📄 news
字号:
[13.2.0]
* Changed parameters:
- server::synch_see_offset (30 -> 0)
- server::pen_max_extra_kicks (10 -> 5)
- server::pen_before_setup_wait (30 -> 10)
- server::pen_ready_wait (50 -> 10)
- server::pen_setup_wait (100 -> 70)
- server::pen_taken_wait (200 -> 150)
* Fixed a timer bug of the penalty kick referee.
[13.1.1]
* Fixed a bug of the indirect free kick referee.
* Fixed incorrect online coach names for result savers. Thanks
go to Andreas Hechenblaickner for reporting the problem.
* Fixed gcc-4.4 compilation problems. Thanks go to Hedayat Vatankhah
providing the patch.
[13.1.0]
* Fixed a defect of a new dash model. Now, a dash direction is
discretized before calculating a dash power effectiveness.
For example, if server::dash_angle_step is 90, the command
"(dash 100 40)" is equivalent to "(dash 100 0)" and the command
"(dash 100 46)" is equivalent to "(dash 100 90)". Thanks go to
Holger Endert for reporting the problem.
* On Cygwin, replaced the player command parser generated by
flex/bison with the hand-coded parser, in order to avoid the
defect of Cygwin's flex/bison.
* The configure script supported the FLEX environment variable, that
can specify a certain flex command location.
[13.0.2]
* Fixed a ball catcher bug that causes a strange penalty shoot outs
play. Thanks go to Ke Shi for reporting the problem.
[13.0.1]
* Fixed build problems with bison 2.4
* Fixed defects on FreeBSD and MacOSX.
* Supported cygwin.
* Changed the default configuration file location on Windows. Now,
configuration files are generated under the rcssserver's working
folder.
* Fixed defects of the directory creation. Now, rcssserver can
create a nested directory for configuration files or log files.
* Fixed defects of the team graphic broadcasting. Now, team graphic
messages are sent to all monitors connected after coaches.
* Now, an offline coach receive an error messag if an offline
coach tries to connect without coach mode.
* Added a header line to the first CSVSaver output.
[13.0.0]
* RCSSBase is now integrated into RCSSServer. It is not necessary
for you to install RCSSBase before the RCSSServer installation.
* New parameters:
- server::stamina_capacity (default value: 148600.0)
- server::max_dash_angle (default value: 180.0)
- server::min_dash_angle (default value: -180.0)
- server::dash_angle_step (default value: 90.0)
- server::side_dash_rate (default value: 0.25)
- server::back_dash_rate (default value: 0.5)
- server::max_dash_power (default value: 100.0)
- server::min_dash_power (default value: -100.0)
* Changed parameters:
- server::stamina_max (4000 -> 8000)
- server::max_back_tackle_power (50.0 -> 0.0)
- server::extra_half_time (300 -> 100)
- server::player_speed_max (1.2 -> 1.05)
- server::player_speed_max_min (0.8 -> 0.75)
- server::extra_stamina (0.0 -> 50.0)
- player::player_decay_delta_min (-0.05 -> -0.1)
- player::extra_stamina_delta_max (100.0 -> 50.0)
- player::effort_mix_delta_factor (-0.002 -> -0.004)
- player::effort_man_delta_factor (-0.002 -> -0.004)
- player::new_dash_power_rate_delta_min (-0.0005 -> -0.0012)
- player::new_dash_power_rate_delta_max (0.0015 -> 0.0008)
* Changed a stamina model. The new parameter
server::stamina_capacity defines the maximum recovery capacity for
each player. When player's stamina is recovered during the game,
his stamina capacity is also consumed. If the player's stamina
capacity becomes 0, his stamina is never recovered and he can use
only his extra stamina. The recovery policy of the stamina
capacity is as follows:
- normal halves
The stamina capacity is reset to the initial value just after
the kick off as well as the other stamina related variables.
- extra halves and penalty shootouts
The stamina capacity is reset to the initial value just after
normal halves if the game is not over, but is never recovered
at the half time and before the penalty shootouts.
If server::stamina_capacity is set to a negative value, players
have an infinite stamina capacity. This setting makes the new
stamina model completely same as the old stamina model.
* Changed a dash model. Players can now add the dash direction as
the second argument of his dash command:
`(dash <power> <dir>)'
The dash direction is relative to player's body angle (or reverse
side angle if dash power is negative value) and is restricted
within [server::min_dash_angle,server::max_dash_angle]. The dash
power effectiveness is affected by the magnitude of dash
angle. Players can dash in direction of their body (or reverse
side angle if dash power is negative) using 100% of power, in
backward with server::back_dash_rate(0.5) of power and in sideward
with server::side_dash_rate(0.25) of power. The dash power
effectiveness will increase between sides and body direction from
server::side_dash_rate(0.25) to 1.0 and between sides and backward
from server::side_dash_rate(0.25) to server::back_dash_rate(0.5).
dir_rate = ( fabs( dir ) > 90.0
? back_dash_rate - ( back_dash_rate - side_dash_rate )
* ( 1.0 - ( fabs( dir ) - 90.0 ) / 90.0 )
: side_dash_rate + ( 1.0 - side_dash_rate )
* ( 1.0 - fabs( dir ) / 90.0 ) );
Please note that server::min_dash_power will be set to 0 in the
future simulator (v14 or later). This means the negative dash
power will be forbidden completely.
In order to balance with older binaries and to enable flexible
settings, server::dash_angle_step parameter has been
introduced. This parameter defines the discreteness of player's
dash direction. If server::dash_angle_step is 90.0, players can
dash only in four directions (forward, backward and two
sidewards).
