!)
-NetPlay: Fixed a bug that room list doesn't get cleared after you disconnect. (Thanks hebo-MAI!)
-NetServer: Fixed a CPU 100% causing bug on onAccept()
-GRADE MANIA 2: Leaderboard is no longer displayed when 20G option is used. (Thanks 2ch thread >>779!)
*Updated hebo-MAI's rule, "StandardGIZA". Now it has faster softdrop speed.
*AIs no longer not affect leaderboards. Replay file is still created. (Thanks SWR!)
*[Internal change] All AIs (including PoochyBot) now extends DummyAI class instead of implementing AIPlayer interface.
So, no changes are required to AIs when AIPlayer adds something.
*[Internal change] PoochyBot/Crypt: Moved to different packages (net.tetrisconcept.poochy.nullpomino.ai and org.cacas.java.gnu.tools, respectively)


Posted by: Blink Jun 19 2010, 08:33 PM

Feature suggestion:

When connecting to the server with the wrong client version, can you make it give some messagebox or error message that says invalid client version or something, rather than just disconnecting. That way players know to update their client and not think that the server is down or something. (i know it shows the server version before it disconnects you, but so many people still don't realize what's wrong)

Posted by: bach_of_tetris Jun 20 2010, 02:08 AM

So what exactly is standard giza, is it just standard plus with even faster soft drop?

Posted by: massi4h Jun 21 2010, 03:11 AM

So yeah I must ask again. Is there a way to put hold piece on the left and previews on the right? I just can't play properly without that setup.

Posted by: Kitaru Jun 21 2010, 04:20 AM

Hm, not yet. We're looking into it.

EDIT: Blah Nullpomino UI is annoying to work with. :/ There isn't enough room on the sides to draw more than the half-size pieces along the edges on account of how the UI is currently laid out. I could give you a quick hacked up version that does what you want probably, but the previews would be small like the ones that wrap along the edge when you have 4+ previews in the current layout.

EDIT2: Example screen for your viewing:
http://sphotos.ak.fbcdn.net/hphotos-ak-ash2/hs059.ash2/36306_405369690674_515950674_4274080_1736380_n.jpg



I'm sure we'll get real side preview support eventually, but this is about the best I can manage right now without making stuff overlap. I can also do things like move over the little dark box behind the previews, but this is just a quick example.

Posted by: massi4h Jun 21 2010, 07:17 AM

That is fine thanks! Can I grab that off you? Still got exams til Thursday so I shouldn't be worrying lol. But yeah that looks good.

Posted by: Kitaru Jun 21 2010, 08:24 AM

Yeah, I'll work on it a bit tomorrow and toss it up somewhere. Right now it only is changed in the SDL build, and I also was thinking I'd probably move Hold and the dark box as well.

Posted by: Blink Jun 21 2010, 09:35 PM

Nice work Alex. BTW to author: It appears the 100% CPU Bug is fixed, haven't had any problems after nearly 3 days up.

Posted by: Kitaru Jun 22 2010, 12:39 AM

http://kitaru.1101b.com/Nullpo72_nextAtSides/NullpoMino.jar
In General Options, you can toggle Next At Sides on or off. It is right below Dark Next Area. I didn't add the option to the Swing version yet since I didn't know how, although the code to trigger it exists. You can add a line that says "option.nextposition=true" (without quotes) to your swing.cfg if you want to use it in that version, however.

http://sphotos.ak.fbcdn.net/hphotos-ak-ash2/hs068.ash2/36744_405637235674_515950674_4283100_7883478_n.jpg

Posted by: Blink Jun 22 2010, 12:57 AM

QUOTE(Kitaru @ Jun 21 2010, 05:39 PM) *

http://kitaru.1101b.com/Nullpo72_nextAtSides/NullpoMino.jar
In General Options, you can toggle Next At Sides on or off. It is right below Dark Next Area. I didn't add the option to the Swing version yet since I didn't know how, although the code to trigger it exists. You can add a line that says "option.nextposition=true" (without quotes) to your swing.cfg if you want to use it in that version, however.


Very nice, is there a way to stretch out the vertical dark area? Sometimes it's hard to see the blue mino because it blends with the background.

Posted by: Kitaru Jun 22 2010, 02:28 AM

Yeah, I can do that. I only put it on the first 3 pieces to vaguely mimic the way it looks when the previews are on top, but I can whip up a little something to have it stretch to fit the number of pieces.

Posted by: jennr246 Jun 22 2010, 02:43 AM

Was testing out the new poochybot AI and it seems there is some bug where if it is putting an i in the far left column it doesn't drop the piece it just waits till it falls down....

Posted by: Kitaru Jun 22 2010, 02:47 AM

@Blink: New version is up in the same place.

@jenr: Do you have things set to Classic? It only really "knows" how to play with Classic3, so my guess is that it may do some slightly odd things when handling pieces in other rotation systems.

Posted by: jennr246 Jun 22 2010, 02:58 AM

Oh, no didn't realize the AI needed a different rule to work right. I will check it out with the Classic3 and see if that makes the difference.

Is this the same with the other AI setting too, Basic and T-spin?

Well it does seem to take care of the issue w/the I changing the rule. Altho its MUCH slower...

Thanks for letting me know about the rule.

Posted by: Kitaru Jun 22 2010, 03:48 AM

I don't think it matters with Basic and T-Spin. Poochy wrote his bot specifically around Classic3, though. Slower though? That shouldn't be.

Posted by: jennr246 Jun 22 2010, 04:05 AM

ok for comparison, with my regular rule on poochy gets 12 secs on 40L

with the classic3 rule on it gets 1:01

HUGE difference, even if i take the line delay off.

Posted by: Kitaru Jun 22 2010, 05:26 AM

I think you've configured something wrong somewhere. Its 40 Lines performance should be all but unaffected by which rule set you are using. The place where things matter most is how it handles 20G.

Posted by: Wojtek Jun 22 2010, 12:29 PM

Line clear delay is not enough, turn off ARE too.

Posted by: holdnext Jun 22 2010, 04:27 PM

I don't think the dark window fits in on the hold and next queues.
I also don't think about the toggle Next At Sides option.

Posted by: oxxquake3oxxo Jun 23 2010, 04:24 PM

I like the game but i have a few questions so far. i am playing with play_sdl

On the last page Kitaru made a post about putting the preview pieces to the right side. But i don't really know what to do with that jar file.

whenever I play vs mode with an AI every time i press soft drop, it hard drops. it never does that in any other mode

also are there more harder AIs available or a way to make the existing ones harder? I am using the T-spin one with 0 think delay btw.

Posted by: meow Jun 23 2010, 05:04 PM

Find your nullpomino folder and there should be a file inside called NullpoMino.jar. To use Kitaru's version, just rename that one to something else (or overwrite it) and place the new NullpoMino.jar inside that folder.

Posted by: oxxquake3oxxo Jun 23 2010, 07:09 PM

Thanks i got the preview working

but my other two question still remains.

Posted by: virulent Jun 25 2010, 04:24 PM

uh..iono if anyone wants this but here goes~
http://img444.imageshack.us/img444/8863/titlewg.png

dunno why they renamed my image..but save to NullpoMino[whatever version]/res/graphics/title.png
or NullpoMino[whatever version]/res/graphics/back0.png

n if anyone wants TOJ sounds for np, pm me.
or if anyone wants an image turned into their np wallpaper n doesn't know how to, pm me as well.

Posted by: holdnext Jun 25 2010, 06:13 PM

Here's another Nullpomino title screen:
http://harddrop.com/file/pic/gallery/1906.jpg

Seven Tetriminos, seven colors, and six player colors.

Posted by: xlro Jun 25 2010, 09:06 PM

QUOTE(holdnext @ Jun 25 2010, 06:13 PM) *

Here's another Nullpomino title screen:
http://harddrop.com/file/pic/gallery/1906.jpg


Seven Tetriminos, seven colors, and six player colors.

gotta love the orange stick

Posted by: XaeL Jun 25 2010, 09:47 PM

someone please explain the orange stick to me.

Posted by: Blink Jun 27 2010, 05:49 PM

Feature Requests:

Hash code in color or something so that people can't just set their entire name as "Mozallica !KWqqEpx4fE" and look exactly the same.

Lobby controls (voice/unvoice, kick/ban)


Posted by: Beastin_Shen Jun 27 2010, 06:04 PM

Request :

When setting up controls, have a Hard drop seperated from up
if you want harddrop as up, you can select up for both.


Posted by: xlro Jun 27 2010, 07:06 PM

QUOTE(Blink @ Jun 27 2010, 05:49 PM) *

Hash code in color or something so that people can't just set their entire name as "Mozallica !KWqqEpx4fE" and look exactly the same.

I thought this has been addressed already, I remember wojtek posting this on tc some time ago and NullNoname fixing it.

