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Messages - Corey Cooper

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Help Me / Re: Lagging issues with TD2
« on: March 02, 2006, 10:15:36 AM »
Sorry for not replying sooner.  That problem here is there is virtually no way to diagnose this issue.  Given how unique it appears to be, I would say it's far more likely that the configuration of your machine is what is causing the clock to "lag", rather than some problem with the software itself.  To be honest, 256MB is *not* a lot of memory, not for Windows XP anyway.  I find that my desktop PC running Windows XP, which has virtually no background processes running (I'm anal about that stuff), doing absolutely nothing typically consumes 170 to 200 MB.  If I had only 256MB, that leaves only roughly 56MB of physical memory to play with.  When I check out other people's PCs, I find they have installed so much crap that they have forgotten about, their typical memory footprint is in the 300 to 500MB range.  And that makes a PC with 256MB of memory crawl.

So, what else is installed and running?  You might be surprised.  Go to and download Hijack This.  Run it, then analyze the results using the site (there's a page where you can paste your results from Hijack This and it will analyze them for you).  Even though this is usually for finding what spyware/etc you may have installed, it's great for just seeing what other crap is running on your machine.

General Discussion / Re: 2.0 is Great
« on: March 01, 2006, 09:25:10 PM »
There is no way within the program to delete the database.  However, if you want to completely delete the database, all that you need to do is to delete (or rename) the folder "db", which is located where ever you installed the Tournament Director.  Typically, this is "C:\Program Files\The Tournament Director", so delete "C:\Program Files\The Tournament Director\db".

Help Me / Re: screen set help
« on: February 28, 2006, 01:37:15 PM »
You're welcome.  But it's definitely a bug.  I'm glad you can work around it, though.

Help Me / Re: printing help...
« on: February 28, 2006, 01:02:40 PM »
You can print the seating chart.  Just go to the Tables tab and export the tables.  This will export them to an HTML file, which you can then just open using IE or Firefox or whatever browser you use and print it.

Right now there is no option to print seating changes - it just got left out.  I'm mulling over some options on this front for the next release.

Help Me / Re: screen set help
« on: February 28, 2006, 12:45:33 PM »
I think this is a bug.  I described it in the user manual like this:

"When the Tournament Director selects the screen set that will be used at any given moment, the screen sets are scanned in the order that they are displayed on the Screen Sets dialog.  When a screen sets whose conditions match the current tournament state is found, the screen set is selected for display.  If no screen set is found, the default screen set is used.  If more than one screen set matches the current tournament state, the first one found is used."

However, in coding it, the screen set with the highest number of matching conditions is used.  Problem with this method is that more than one matching condition doesn't necessarily mean it's a better match.  And by trying to make the conditions as easy to use as possible, it prevents more complex conditions.  End result is what you are seeing.

If I remove the scoring, it works just as you would expect.  I'm going to put down on the to-do list a way to have more complicated conditions.  For example, it would be nice to say "When NOT before the tournament starts".  Or maybe I just need to change the "Stage" portion to have Yes/No/Either values, like the other conditions.  This would allow you to set some impossible conditions, but that would just be user error I guess.

Suggestions / Re: non-integer chip values
« on: February 27, 2006, 06:50:38 PM »
Uncheck "Use whole numbers for chip values" on the Preferences tab.

Help Me / Re: how to restart the clock
« on: February 27, 2006, 05:23:33 PM »
Use the "Reset" button on the Game tab.  This will restart the tournament (clearing all add-ons and rebuys as well), and optionally clear buy-ins and unseat players.

Help Me / Re: screen set help
« on: February 27, 2006, 02:20:07 PM »
Attach your layout to a post.  Better yet, attach your tournament with this layout.  It's possible (without me looking at the code right now), that the rebuy screen sets are chosen because they match more than one condition.  And without thinking about this too hard, that just might be a bug.

Help Me / Re: screen set help
« on: February 27, 2006, 11:33:49 AM »
Not sure why your pre-tourney set isn't displaying.  Double-check your conditions and make sure you haven't inadvertently set something.

For the post-tournament set, move it up to just after the pre-tournament set.  It's not showing up currently because, even after the tournament is over, I would imagine the "After rebuy period" screen set is displayed, since it still matches tournament conditions (rebuys are allowed, rebuys are over).  The *first* set in your list to match current conditions will be used.

