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Audion64

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Posts posted by Audion64

  1. Add my name to the list of those requesting this feature. As well as adding a quick "Ignore Listing" button to each cache on the map. The multiple screens/clicks required to ignore a single cache is WAAAYY to cumbersome. For me to ignore the chaff caches just within 20 miles of home would take me DAYS with the current system.

  2. Add my name to the list of those requesting this feature. As well as adding a quick "Ignore Listing" button to each cache on the map. The multiple screens/clicks required to ignore a single cache is WAAAYY to cumbersome. For me to ignore the chaff caches just within 20 miles of home would take me DAYS with the current system.

  3. Add my name to the list of those requesting this feature. As well as adding a quick "Ignore Listing" button to each cache on the map. The multiple screens/clicks required to ignore a single cache is WAAAYY to cumbersome. For me to ignore the chaff caches just within 20 miles of home would take me DAYS with the current system.

  4. Count me in as well. I have a couple of hiders who caches I have not enjoyed and I'd like to be able to ignore them en masse as well.

     

    As a tangent, I'd like to also like to bump this thread and tie them together.

     

    I think it might be helpful to see how many people are ignoring your cache since you can see how many people are watching your cache. It doesn't need to be shown to the public, just the cache owner.

     

    Sorry, not trying to hijack your thread, but I see the two requests working together.

     

    Have to agree with Kealia here, both features should be added ASAP.

  5.  

    ... add to this list the ability to filter out the caches that I've already selected to ignore but show up on the map anyway. But perhaps a way to cover all the bases is an individual check box by each cache on the list along the right side of the map to delete that cache icon from the map.

     

    Add my name to the list of those wanting the ability to have IGNORED caches filtered from the Google maps.... while you're at it, a bigger ignore list and easier ability to 'mass' ignore caches. There is sooo much chaff out there it's going to take hours and hours just to filter it out.

  6. Some ALRs were fun, some were stupid rules. Unfortunately, some of them were starting to get out of hand.

    If you could present an existing, real-world example or two of an "out of hand" ALR, your claim might be more persuasive.

     

    A couple of examples of how the whole ALR thing is accelerating down the slippery slope....

     

    Challenging Challenge Challenge

     

    The Anti Challenge Challenge

     

    What's next? The Anti Challenging Challenge Anti Anti Challenge? Come on get real.

  7. I haven't actually downloaded and tried the cart (I will be for sure though) but this sounds like a very workable 'work-around' to the zone boundary 'in-out' problem.

     

    I would say that just programming the coordinates to change rather than creating extra larger pseudo zones would be better just in the sense that there is less burden put on the processor calculating zones which aren't actually being used.

     

    Looking forward to testing out your idea!

  8. The built-in command to do that is "Show a series of Dialog messages to the Player." It's the second to last command on the list of Actions. After each screen of information there will be an OK button for the Player to press to proceed to the next screen of info.

  9.  

    With enough putzing around I could get the final coords to you but my goal at the time was to get a completion code or uploadable 'completed' cartridge...

     

    Getting a completion code takes seconds.

    I do NOT believe that you can get the final co-ordinates. It is simply not possible because they are not there!

     

    The best you'd be able to get is 64 possible sets of co-ordinates and then narrow that down by ignoring ones in lakes etc

     

    Thanks

     

    M

     

    Of course the coordinates are not within the cartridge in plain text or possibly even in encrypted form but if the CARTRIDGE can verify that a player is at the correct final location (be it thru a formula or whatever) then it is completely possible to reverse engineer the proper coordinates back out of the cartridge. Being that there are only 64 possible combinations in that case brute forcing it would be almost more logical rather than spend time decompiling the cartridge. BTW, at least 2 of the answers are available on the internet... so the number of viable combinations drops also.

     

    Either way, I'd much rather visit so I can actually DO the cache. :cry:

  10. 2. There might be ways to use the Flags, or Counters to meet the condition, but it seems a bit more complex than just creating the additional character.

     

    Using the flags should be pretty simple. Just use the 'Locked' flag for the Ball, that flag is built into every Item by default.

     

    Set the 'Locked' status for the Ball item to 'Locked' when starting the cartridge or when the Player acquires the Ball.

     

    Only set it to 'Unlocked' when the Player successfully completes the 'Place' command (ie, they have the Ball and are in the correct zone to be able to Place it).

     

    Then your Swing Check just has to look at the Locked/Unlocked status of the Ball to determine if it has been properly Placed.

  11.  

    Took about an hour to crack, didn't need or use the source for the demo version. I'd personally much rather visit the UK (unfortunately I've never been outside the USA :) ) and actually play your cartridge though... it looks like fun. :anibad:

     

    Hmm.. PM me the final co-ords then! :D

     

    M

     

    Well of course I've not visited the physical cache, but I've logged a 'Completed' game on the Wherigo site. Your only option to prove otherwise is to verify the written log inside the cache. With enough putzing around I could get the final coords to you but my goal at the time was to get a completion code or uploadable 'completed' cartridge. I succeeded in that goal in relatively short time. I guess my point is just that you are never going to defeat a determined cheater from logging a find ONLINE for a Wherigo.... obviously they'll often not sign the physical log... that'd be too much work and too much like real geocaching. :D

     

    My original comment was just to say that the emulator check is VERY easy to defeat... you're hex encryption etc was definitely a little more difficult to bypass. But from what I learned in the little adventure I'm guessing I could 'Complete' just about any Wherigo in under 10 minutes now. Trust me, I have no desire to do that... I much prefer getting out in nature and enjoy a good hike than pecking away by monitor-light. But the old teenage 'hacker' blood must have never died in me, I enjoy that challenge too. :D

     

    The whole idea of cheat-proofing IMHO is to limit the number of times I have to visit my own cache to verify written logs. I seen people logging Wherigo's all over the place that they obviously haven't physically done, just to get the almighty ICON. And I've had people in my area log one of my high terrain caches but never signed the logbook and could not describe the area of ground zero or the cache container.... just wanted that high terrain smiley I guess.