* Changed heterogeneous player parameters. Now, heterogeneous
players' dash speed become slower.
* Forbad a backward tackle. Now, server::max_back_tackle_power is
set to 0. This means the tackle command directed to 180.0 degree
has no effect.
* Changed an overtime length. Now, the default overtime length
is set to 1000 cycles.
* Supported a protocol version 13.
- All new parameters are sent to v.13 or later clients.
- server::extra_half_time parameter is now sent to v.13 or later
clients.
- Version 13+ players and coaches can see players' kicking state.
When players can see another players team, they can also see if
that player is kicking via a `k' flag as follows:
`((p "<TEAMNAME>" <UNUM>) <DIST> <DIR> <DISTCHG> <DIRCHG>
<BDIR> <HDIR> [<POINTDIR>] [{t|k}])'
`((p "<TEAMNAME>") <DIST> <DIR> [<POINTDIR>] [{t|k}])'
Coach visuals now can indicate if a player is kickingvia a `k'
flag as follows:
`((p "<TEAMNAME>" <UNUM>) <X> <Y> <VEL_X> <VEL_Y> <ANGLE>
<NECK_ANGLE> [<ARM_DIR>] [{t|k}])'
If an observed player is tackling, the kicking flag is always
overwritten by the tackle flag.
Please note that the kicking state can be seen within one cycle
just after kicking.
- The stamina capacity information is added to sense_body message
as follows:
`(stamina <STAMINA> <EFFORT> <CAPACITY>)`
* Supported a monitor protocol version 4 and a game log format
version 5. In these versions, players' stamina capacity
information are contained in each player data. Now, these versions
are used by default.
* Now, stoppage time information is recorded in the text log(.rcl)
files.
* Supported the environment variable RCSS_CONF_DIR. With this
variable, you can specify the default location of configuration
files.
[12.1.5]
* Fixed build problems with boost::system.
[12.1.4]
* Fixed library dependencies and a problem in 64bit platforms.
Thanks go to Hedayat Vatankhah for providing the patches.
[12.1.3]
* This release is the version for the final round of RoboCup2008.
* Added new parameter, server::extra_half_time(default: 300). This
parameter changes the length of each extra half. Please note that,
at least in this release, rcssserver never send
server::extra_half_time to v.12 or older clients via the
server_param message.
[12.1.2]
* Fixed gcc 4.3 compilation problems. Thanks go to Hedayat Vatankhah
for providing the patch.
* Fixed gcc 4.4 warnings.
[12.1.1]
* Fixed an endless loop bug in the collision check with goal
posts. Thanks go to Alexander Burger for reporting the
problem.
* Fixed defects of the back pass rule.
- Now, the back pass rule does not apply if goalie catches the
ball after his own kick but the previous ball kicker is an
opponent player and both kicks are performed within the same
play_on period.
- Now, the back pass rule applies if a teammate player holds the
ball and kicks the ball just after goalie's catch in the same
cycle.
- Fixed a defect of timer count when trainer changes the playmode.
[12.1.0]
* Slightly changed the game log format version 4. Now, players'
pointing points are recorded by the global value of left-hand
coordinate system.
* The size of team_graphic image can be smaller than 256x64. Any xpm
graphic that the size is 8*m x 8*n (0<m<=32,0<n<=8) is acceptable.
* Now, team_graphic messages are always recorded in the game log
file as msg info.
* Now, the game date and result are recorded at the end of the game
log file as msg info.
* Fixed a defect of log file flushing.
* Disabled the stdoutsaver by default. Instead, the rcsoccersim
script will try to load the stdoutsaver module.
* Fixed an incorrect result message of penalty shootouts in
stdoutsaver.
[12.0.1]
* Fixed a change_view command bug in the synchronous mode. Thanks go
to Tobias Springenbergr for reporting the problem and providing
the patch.
[12.0.0]
* Supported the monitor protocol version 3 and the game log format
version 4. Now, these are used by default.
* Fixed a build problem on some platforms.
[12.0.0_pre-20080210]
* New parameter:
- server::synch_see_offset (default value: 30)
* Renamed parameter:
- server::min_tackle_power -> server::max_back_tackle_power
(default value: 50.0)
* Changed parameters:
- server::tackle_power_rate (0.0135 -> 0.027)
- server::tackle_back_dist (0.5 -> 0.0)
- server::tackle_width (1.0 -> 1.25)
* New command:
- "(synch_see)"
All version players can use this command. If the command is
accepted, rcssserver sent a reply message, "(ok synch_see)".
This command is used for a synchronous mode describing below.
* Changed a see message timer. There are 2 modes for all players,
the asynchronous mode and the synchronous mode. The asynchronous
mode is completely same as v.11 or older timer and is a default
mode for all players including v.12 players. If players send the
"(synch_see)" command, they enter to the synchronous mode and
cannot return to the asynchronous mode. v.11 or older players
also can use this command and the synchronous mode.
In the synchronous mode, the "low" view quality cannot be used and
the following view width are available:
| mode | view width(degree) | see frequency |
| narrow | 60 | every cycle |
| normal | 120 | every 2 cycles |
| wide | 180 | every 3 cycles |
In all view modes, rcssserver send see messages at
server::synch_see_offset(30) ms from the beginning of the cycle.
Each view width can be calculated as follows:
narrow: 60 = visible_angle(90) * send_step(150) / sim_step(100)
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -