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Danieru
post May 6 2017, 09:38 AM
Post #46


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QUOTE(Ave @ May 6 2017, 07:39 AM) *

hey jez, I really REALLY don't think this is supposed to happen.
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http://jstris.jezevec10.com/replay/31659
this is not the first time this happens by the way. it happened a few times before too, though I didn't finish those sprints.


Hey how is your internet stability, it happened to me with some other bugs relating to calculation and even pieces when I placed them down in a run, they appeared to be all over the place and teleporting / holding when I hard dropped because of my internet at the time.
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Ave
post May 6 2017, 08:34 PM
Post #47


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QUOTE(Danieru @ May 6 2017, 09:38 AM) *
Hey how is your internet stability, it happened to me with some other bugs relating to calculation and even pieces when I placed them down in a run, they appeared to be all over the place and teleporting / holding when I hard dropped because of my internet at the time.
should be good enough, I haven't had any problems with it recently
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jezevec10
post Jun 20 2017, 08:36 PM
Post #48


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Updated:
  • New options in the replayer
    • Set speed of the replay
    • Pause and inspect replay frame by frame
    • Replay will be shown with the same block skin that was used in the game (applies to new replays)
    • Added option to show segment analytics
      The game is divided to segments of 10 placements, for each segment PPS speed is counted. You can see the slowest and fastest segments and also a simple chart of the game. Clicking on the segment in the table will rewind and pause the replayer at that moment where the segment starts.
    • Possible to jump to or share specific moment in a replay, just add t parameter (in seconds) at the end of replay url
      Example: /replay/8942?t=16.52
      Will open the replay on the 16.52 seconds mark
  • Added improvement chart
    • Shows improvements in your personal records over time, other close games are also displayed
    • Detail of the point can be retrieved by placing the cursor over it
    • It can be displayed for different run modes by a configuration bellow
    • Example: https://jstris.jezevec10.com/u/yakine/stats
  • Added cheese race practice player mode
    • Implemented exactly as suggested by Okey_Dokey above in this thread
    • Replays and leader-boards are supported
  • Extended garbage cancellation period
    • To prevent incoming garbage to be added to the field when a block is placed at the same moment it comes form the network (may cause instant topout, which would be avoidable by defense)
    • Currently the delay is 500ms since it appears in your red bar
  • Garbage distribution options
    • When creating a room or in an existing room via /set command, you can specify, whether the attack will be distributed: by targetting, by dividing between playing players, or will be sent to all. This doesn't apply to the Bot room.
  • Garbage hole change probability (messiness)
    • Via the /set command, you can specify probability of garbage hole breaks in normally straight holes
    • It has been implemented also to the bot room to make it fair
  • Added new sound effects by Yotipo
  • Added option to reset sprint on finesse fault
    • See '+' tab in the settings
  • Added links for quick single player modes
    • Will create private room with hidden join link, good for practice modes
  • Added 2 more block skins from NullpoMino
  • Added 1000L sprint mode
    • gl hf
  • Added simple DAS converting utility for NullpoMino DAS
  • Improved the default playfield grid, the old one can still be activated in the settings
  • Finesse shows in leaderboards
    • All recorded replays have been replayed and finesse has been counted for them
    • Records without replay were removed
  • Failsafe for replay uploads
    • If the sprint replay fails to upload, the user may still save it by copying the raw data, but this only happens when the server goes down after the user has loaded the page, which is almost never
  • Improved inactivity detection
    • If a 2 consecutive games are played without input, the user will automatically spec
  • HTTPS and secure web sockets (wss scheme)
Fixes:
  • Fixed block sequence to desync between players
    • In the previous version the block sequnce was identical for all players only at the beginning of the game (probably all played games were unfair (it doesnt make that much of a difference anyway))
    • While fixing this I also swapped the pseudo random generator algorithm for a new one that is about 5times faster, to make all replays backward-compatible the old generator is still loaded in the replayer for the replays recorded prior this update. I was able to implement the algorithm also in python (server) so the bot can finally use the same block sequence as the players. It is still not exactly the same sequence as the bots do not clear their hold box between game restarts.
  • Fixed ghost block color in the simple skin (was grey for all blocks)
  • Fixed letter R wont restart sprint if chatbox active (reported by BestN00b above)
  • Fixed wrong combo calculation for the bot, it was shifted by 1, so the bot had a small attack advantage
  • Stability improvements, however, there are still some bugs that are so rare I haven't find what causes them yet
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VladtheImpala
post Jun 22 2017, 12:50 AM
Post #49


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Why does the bot suck now? I understand I can just make it faster, but it seems significantly less skilled for its speed than it was before the update.
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jezevec10
post Jun 22 2017, 12:47 PM
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QUOTE(VladtheImpala @ Jun 22 2017, 02:50 AM) *

Why does the bot suck now? I understand I can just make it faster, but it seems significantly less skilled for its speed than it was before the update.