Help Me / Re: Credit Add-on before tournament starts
« on: February 27, 2006, 11:16:48 AM »
You cannot bust players out, add-on, or rebuy before the tournament begins.  You can always start the tournament and then quickly pause it to perform your initial add-ons.

Help Me / Re: screen set help
« on: February 27, 2006, 10:56:20 AM »
I was about to ask that you attach your layout, but I think Tim nailed it.

Help Me / Re: Memory
« on: February 27, 2006, 10:53:50 AM »
Depends on your system, on how large your tournaments are, etc.  The program can consume 25 to as much as 60 MB of memory when running (blame Internet Explorer).  The biggest problem most PCs have affecting performance is memory.  When there isn't enough memory, the system resorts to using hard drive space, and it swaps memory back and forth between actual memory and the hard drive.  This is slow.  However, if you are using a single application, and don't switch back and forth between more than one application, then after the program is running you *typically* won't see a performance problem.  This is because the system will be using actual memory for the program itself, and other programs (system or otherwise) will be swapped to disk.  So as long as you're using the TD exclusively, you shouldn't see a lot of performance problems due to lack of memory.

A "slow" clock implies that, if you were to take a stopwatch for example, and start the stopwatch at the same time you start your tournament, after some amount of time, the tournament will be "behind" the stopwatch.  If you see this, you've got more serious problems.  The tournament time is based on your PC's internal clock.  It is actually the difference between the time you started the clock and the current time.  So, if it is "slow", then your system clock is slow.  Your system clock is not affected by running programs (unless they intentionally set it).  It is actually based on AC from your local power company while your PC is on, and probably quartz when your PC is off.  At least this used to be true, haven't really checked up on this recently.

If the clock doesn't appear to "update" every second, this is different from the clock being "slow".  This could happen if your PC doesn't have enough horsepower to update the screen every second.  And, like noted above, if your PC is swapping memory (your hard drive light should be on, fairly constantly if this is the case), then it probably won't be able to update the clock display every second.

Help Me / Re: Bounties
« on: February 27, 2006, 10:39:57 AM »
Check "Use player bounties" on the Game tab.  Enter the bounty chip cost in the "Bounty chip cost" field.  Check the "Restrict bounties" field if your players aren't required to purchase a bounty chip, and you only want players who have purchased a bounty chip to be able to collect a bounty chip from other players whom they bust out of the tournament.  For any player who does not purchase a bounty chip, simply set the "Bounty amount" to zero in the buy-in dialog.

To award points, use the "nb" and "nbk" variables.  Try "(nb+nbk)*2".  This would give 2 points for each bounty chip they collect, including their own (if they win the tournament and keep their own bounty chip).

If I read your post correctly, it sounds like everyone automatically gets a bounty chip, but you don't pay any additional amount for the chip, and you don't get any "money" for winning the chips, only points.  In this case, I wouldn't even use the bounty chip feature, since it requires an amount paid to get a bounty chip, and awards the amount paid to the collector of the chip.

In this case, you should just use the "nh" variable.  "nh*2" gives two points for every hit a play makes, and since every player has a bounty chip, this would equate to each bounty chip each player collected.  To award the winner of the tournament their own bounty chip, you could add two points to the first place prize.

I believe you could also use a formula like this: "(nh*2) + ((r==1)*2)".  r being the rank, if the player's rank is 1, then (r==1) equates to true, which will be coerced into "1", and when r is not 1, (r==1) equates to false, which will be coerced into "0".  This would give 2 additional points to anyone ranked "1".

OK, I just tried the very last item, with (r==1), and it does not work.  However, a small change will fix this.  So, to award the 2 points for the winner, you'll need to use a first place prize.  I'm making this change now, so this will work for the next version.

Help Me / Re: Running tournaments with league and non league players
« on: February 27, 2006, 10:17:39 AM »
Tim is correct.  Within a tournament itself, there is no way to distinguish a league player from a non-league player, as far as points go.  Actually, the only distinction that can be made is between players who are in your database and those that are not, but that distinction can't be determined by the points formulas, etc.  League membership cannot be determined.

When stats are run, stat are only collected for players in your database.  So, in this way, all points collected by non-database players are discarded.  Don't know if that helps you any...

Help Me / Re: Chip Images
« on: February 27, 2006, 10:07:33 AM »
If I remember correctly, setting the size attribute of the <chips> token should describe pixel size.  So, whether you're using the built-in chip images (solid colored) or your own images, a size of "30" should render images of 30 pixels by 30 pixels.

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