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> NullpoMino
Caithness
post Apr 9 2010, 09:09 PM
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Did you enter the server name correctly?
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Dagorath
post Apr 9 2010, 09:33 PM
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.
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m__
post Apr 9 2010, 11:34 PM
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i <3 nullpomino


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Wojtek
post Apr 10 2010, 12:11 AM
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of course that was just luck, but it felt great anyway. biggrin.gif


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Blink
post Apr 10 2010, 05:58 PM
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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.

* Download Link *
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Wojtek
post Apr 10 2010, 06:15 PM
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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.


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meow
post Apr 10 2010, 07:11 PM
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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
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Wojtek
post Apr 10 2010, 08:35 PM
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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.


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meow
post Apr 10 2010, 08:58 PM
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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.
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Burbruee
post Apr 11 2010, 06:00 PM
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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.
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zaphod77
post Apr 11 2010, 06:52 PM
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The reason for WorldReverse is the Guideline requires that the rightmost rotate button be CW rotate.

I know... stupid.
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Kitaru
post Apr 12 2010, 10:02 AM
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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.


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Wojtek
post Apr 28 2010, 01:21 AM
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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.


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WeepingAngel
post Apr 28 2010, 04:11 AM
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I just found an extremely AWESOME!!! bug in Nullpomino devlish.gif

Nullpomino bug


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Blink
post Apr 28 2010, 08:02 PM
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QUOTE(WeepingAngel @ Apr 27 2010, 08:11 PM) *

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

Nullpomino bug


How do you reproduce this bug?
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