QUOTE(Beastin_Shen @ Jun 27 2010, 06:04 PM) *

When setting up controls, have a Hard drop seperated from up
if you want harddrop as up, you can select up for both.

either this, or just having the option of two possible keys for each control in general (optional ofc)

Posted by: Blink Jun 27 2010, 07:13 PM

QUOTE(xlro @ Jun 27 2010, 12:06 PM) *

I thought this has been addressed already, I remember wojtek posting this on tc some time ago and NullNoname fixing it.
either this, or just having the option of two possible keys for each control in general (optional ofc)


oh you're right, the "!" from the hashcode text shows up as "?" instead.

Posted by: myndzi Jun 27 2010, 07:27 PM

QUOTE(Beastin_Shen @ Jun 27 2010, 06:04 PM) *

Request :

When setting up controls, have a Hard drop seperated from up
if you want harddrop as up, you can select up for both.


I've complained about this from a long time ago. The interface navigation should definitely be separate from the game keys, or else re-binding them is pretty useless. It would be sufficient to have the arrow keys and enter/escape override key bindings when used in the menus. There's really no need to provide separate bindings in this case.

I would definitely like to be able to read lobby chat when in a game room, and along the lines of moderation controls, a global message would be useful too (that would send messages to the lobby and all game rooms).

Posted by: holdnext Jun 27 2010, 07:52 PM

The orange stick is when there's no orange frame and orange garbage.

Up to six players can play Nullpomino Netplay.
Each player has its unique color frame. It includes Z-, S-, L-, J-, O-, and T-Tetrimino colors used as frames and garbage.

Posted by: jennr246 Jun 29 2010, 02:58 PM

I know a couple of people have mentioned that the z spin double is not counted right in nullpo. I checked to see what it says when you do a z spin double and it says: z mini d. I also checked in netplay to see how many lines are sent when you do a z spin double and it sends 3 lines which is right I believe. So I'm guessing that the only problem here is the name that shows up when you perform it?

Posted by: Skooble Jun 29 2010, 05:03 PM

Request:

http://img28.imageshack.us/img28/4386/48126940.png


Fix this.

Posted by: EienTatsu Jun 29 2010, 07:03 PM

I'm trying to learn how to play nullpmino from TF and I'm a bit confused to say the least. can anyone help me?

Posted by: jennr246 Jun 29 2010, 09:07 PM

What do you need help with?

Posted by: Mito Jun 30 2010, 09:53 AM

Just installed nullpomino and I think it's really nice, but I have my problems, because I am a beginner to vocabs like "das" and so on. I collapsed already seeing the config menu the first time. biggrin.gif
Probably this program is for experienced players.

Posted by: XaeL Jun 30 2010, 11:11 AM

QUOTE(Mito @ Jun 30 2010, 09:53 AM) *

Just installed nullpomino and I think it's really nice, but I have my problems, because I am a beginner to vocabs like "das" and so on. I collapsed already seeing the config menu the first time. biggrin.gif
Probably this program is for experienced players.



you coudlnt be more wrong. This program MAKES you an experienced player.

Posted by: Paul676 Jun 30 2010, 12:05 PM

QUOTE(XaeL @ Jun 30 2010, 11:11 AM) *

you coudlnt be more wrong. This program MAKES you an experienced player.


You couldn't be more wrong. Playing a lot makes you an experienced player.

Posted by: jujube Jun 30 2010, 02:56 PM

is it nullpa-mihno or nullpo-meeno or what?

Posted by: jennr246 Jun 30 2010, 03:04 PM

@Mito: You don't need to be an experienced player to use this game, you just may need some help setting it up because it is very customizable

@ jujube: Never really discussed pronunciation before but I say it the 2nd way you wrote.

Posted by: EienTatsu Jun 30 2010, 03:20 PM

QUOTE(Paul676 @ Jun 30 2010, 12:05 PM) *

You couldn't be more wrong. Playing a lot makes you an experienced player.

By Definition lol


I'm just confused on how to set up the settings. And if you hit two buttons at once it doesnt work. Is it supposed to be that way?

Posted by: Caithness Jun 30 2010, 04:22 PM

I actually find myself pronouncing it both ways.

Posted by: jennr246 Jun 30 2010, 04:35 PM

I am working on making a setup guide for nullpo and I will post it as soon as I'm done, for those that need help.

http://harddrop.com/forums/index.php?showtopic=2317

Posted by: Blink Jul 15 2010, 05:03 PM

feature suggest:

enable/disable garbage cancelling

Posted by: ohitsstef Jul 16 2010, 02:51 PM

suggestion:
have more players on netplay

oh hello thurrr netplay.. "ZERO PLAYERS?! THE FRATT??"

