Creating an NRaas project Alarm Yielding in Overwatch

Talk nerdy to us here.
User avatar
JunJayMdM
Reactions:
Posts: 262
Joined: April 2nd, 2012, 6:00 pm

Alarm Yielding in Overwatch

Post by JunJayMdM » November 5th, 2014, 6:58 am

I think I'm on to something and came up with a better way to make all alarms yield but avoid having them all not yielding when the speed changes. Basically keeping it EA default when the speed is not "normal".

I'll try to remember how to work with GitHub and hopefully make it, meanwhile I posted just for heads up, if I set your GitHub on fire or something.

User avatar
JunJayMdM
Reactions:
Posts: 262
Joined: April 2nd, 2012, 6:00 pm

Post by JunJayMdM » November 5th, 2014, 9:20 am

Right, all done, except I forgot to add a message to the commits (yes there are 2 commits cos the first time I didn't save the final changes) but I'm sure you can fix that, or at least I hope so....

Anyway, as already explained in the Pull Request, I made it less powerful by making it skip repeating alarms, making the speed monitoring unnecessary. This way, there will be no piling up or delays while running at a higher speed. All the other alarms will still be yielded, which will still help reducing lag :)

User avatar
Chain_Reaction
Site Admin
Reactions:
Posts: 7618
Joined: December 30th, 2011, 6:00 pm
Answers: 82
Contact:

Post by Chain_Reaction » November 5th, 2014, 1:10 pm

Cheers I'll grab it in a bit. If you want to compile ow and release feel free. :)

User avatar
JunJayMdM
Reactions:
Posts: 262
Joined: April 2nd, 2012, 6:00 pm

Post by JunJayMdM » November 5th, 2014, 1:56 pm

I already have it compiled and tested it in my game (no more delays and piling up, plus some weird behaviors have stopped happening, so overall that change worked like a charm), but I had to remove the reference to a PutAwayCribEx class and a method called GetSimToSimHome in the SimEx class, the first one cos the class was not present and the second one because it references Woohooer, probably out of place since it's in the Commonspace.

Is that ok to release it without those 2 things? Should I change its version number to 119? Are there any other changes that should be addressed?

User avatar
Chain_Reaction
Site Admin
Reactions:
Posts: 7618
Joined: December 30th, 2011, 6:00 pm
Answers: 82
Contact:

Post by Chain_Reaction » November 6th, 2014, 2:53 am

You can delete the Crib_ReadToSleepEx and as for the Woohooer reference in SimEx:GetSimToSimLot change that line to

<!-- ws:start:WikiTextCodeRule:0:
<pre class="text">AcceptCancelDialog.Show(Common.LocalizeEAString(&quot;Gameplay/Objects/Electronics/Phone/Call/InviteOver:TestFailed&quot;));</pre>
-->
<style type="text/css"><!--
/**
* GeSHi (C) 2004 - 2007 Nigel McNie, 2007 - 2008 Benny Baumann
* (http://qbnz.com/highlighter/ and http://geshi.org/)
*/
.text {font-family:monospace;}
.text .imp {font-weight: bold; color: red;}
.text span.xtra { display:block; }

-->
</style><pre class="text">AcceptCancelDialog.Show(Common.LocalizeEAString("Gameplay/Objects/Electronics/Phone/Call/InviteOver:TestFailed"));</pre>


And yes, 119 it :)

User avatar
JunJayMdM
Reactions:
Posts: 262
Joined: April 2nd, 2012, 6:00 pm

Post by JunJayMdM » November 6th, 2014, 3:05 am

Thanks, I'll get to it whenever I can (I'll pull request those changes too), but I forgot to ask, should it go for testing or official release? If I set the wiki on fire or free the evil gnomes in the process, who should I contact for help? Am I asking too many questions? If so, how many questions should I limit to?

User avatar
Chain_Reaction
Site Admin
Reactions:
Posts: 7618
Joined: December 30th, 2011, 6:00 pm
Answers: 82
Contact:

Post by Chain_Reaction » November 6th, 2014, 3:10 am

All our releases go through rigorous testing for a long while where they are then released and suddenly a whopper bug appears. I see no reason to change that. Should you set the wiki on fire I recommend contacting EA because they seem to be the experts at useful reactions to fires. Evil gnomes will be eaten by J4Ks' massive bunny. And no, we like questions. We offer unlimited questions on all our plans*

*Questions throttled to 21 after 20 questions.

User avatar
J4Ks
Reactions:
Posts: 2580
Joined: September 7th, 2013, 6:00 pm
Location: SomewhereNearYou:-)

Post by J4Ks » November 6th, 2014, 4:04 am

(Wiping tears) she might be a little overweight, but she isn't massive luckily. Though she is willing to eat anything that's set on her path, including my new dining table and chairs which I recently bought and put together.

User avatar
JunJayMdM
Reactions:
Posts: 262
Joined: April 2nd, 2012, 6:00 pm

Post by JunJayMdM » November 6th, 2014, 5:41 am

@J4Ks It seems I didn't break anything, your bunny is safe (evil gnomes are full of calories) :)
(Please check I did everything right)

@Chain I only listed my changes in the notes, feel free to rephrase it if it's not too clear.

User avatar
J4Ks
Reactions:
Posts: 2580
Joined: September 7th, 2013, 6:00 pm
Location: SomewhereNearYou:-)

Post by J4Ks » November 6th, 2014, 6:29 am

Oh my it magically corrected itself :-) (Wink to Igazor ^.-)

A minor one, recently updated testing mods goes on top of the list.

Post Reply