Internal implementation of the bots hasn't changed, they can't be less skilled. Only possible reasons they can seem less skilled are:
Bots had wrong combo attack table (shifted by 1 to the left), 2 consecutive line clears were sending 1 combo line, but the standard combo table for players sends 1 line after 3 consecutive clears (0 attack on 2). Because this is corrected, they will send less lines, but it will be fair. Not yet sure if seemingly strong bots are better than bots using boosted attack table, maybe I can change it back if you want.

When you're in a bot room type /config and check value of Messiness currently set in your room. If the value is more than 0%, garbage holes for everyone including bots are split apart with this probability and it makes it harder to downstack. Most of the bots are not pros at downstacking and this makes them topout faster. You can turn it off by typing /set messiness 0 in the chat. Maybe this should be disabled in the bot room as for someone who doesn't know about this option it can be very confusing why the incoming garbage always looks like cheese.
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VladtheImpala
post Jun 22 2017, 09:13 PM
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So you're saying that the bot sends half as much garbage just because of a simple shift in the combo table?
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Okey_Dokey
post Jun 24 2017, 03:17 PM
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That's been a huge update Thumbs Up.png

If you play 10L cheese in practice mode now, it starts with 9 lines and later refills 1 line. I recommend to add an exception there and start with 10 lines instead of 9. I've never tried it myself but I think the downstack speed is better perceptible in Cheese, if garbage lines are differently colored from time to time. For example you could use a different shade of grey (darker or lighter) for every 5th or 10th garbage line, whereas the very last line would be of that color.

I've got also a very hard to implement but beneficial suggestion: fully automated daily quickfire tournaments.

Multris once had those as some kind of single elimination tournaments. Players could register for the tournament and chat in the tournament lobby. Once, the tournament started, players were sent to their tables (rooms), 3 to 4 players per each table (sporadically also 2). Each round lasted 6 minutes. The best 2 players of each table qualified for the next round (resp. 1 if just 2 players). The eliminated players could still spectate the still running tables. Depending on how well players performed, they received some points for a monthly ranking.

The following video shows such a tournament (here's another but shorter example). In the first round, there are 3 tables. The first round ends 6:15 in the video. The recording player is eliminated but decides to spectate the remaining matches. In the second round there are 2 tables. It ends 12:35 in the video. And the third round (only 1 table) decides the podium of the tournament.



You could hold these tournaments every 20 hours (so starting at the same time of the day after 5 days). Instead of Single Elimination you could use some kind of Swiss System, meaning that players collect points over the tournament and they are paired with other players who have a similar amount of points. I think around 4 players per room is optimal. 2 players is problematic because one player could get slaughtered by the other one or one player could quit leaving the other one alone.

I suggest to let people play multiple games per table until 6 minutes or so have passed. Each player starts with 0 points on the table (note the points I am speaking of now are differently from the points for Swiss System); players receive points for each played game (if n players: n points for winner, n-1 points for second place and so on, 1 point for last place). There should be hurry up garbage after 2 minutes or so, making sure that multiple games are played indeed. And after the 6 minutes have passed, the last game is immediately shortened by hurry up garbage. If 2 players have the same amount of points after the last game, the one performing worse in the last game is ranked better (because the last game is probably shorter). BTW hurry up lines could have garbage holes instead of being solid lines.