Posted by: jennr246 Jul 20 2010, 07:35 PM

A few weeks ago I tested the zsd/ssd's and found that they were sending 3 lines and I thought that only the name of the spin was incorrect. But today WeepingAngel was doing them and sending 4 lines, but only 1 type of zsd sends 4 and others send 3. It would seem that ssd would send either 3 or 4 depending on the type of setup. Shouldn't all of the ssd/zsd's regardless of setup send 4 lines?

Posted by: chopin Jul 20 2010, 07:41 PM

QUOTE(jennr246 @ Jul 20 2010, 02:35 PM) *

A few weeks ago I tested the zsd/ssd's and found that they were sending 3 lines and I thought that only the name of the spin was incorrect. But today WeepingAngel was doing them and sending 4 lines, but only 1 type of zsd sends 4 and others send 3. It would seem that ssd would send either 3 or 4 depending on the type of setup. Shouldn't all of the ssd/zsd's regardless of setup send 4 lines?


Someone was telling me that due to Amagami SRS Spin Law, one counts as a Mini Spin Double, while the other one is a full-fledged Spin Double.

Posted by: meow Jul 21 2010, 03:38 AM

i think myndzi discovered that this was a bug (the bias against S or was it Z?) and has fixed it in the next version. smile.gif

Posted by: mippo Jul 21 2010, 10:54 AM

QUOTE(Kitaru @ Jun 22 2010, 12:39 AM) *

http://kitaru.1101b.com/Nullpo72_nextAtSides/NullpoMino.jar
In General Options, you can toggle Next At Sides on or off. It is right below Dark Next Area. I didn't add the option to the Swing version yet since I didn't know how, although the code to trigger it exists. You can add a line that says "option.nextposition=true" (without quotes) to your swing.cfg if you want to use it in that version, however.



Great!!! I'm worthless with preview at the top, thanks Kitaru!

The preview pieces are still way too small for me unfortunately, is there a way to get them bigger?

I'd especially would prefer the hold piece and the first piece coming up to have the same size as the pieces in play, although it looks like there isn't enough room in the current layout to make them bigger

Posted by: lmartins Jul 27 2010, 11:51 PM

QUOTE(Blink @ Jun 21 2010, 09:35 PM) *

Nice work Alex. BTW to author: It appears the 100% CPU Bug is fixed, haven't had any problems after nearly 3 days up.


Much appreciated. Do you know that with your JAR file its not possible to toggle the last item in general settings (display ghost piece)? It goes from Show Next Above Shadow to Full Screen. Just thought I'd let you know.

Thanks again.

Posted by: Kitaru Jul 28 2010, 12:03 AM

Yeah, I discovered that I had accidentally missed that in my patch. I can fix that and re-upload in a minute.

EDIT: Re-download from the same link to solve this issue.

Posted by: Blink Jul 30 2010, 11:24 PM

Actually, the 100% server issue still exists. I've noticed it happening since but forgot to post about it. Instead I would just close and reload the NP server.

Posted by: Wojtek Aug 9 2010, 08:23 AM

Nullpomino 7.3.0

download: http://nullpomino.googlecode.com/files/NullpoMino7.3.0.rar

Posted by: Spirale Aug 9 2010, 09:19 AM

QUOTE(Blink @ Jul 30 2010, 11:24 PM) *

Actually, the 100% server issue still exists. I've noticed it happening since but forgot to post about it. Instead I would just close and reload the NP server.



can you turn the debug log on :
http://harddrop.com/forums/index.php?s=&showtopic=2035&view=findpost&p=20628

Posted by: DrPete Aug 9 2010, 07:09 PM

www.harddrop.com's nullpo server seems to be down at the moment so I'm putting a temp one up on my laptop, host: 94.192.220.209. hopefully the latency won't be too bad

i enabled debug log as well in case the 100% bug is still there

Posted by: Blink Aug 9 2010, 08:25 PM

After updating the server files I'm getting this, any ideas?

CODE
master@server [/home/harddrop/public_html/Nullpomino]# Exception in thread "main" java.lang.NoClassDefFoundError: org/game_host/hebo/nullpomino/game/net/NetServer
Caused by: java.lang.ClassNotFoundException: org.game_host.hebo.nullpomino.game.net.NetServer
        at java.net.URLClassLoader$1.run(URLClassLoader.java:217)
        at java.security.AccessController.doPrivileged(Native Method)
        at java.net.URLClassLoader.findClass(URLClassLoader.java:205)
        at java.lang.ClassLoader.loadClass(ClassLoader.java:319)
        at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:294)
        at java.lang.ClassLoader.loadClass(ClassLoader.java:264)
        at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:332)

Posted by: DrPete Aug 9 2010, 08:38 PM

QUOTE(Blink @ Aug 9 2010, 08:25 PM) *

After updating the server files I'm getting this, any ideas?

