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AAAAAAAAAAAAAAAUGH stupid fucking DSR server bans and their stupid fucking sanity checks. Now i gotta make it so the server only ever sees "perfectly generic man" so it won't ban people.

Today's work: fixed a bug with speffects not being networked synced sometimes. Cause? My code to allow more effects to sync apparently conflicted with actual packet data sometimes.

Annnnnnd Bot King is now dead. :(
The Neural Network can't be retrained because it spits out errors, it randomly thinks it's a red phantom when it's not, the compiler breaks it with any optimizations, and i still have to check on it every day. Maybe i'll rebuild it one day.

Happy 20th anniversary to Tamers. One of the greatest shows every made.

RT @digimonweb_net
2001年4月1日が『デジモンテイマーズ』が放送開始した日。今日で20周年🎊
おめでとうテイマーズ!みんなでお祝いだー!🎉
🍞パンを持ってかんぱ~い!

Not much overhaul stuff. A bit of anti-cheat work, and trying to fix TWODeath

Hey, [Bot] King is back up now! I got a message from a fan and i felt bad so i put it back online XD
Enjoy! New stream at twitch.tv/darksoulsai

more bug fixes! issue with my anti-anti-cheat this time, it wasn't allowing invasions. fixed

well, "closed", i dunno. I'm not gonna post about it on reddit, anyway

Fixing up a bunch of critical found bugs in the overhaul: looking to release a closed alpha once these are all cleaned up!

Got cross-platform mod handshakes working! Now mod users can detect if they're talking to a non-mod user or not, and allow/disallow the connection.

Thanks to LukeYui who is far smarter than me, figured out there's a 2nd P2P communication type dark souls uses! Steam API communication between players, for setting up connections and such. So this is the proto to use for disconnecting players.

Cool neat, amazing that i can disable both "send" and "sendto" winapi function and dark souls still can somehow communicate with the other player. Wtf

More progress today on mod networking and cross-compatibility. Gotta figure out how to quickly disconnect if settings are not compatible now

Made a good chunk of progress on implementing a mod networking handshake today. That ties in with reloading params and ui features in getting cross compatible functionality.

Also the method is basic enough I'm 99% sure it'll work for DS3 as well, and probably later

This may not sound super crazy, but it now means all mods can be, anytime when the game is running, loaded or unloaded at will. This is huge for interoperability.

WOOOHOO, finally did it! Arbitrary param files can now be dynamically reloaded in DSR! (Although i've only tested gameparam atm)

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