As mentioned earlier, such automated tourrnaments are very hard to implement. If you really want to improve your client, you should focus on other things first. For example the things Blink has mentioned. Or another option to slow down the game besides lineclear delay (I think limiting autorepeat rate would be the right way to do it). Maybe also show the other players' hold piece and next piece queue. You could also introduce a "classic" room simulating the behaviour of old multiplayer Tetris games, using a mean randomizer (e.g. the Speedblock randomizer), 1 or 2 previews, no hold, no combos and relatively messy garbage (maybe hole change rate only, no change per attack garbage at all).
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noonuus
post Jun 24 2017, 08:10 PM
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I would like to suggest an invisible block skin.
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jezevec10
post Jul 2 2017, 11:02 PM
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Update:
  • New replay file format
    This is mainly an internal change, but it is the largest one. I've created a high entropy replay format which is about 2 times smaller (uncompressed) in size than the previous one compressed. Compression doesn't really make a big difference as it is a binary format where no bits are wasted.
    Some game actions are also represented differently so this should fix the problem with replay desync on a soft drop.
    Because this format took me long time to create, I wanted to use it more, so all multiplayer games are now also recorded. You can view the live replays by clicking Show more details after the game ends and selecting a replay for a player. If you miss it you can always use /last command to show details of the last game. Live replays can also be accessed via a user's profile.
    Note: not planning to store live replays forever, old replays will probably be automatically deleted after some time, will add an option for registered users to add a replay to favourites which will opt-out the replay from auto-delete.
  • Invisible block skin
    Suggested by noonuus in the post above. Was very easy to implement, so I added it. Replays will keep the invisibility. To see a replay with visible blocks, you can force replay skin with adding ?forceSkin=0 in the replay url (0 can be replaced with a skin id in order appearing in the game settings).
  • Special sound on finesse fault
    Might be useful for finesse practice. (Not sure if I found the best sound for this, if you have a better one, let me know)
  • Garbage delay customizable
    The cancellation delay from the last update can be customized per room with this command: /set garbageDelay 0-500
  • Cheese race leaderboard can be sorted by the least blocks used
  • Improvement chart can be displayed also for other game modes, not only line race
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gigo
post Jul 3 2017, 04:08 PM
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Look and feel will be vital if you want to reach the less hardcore playerbase on tetrisfriends etc

Some suggestions:

- Make the skin "solid color (no skin)" the default skin(the default one looks kind of blurry to me)
- Make a skin which mimics the tetrisfriends default skin
-In the game summary, display sent lines, blocked lines, recieved lines and apm for each player(maybe even customizable fields)
- Some text is blurry(like the "xth place, wait until the rounds end" textblock). This might be caused by HTML5 and not be because of you
- Option to display certain spins when you achieve a bonus(like tspin double, triple) + sound
- Option to display the current combo your last line sent
- More stats(optionable) under the game screen:
- how many lines your last action sent(would love this, I'm always wondering for example how much lines a tetris sends on combo #3 vs a single t spin after a double t spin)
- blocked lines
- Stats for average apm in live mode,with daily/weekly/monthly/all time filters
- More easily changeable settings for the bot, and options to add more bots


And do you need/want development assistance?
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Blitz
post Jul 8 2017, 10:07 AM
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I have a suggestion for the cheese room. Show blocks placed and pps statistics instead of lines received and lines sent.
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Corrosive
post Jul 10 2017, 02:45 PM
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Very impressed with this, so smooth and fast. Big fan.


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"私は高速ブロックとセクシーな女性が好き"
"Put some stank on those blocks."
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idodgebull3ts
post Jul 12 2017, 04:55 AM
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Any chance you could add KPT to sprint?
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mahnameseddoi
post Jul 16 2017, 12:07 PM
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QUOTE(jezevec10 @ Jul 2 2017, 11:02 PM) *

Update:
  • New replay file format
    This is mainly an internal change, but it is the largest one. I've created a high entropy replay format which is about 2 times smaller (uncompressed) in size than the previous one compressed. Compression doesn't really make a big difference as it is a binary format where no bits are wasted.
    Some game actions are also represented differently so this should fix the problem with replay desync on a soft drop.
    Because this format took me long time to create, I wanted to use it more, so all multiplayer games are now also recorded. You can view the live replays by clicking Show more details after the game ends and selecting a replay for a player. If you miss it you can always use /last command to show details of the last game. Live replays can also be accessed via a user's profile.
    Note: not planning to store live replays forever, old replays will probably be automatically deleted after some time, will add an option for registered users to add a replay to favourites which will opt-out the replay from auto-delete.
  • Invisible block skin
    Suggested by noonuus in the post above. Was very easy to implement, so I added it. Replays will keep the invisibility. To see a replay with visible blocks, you can force replay skin with adding ?forceSkin=0 in the replay url (0 can be replaced with a skin id in order appearing in the game settings).
  • Special sound on finesse fault
    Might be useful for finesse practice. (Not sure if I found the best sound for this, if you have a better one, let me know)
  • Garbage delay customizable
    The cancellation delay from the last update can be customized per room with this command: /set garbageDelay 0-500
  • Cheese race leaderboard can be sorted by the least blocks used
  • Improvement chart can be displayed also for other game modes, not only line race


For the invisible replay, the ?forceSkin=0 doesn't work. Well at least not when I tried it. It would be really nice if you could make it work so I can actually see my mistakes and errors. Thanks smile.gif Awesome update by the way. This site just keeps getting better and better!
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Corrosive
post Jul 17 2017, 07:13 PM
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If it's not too much trouble please add a Reset Counter button at some point


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"私は高速ブロックとセクシーな女性が好き"
"Put some stank on those blocks."
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