CODE
master@server [/home/harddrop/public_html/Nullpomino]# Exception in thread "main" java.lang.NoClassDefFoundError: org/game_host/hebo/nullpomino/game/net/NetServer
Caused by: java.lang.ClassNotFoundException: org.game_host.hebo.nullpomino.game.net.NetServer
        at java.net.URLClassLoader$1.run(URLClassLoader.java:217)
        at java.security.AccessController.doPrivileged(Native Method)
        at java.net.URLClassLoader.findClass(URLClassLoader.java:205)
        at java.lang.ClassLoader.loadClass(ClassLoader.java:319)
        at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:294)
        at java.lang.ClassLoader.loadClass(ClassLoader.java:264)
        at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:332)



yeah, it looks like they re-organized the project a little. use the new netserver script that comes with 7.3.0 like:

CODE
sh netserver&


or change any old scripts to refer to mu.nu.nullpo.game.net.NetServer instead of org.game_host.hebo.nullpomino.game.net.NetServer

Posted by: Blink Aug 9 2010, 08:44 PM

QUOTE(DrPete @ Aug 9 2010, 01:38 PM) *

yeah, it looks like they re-organized the project a little. use the new netserver script that comes with 7.3.0 like:

CODE
sh netserver&


or change any old scripts to refer to mu.nu.nullpo.game.net.NetServer instead of org.game_host.hebo.nullpomino.game.net.NetServer



Thanks Dr. Pete, and thanks for hosting the temp server.

harddrop.com server is now up and running.

Posted by: Agamemnon Aug 9 2010, 10:17 PM

Anybody else notice that the DAS settings sometimes go utterly nutty?
In larger FFA rooms, from the start, my pieces will slip and slide right to left as if it was horizontal ultra and I'd just choose which side... Tried a lot of settings, and while 1on1 works just fine, 4-5 players just went nuts in random games, and quite often.

A tip for fixing this would be great ohmy.gif

Posted by: Wojtek Aug 9 2010, 11:54 PM

instant das was added, and now values for das delay (repeat rate) have diffrent meaning:
das delay 0 = instant das
das delay 1 = old das delay 0
das delay 2 = old das delay 1
etc.

Posted by: Agamemnon Aug 10 2010, 12:24 AM

I know that, and use the right numbers compared to 7.2.0, but just sometimes, the game just goes insane and slips pieces all over at just one tap. It's just very very weird, cause it's not consistent at all!

Posted by: Noogy Aug 10 2010, 01:20 AM

QUOTE(Wojtek @ Aug 9 2010, 11:54 PM) *

instant das was added, and now values for das delay (repeat rate) have diffrent meaning:
das delay 0 = instant das
das delay 1 = old das delay 0
das delay 2 = old das delay 1
etc.


thank you soo much for this post! i was so frustrated trying to fix my nullpo and this was exactly what i was looking for

Posted by: Kitaru Aug 11 2010, 03:45 AM

I just wanted to point out that I added "change garbage hole for b2b add" feature discussed in the EHD thread to the garbage settings menu. I'd like to hear what people think about it. :]

Posted by: Wojtek Aug 11 2010, 01:11 PM

QUOTE(oxxquake3oxxo @ Jun 23 2010, 06:24 PM) *

whenever I play vs mode with an AI every time i press soft drop, it hard drops. it never does that in any other mode

you probably configured some player 2 keys on numpad and game reads arrow keys and numpad keys as same key, so if p1 softdrop is set to down arrow, and p2 harddrop is set to num2, this will happen, because game for some reason treats those keys as same key.

Posted by: ManOfMiracles Aug 11 2010, 06:48 PM

How come Nullpo now has z, s and o starts? icon4.gif

Posted by: Caithness Aug 11 2010, 06:51 PM

It depends on the rotation rule you pick, doesn't it?

Posted by: Wojtek Aug 11 2010, 07:10 PM

BagNoOSZStart randomizer is broken in 7.3, but i already fixed this for upcomming version.