  12. BTW.... there IS a way around the emulator check. :D Just like any sort of copy protection on software... you'll stop 95% of the casual cheaters but if it can be played, it can be cracked.

     

    Bet you can't crack our Brueton Park one! I've even uploaded the entire source code :)

    (see separate thread)

     

    M

     

    Took about an hour to crack, didn't need or use the source for the demo version. I'd personally much rather visit the UK (unfortunately I've never been outside the USA :anibad: ) and actually play your cartridge though... it looks like fun. :D

  13. I'd be willing to take a look at what you're working on Delta. If it's storyline scripting you're looking for (ie; not the programming type) I'd be willing to help with that.

     

    BTW.... there IS a way around the emulator check. :anibad: Just like any sort of copy protection on software... you'll stop 95% of the casual cheaters but if it can be played, it can be cracked.

  14. Device ID check won't work. It's actually running on the Colorado so it will return Colorado as expected. But in Demo mode the user can basically do just like in the emulator and 'virtually' move from zone to zone.

     

    As far as I know, there is currently no method to detect that a Colorado user has placed it into Demo mode.

  15. Is your question 'attached' to an item or something?

     

    I guess what I'm asking is, if they answer incorrectly how are you getting back to the top to ask the question again?

  16. The OnEnter thing is a real mystery. I just finished my second cartridge, and while the folks that have played it seemed to enjoy it, the zone behavior isn't ideal. As I used OnEnter, the players have to get the Colorado to read exactly zero or the code won't execute. I'm not a programmer in any sense of the word, but I sort of assumed that "OnEnter" events happen when the player enters the zone. That's not the case. Perhaps "OnEnter" should be renamed "OnZero" or "OnZoneCenter". Eh, enough rambling. I guess I'll use "OnProximity" for the next one. :D:D:D

     

    No, more correctly, the Wherigo Player for the Colorado should be fixed to function as intended. The OnEnter function is SUPPOSED to trigger whenever the player crosses any edge of a zone. And this is how it functions within the PDA Player but apparently the Colorado and PDA versions of the Player are being developed separately rather than being cross-platform with identical source code being compiled for the two different devices.

     

    As a Builder and as a Player... the fact that the Wherigo Player does not function consistently across BOTH platforms is very disappointing. Personally I would even be willing to deal with MORE bugs.... IF those same bugs were consistent across platforms.

  17. For the first zone, set the border distance to be 120 feet. That will give you a zone with a little under a thirty foot radius. (Why Groundspeak has a border distance instead of radius is beyond me. When creating zones, I think about a radius from the center and not about a border distance. What about you?)

     

    I guess the big question is, what shape are the default zones really? The Builder shows a standard zone as a square/rectangle, which I always thought was odd.

     

    I'm not really up on the math calculations but I would think that having the hardware calculating distance to a radius from a central point would be less CPU intensive than having to calculate actual shape edges etc.

     

    From my experience, making zones with multiple sides and in convoluted shapes seems to make them less 'reliable'. So I've usually stuck with the default squarish zone shape when possible.

     

    Anyone from Groundspeak want to chime in with how the actual zone OnEnter/Exit, distance to the zone etc are being calculated? It would be VERY helpful for us builders to understand this better.

  18. That works better.

     

    One question: I assume you had to build part of that with a text editor in order to get the period in Env.DeviceID?

     

    No since you are entering it as the VALUE to set DeviceID equal to. Entered this way the Builder just assumes you are entering text so you can enter whatever you want. You can do the whole thing from within the Builder.

  19. Hmmmm. When I try the Audion version, nothing happens. I do not get the message.

     

    When I try coding it myself, the check fails. I am still allowed to play the cartridge.

     

    Two questions: Why would you create a variable in the builder that has the same name as a system variable? Isn't that a conflict?

     

    Second, why the intermediate step of setting DeviceID to the Env.DeviceID? Can't you just test the system variable directly??

     

    Well that's rather embarrassing.

     

    I goofed. I had forgotten exactly how I had done it. You are correct about not wanting to create the Env.DeviceID variable. In fact, apparently you can't. The Builder automatically removes the dot so your variable name becomes EnvDeviceID, and THAT is why my uploaded cartridge did not work.

     

    Now I am remembering correctly. You create the DeviceID variable (or whatever else you want to call it) And then set that variable equal to the VALUE 'Env.DeviceID'. And this is why there has to be the intermediate step also.

     

    To temporarily remove the emulator check simply change the word 'DeskTop' within the IF/THEN statement to anything other than 'DeskTop'.

     

    Fixed (and tested, as I should have done in the first place), LUA file attached.

    EmulatorCheck.zip

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