Posted by: L-mino Aug 11 2010, 09:13 PM

QUOTE(Wojtek @ Aug 11 2010, 07:10 PM) *

BagNoOSZStart randomizer is broken in 7.3, but i already fixed this for upcomming version.


yay biggrin.gif it was annoying as goo

Posted by: Anonymous Aug 11 2010, 10:39 PM

QUOTE(L-mino @ Aug 11 2010, 05:13 PM) *

yay biggrin.gif it was annoying as goo


O.O

Posted by: DAS44 Aug 13 2010, 01:50 AM

Probably a common complaint.

Bigger previews!

Posted by: XaeL Aug 13 2010, 03:12 AM

bigger side previews, please!

Also in 1v1, put the fields closer together, i can't see the opponents field if its all the way on the right side.

Posted by: meow Aug 13 2010, 01:07 PM

I would like for PPS to be replaced by TPM in netplay... I think the majority of players would like this as well, but hey what do I know? Those of us who play blockbox, tetrinet, tetris friends are used to TPM instead of PPS.

Posted by: medyas Aug 13 2010, 01:29 PM

QUOTE(meow @ Aug 13 2010, 01:07 PM) *

I would like for PPS to be replaced by TPM in netplay... I think the majority of players would like this as well, but hey what do I know? Those of us who play blockbox, tetrinet, tetris friends are used to TPM instead of PPS.


ditto

Posted by: Magnanimous Aug 13 2010, 04:25 PM

QUOTE(Wojtek @ Aug 11 2010, 11:10 AM) *

BagNoOSZStart randomizer is broken in 7.3, but i already fixed this for upcomming version.
This explains a lot. o_O I thought I was going crazy.

Posted by: Blink Aug 14 2010, 02:29 AM

QUOTE(XaeL @ Aug 12 2010, 08:12 PM) *

Also in 1v1, put the fields closer together, i can't see the opponents field if its all the way on the right side.


+1 from me and

IPB Image

+1 from hebo

Posted by: Blink Aug 14 2010, 05:43 AM

http://img714.imageshack.us/img714/2291/newtheme.png



See the Nullpo program icon top left? How do I get it? I created a shortcut for Nullpo on my desktop but it has an ugly default generic Batch file icon, and I want to replace it w/ that one.

EDIT* found it on the web, attached if someone wants the .ico file.


Attached File(s)
Attached File  nulllpo.ico ( 65.06k ) Number of downloads: 47

Posted by: Wojtek Aug 14 2010, 05:53 AM

this is not nullpomino icon, its lwjgl icon, but i don't know where to find it.

Posted by: ohitsstef Aug 20 2010, 02:33 AM

did they change the sub standard zero setting?
=/ it feels weird

Posted by: Blink Aug 20 2010, 02:41 AM

standard zero is the same, what changed is their DAS delay to incorporate the new feature of instant gravity in 7.3 .

You'll want to set the following ingame options. Reached by config -> game tuning:

CODE

Min DAS: whatever DAS you use on bb
Max DAS: whatever DAS you use on bb

Das Delay:
Change it to 0 if you like instant gravity (shift grav 0 on blockbox)
Change it to 1 if you use 1 on Blockbox.

Posted by: ohitsstef Aug 20 2010, 02:44 AM

ohh ok
thanks

Posted by: Kitaru Aug 22 2010, 03:53 AM

QUOTE(Blink @ Aug 19 2010, 07:41 PM) *

CODE

Min DAS: whatever DAS you use on bb
Max DAS: whatever DAS you use on bb


Actually, you want one less than what you had on BB. 0 in Nullpomino is 1 frame, whereas I'm pretty sure Blockbox values were just frames. 0 in BB was no delay on DAS. There isn't an analogous setting in Nullpomino.

Posted by: bach_of_tetris Aug 22 2010, 04:16 AM

0 on nullpo looks pretty instant :S

So if i use 7 on bb should I use 6 on np?

Posted by: Kitaru Aug 22 2010, 05:19 AM

It is one frame, not zero; 1/60th a second, not 0. :P

Yep, go with 6 in Nullpo.

Posted by: Blink Aug 22 2010, 07:12 PM

QUOTE(Kitaru @ Aug 21 2010, 08:53 PM) *

Actually, you want one less than what you had on BB. 0 in Nullpomino is 1 frame, whereas I'm pretty sure Blockbox values were just frames. 0 in BB was no delay on DAS. There isn't an analogous setting in Nullpomino.


Thanks for clearing that up, my mistake.

Posted by: Kitaru Aug 22 2010, 11:43 PM

No worries, differing definitions can be confusing. 9_9

Posted by: ohitsstef Aug 25 2010, 03:35 AM

QUOTE(Kitaru @ Aug 22 2010, 03:53 AM) *

Actually, you want one less than what you had on BB. 0 in Nullpomino is 1 frame, whereas I'm pretty sure Blockbox values were just frames. 0 in BB was no delay on DAS. There isn't an analogous setting in Nullpomino.


hm ok i'll try this next time i play nullpomino
thanks for clearing that up, kitaru

Posted by: DAS44 Aug 25 2010, 03:42 AM

Also, please ban Stef.

Posted by: meow Sep 8 2010, 03:24 AM

A list of improvements I compiled for my ideal version of NullpoMino. These are mostly related to netplay.

1. Higher and selectable window resolution
800x600 at the bare minimum. 640x480 is too small. Most players are forced to play in a window because they can't read netplay chat otherwise. I also feel that the low resolution severely limits the UI.

2. Better field frames
Frames around the fields are too bare. The frames need to support the hold/next pieces similar to how TOJ/TF does it. I believe the game currently simulates the TAP frames. A guideline and a TGM3 frame would greatly add to the game's attractiveness. The frames could optionally be chosen to match the game mode.

3. Netplay window integration
The netplay lobby/chat window should be integrated into the main window if possible. We would need smaller fonts and a higher resolution to fit chat onto the screen. A tabbed interface similar to Tnet2 is perhaps the best way to go about (mouse support has been added).

Tabs (may not be in order):
1. Server - shows list of users and games
2. Room - room chat, game statistics, room options
3. Game - fields of both players, smaller room chat window, perhaps game chat can be reset, must allow for easy ingame communication
4. Options - netplay specific options such as whether to display tripcodes/country/IP hashes, units for speed, selectable ruleset and DAS (shouldn't need to disconnect to change these)
5. Profile/session stats - displays statistics for your current session (wins/losses/spins/combos/whatever), includes a reset button, and a nice chart
6. Other tabs - other player's profiles

4. Theme packs
We need some system that allows one to quickly adjust themes (graphics and/or sound). Themes would vary a lot since the interface will be altered inbetween versions. For now, I guess we should stick to good defaults.



That's it for now. What would YOU like to see?

Posted by: DAS44 Sep 8 2010, 07:10 PM

Just a small request, it's well known that nullpo 6ps are really fast (all send), I think it'd be nice if we had a random (not biased at all) tagretting system that functions like TF (like I said no bias, purely randomized) for slower games. Sometimes I'm just not in the mood for insane speed.

Posted by: Ravendarksky Sep 8 2010, 07:32 PM

Is it possible to choose your soft drop speed?


Posted by: DAS44 Sep 8 2010, 07:35 PM

You'd have to adjust the rule, or use the rule editor.

Posted by: Kitaru Sep 8 2010, 09:18 PM

QUOTE(DAS44 @ Sep 8 2010, 12:10 PM) *

Just a small request, it's well known that nullpo 6ps are really fast (all send), I think it'd be nice if we had a random (not biased at all) tagretting system that functions like TF (like I said no bias, purely randomized) for slower games. Sometimes I'm just not in the mood for insane speed.

Have you been trying the fractional garbage system or reduced attack tables?

Posted by: DAS44 Sep 8 2010, 09:20 PM

QUOTE(Kitaru @ Sep 8 2010, 09:18 PM) *

Have you been trying the fractional garbage system or reduced attack tables?

:x oops

That works tongue.gif

Posted by: Kitaru Sep 8 2010, 09:35 PM

:3

Posted by: Wojtek Sep 8 2010, 10:01 PM

actualy some japanese players on nullpomino keep playing 6p room with reduced garbage off and complain they die too fast. somebody should educate them.

Posted by: Kitaru Sep 8 2010, 10:36 PM

Someone should turn on reduced garbage tables by default for the next version.

I think we need to start a to-do list of features we want done and features that need tweaking.

Posted by: L-mino Sep 8 2010, 11:25 PM

I know this sound silly, but i request a 'no tetris' feature. similarly to 'no tspins/ no twists/no combos'.

Posted by: DAS44 Sep 9 2010, 01:01 AM

I think that would be interesting L. Might make for a cool npw too.

Posted by: KeroKai Sep 14 2010, 12:25 AM

Hmm. Not sure if it's been mentioned on here, but would it be possible to include an attack/line ratio on the stats page in the next version?

Just for efficiency play and all that.

Posted by: Blink Oct 1 2010, 07:27 AM

Notice anything different?

http://img26.imageshack.us/img26/9917/nullpo74.png

Posted by: crzy242 Oct 1 2010, 08:11 AM

looking goood. can't wait for the leaderboard biggrin.gif

Posted by: ManOfMiracles Oct 1 2010, 08:23 AM

Does that no room tab mean that you won't have to exit out of the room to view the lobby?

Posted by: DAS44 Oct 1 2010, 10:47 AM

QUOTE(Blink @ Oct 1 2010, 07:27 AM) *

Notice anything different?

http://img26.imageshack.us/img26/9917/nullpo74.png


/wants


/wants MORE

Posted by: Wojtek Oct 5 2010, 01:00 AM

i found some stuff.

nice nullpomino review: http://translate.google.com/translate?js=n&prev=_t&hl=en&ie=UTF-8&layout=2&eotf=1&sl=auto&tl=en&u=http%3A%2F%2Fmegadriver.wordpress.com%2F2010%2F09%2F15%2Flas-mil-caras-de-tetris-nullpomino%2F

nullpomino is now available in arch linux community repository: http://aur.archlinux.org/packages.php?ID=40828

how to install video: http://www.youtube.com/watch?v=kr8kZvSvTgk

Posted by: Blink Oct 8 2010, 07:47 AM

Hey what happened to [link removed] ? Do you need a background check now if you want to play w00t.gif

Posted by: Zircean Oct 8 2010, 04:07 PM

The site is fine from over here. Dunno what you're seeing...

Also, Noname added the separate NetAdmin tool. I think I'll stick to working on user accounts for now, cause it seems like he's got admin controls down right now.

Posted by: Caithness Oct 8 2010, 05:54 PM

QUOTE(Zircean @ Oct 8 2010, 04:07 PM) *

The site is fine from over here. Dunno what you're seeing...


It's not working for me either. There's some sort of url-squatting page disguised as a blog instead.

Posted by: Kitaru Oct 8 2010, 07:50 PM

It was that for me yesterday, but now it is down from my perspective -- 403 forbidden.

Posted by: Blink Oct 9 2010, 11:22 PM

Too early to tell but after disabling the logging on the server:

# Set root logger level to ALL
log4j.rootLogger=OFF, A1, A2
( config/etc/log_server.cfg )

The 100% CPU problems haven't hit since, it's been a little bit over 1 week.

Is it possible that the logging was causing it? Either way I'm glad I haven't had to restart the server every day now.

QUOTE(Zircean @ Oct 8 2010, 09:07 AM) *

The site is fine from over here. Dunno what you're seeing...

Also, Noname added the separate NetAdmin tool. I think I'll stick to working on user accounts for now, cause it seems like he's got admin controls down right now.


Here's what I see:

http://img580.imageshack.us/img580/5696/whatisee.png



and good to hear about the netadmin tool.

Posted by: Zircean Oct 10 2010, 12:58 AM

Okay, it worked fine until today, and Ctrl+F5 and Shift+F5 did nothing special and just brought me back to the page. But just now I did Ctrl+F5 to see if it really was my cache, and it brought up the nu.mu blog thing... Strange. I wonder why it took so long to do anything over here?

Posted by: xlro Oct 10 2010, 03:40 PM

QUOTE(Blink @ Oct 8 2010, 07:47 AM) *

Hey what happened to [link removed] ? Do you need a background check now if you want to play w00t.gif


the server, where the page is hosted on, is fine - the problem lies with the subdomain provider, who runs the dns server (that's also the reason why some of you probably still had cached entries somewhere in the lookup chain for the nullpo ip)
I'll try to figure out if this is just a small downtime, which will be easily fixed or change the url to something more stable, if it thats not the case. either way I'll bring the site back, hopefully ofc with the same domain name

btw, since TC now apparently has banned clone games (bad move imo) - is the HD thread now regarded as the main discussion point for the game? (apart from the google code project page maybe)
i.e. will noname post here?

Posted by: Zircean Oct 10 2010, 07:15 PM

Noname will continue to post on the dev group and such, and I suppose he might post here if he wants to. However, he's still active in working on the project, so it's not like he would be hard to reach if we wanted to relay messages or whatever.

I'm sure he knows about this thread given that the topic is linked on the Google Code page, so perhaps he will post point releases here. Either way, one of us will get it out to you guys icon13.gif

Posted by: ManOfMiracles Oct 20 2010, 04:50 AM

I made an awesome bg for Nullpo, if anyone is interested.
Here's the link to it: http://img96.imageshack.us/img96/9949/back0.png

And it looks something like this:http://img230.imageshack.us/img230/7229/pinkbg.png

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