Author Topic: Any interest in testing the original/new PXO?  (Read 1211 times)

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Offline taylor

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Any interest in testing the original/new PXO?
I'm not sure if anyone really cares at this point, but most of the original PXO has been ported and updated and is currently online. The tracker side has been done for a while but is probably ready for more heavy testing than what I can do on my own. The website is something that I'm rewriting from scratch, and while it looks like complete crap, the basics are working (except SquadWar, haven't gotten to that yet).

It works with the retail releases of Descent 3, FreeSpace, and Freespace 2, as well as the current icculus.org version, for which I'll provide source and/or builds for Windows and Linux as needed. The GOG and Steam releases may work, I haven't tested them to see if PXO is still in those.

So if anyone is interested let me know and I'll get things ready to test this week.

 

Offline PIe

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Re: Any interest in testing the original/new PXO?
I'm interested.

 

Offline AdmiralRalwood

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Re: Any interest in testing the original/new PXO?
Not counting SquadWar, did the original PXO have any features that fs2netd does not?
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<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

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<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

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Offline taylor

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Re: Any interest in testing the original/new PXO?
Not counting SquadWar, did the original PXO have any features that fs2netd does not?
Design wise, definitely. All traffic is UDP vs TCP which FS2NetD uses, and it runs through psnet client-side just like regular game traffic. This means it doesn't require any extra ports, and is pretty firewall friendly. All a client should need to do is start the game, connect in, and start playing. Creating a game or running a standalone is the only time that port forwarding should be necessary, and then it's just a single port. There are some internal differences with regards to traffic validation and what not, but nothing big.

Basic feature wise I think that FS2NetD has the bases covered. SquadWar is the only real part that's missing, but even that is mostly html and database trickery rather than a client or tracker thing. The PXO code (client and server side) basically just records the score from a game. All of the magic is just in the website. That's why getting PXO up and running again isn't a big deal, FS2NetD works and I assume that SquadWar support there isn't too far off.

I guess that only real 'feature' of PXO over FS2NetD at this point is that it supports the original retail releases for Descent 3, Descent: FreeSpace, Freespace 2 Demo, and Freespace 2.

 

Offline Mongoose

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Re: Any interest in testing the original/new PXO?
If you got in touch with the remaining D3 server ops, they might be interested in helping you out too.  I'm not sure it'd serve much practical purpose, since the community's been using their own server tracker(s) for a decade now, but might be worth a shot.

 

Offline taylor

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Re: Any interest in testing the original/new PXO?
If you got in touch with the remaining D3 server ops, they might be interested in helping you out too.  I'm not sure it'd serve much practical purpose, since the community's been using their own server tracker(s) for a decade now, but might be worth a shot.
Yeah, that's on the todo list after things are in a more complete state. D3 is tricky anyway due to the hardcoded URLs, and I don't want to discuss anything with them unless it's 100% ready to use.

 

Offline jr2

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Re: Any interest in testing the original/new PXO?
Hmm.  What timeframe are you thinking for testing?

 

Offline taylor

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Re: Any interest in testing the original/new PXO?
The tracker is up and going already but I need a day or two in order to get the website ready to go live. I've only been working on the website since this past week so there is a lot missing, but I need to at least get some extra security measures in place before making it public.

So hopefully it will be online late tomorrow, maybe the day after. I'll post here with all the details when it's ready.

 

Offline taylor

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Re: Any interest in testing the original/new PXO?
The website should be up now if anyone wants to go ahead and register. It's very, very early in the development of the website though, so some stuff is missing, some stuff is broken, and it looks like ****. What should work fine is logging in, logging out, registering, and viewing & verifying your account. Rankings should also work. When you register you'll get an email with a link to validate your account. Until it's validated you won't be able to log in to the tracker or chat server. If you don't get the email, or the link doesn't work, email me at [email protected] and I'll set it manually.

I'll get some builds and source for the icculus.org version posted later today, but you should be able to try it out with the retail version in the meantime if you like.

Grab multi.cfg for FS2 here: https://pxo.nottheeye.com/files/multi.cfg
For FS1 grab https://pxo.nottheeye.com/files/pxo.cfg and https://pxo.nottheeye.com/files/std.cfg

The site is at https://pxo.nottheeye.com

 

Offline taylor

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Re: Any interest in testing the original/new PXO?
Windows builds of the icculus.org version are now available:

Release build: https://pxo.nottheeye.com/files/test/freespace2_rel.zip
Debug build: https://pxo.nottheeye.com/files/test/freespace2_dbg.zip

Source will be released in a couple of hours.

After extracting one of the zips just copy the retail VPs into the directory. The filenames will conflict with the retail version, so don't put them in the same directory. These builds are not compatible with any FSO VPs, configs, or options.

freespace2.exe is the launcher. Using it is not required, but will be easier to copy/paste your PXO credentials in there than in game.

fs2.exe is the game binary. It is perfectly safe to run this without having used the launcher first since it will set all config defaults automatically. The debug build will default to windowed mode, the release will default to fullscreen. You can use the GUI + f key combo to toggle between fullscreen and windowed modes (Windows 10 may screw this up). Another key combo in the debug build that switched modes is ~ + F3. The graphics code will try to init with OpenGL ES 2, then fall back to OpenGL 1.x if that fails. The GLES2 renderer looks a little better, but doesn't have much of a performance difference.

fs2standalone.exe is the standalone server GUI. This is only needed if you want the normal GUI. Using the -standalone cmdline option with the fs2 binary will start standalone without a GUI, making the web interface available on whatever port the standalone is running at (default: http://127.0.0.1:7808). The web interface requires no external resources nor does it make any external connections.

 

Offline taylor

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Re: Any interest in testing the original/new PXO?
Source is now up: https://pxo.nottheeye.com/files/test/freespace2_src.tar.gz

If you are building on Windows you will also need: https://pxo.nottheeye.com/files/test/Support.zip (112 MB)
Extract the support zip at the same directory level as you extract the source tarball. It has all of the extra libs, dlls, and headers that you should need, and cmake will locate them in that location by default.

To build you need CMake 2.8+. The build directory should be freespace2_src/build/.

For Linux you will also require development packages installed for wxWidgets 3.0+, OpenAL, libwebsockets 0.6+, and SDL 2.0.5+.

Building is NOT support on Mac at this time.

  

Offline taylor

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Re: Any interest in testing the original/new PXO?
Pushed some server updates. Minor work on the front-end and a bunch of fixes on the back-end.

Highlights:
  • A little work on the website to look and work a bit better
  • The format of salted/hashed passwords in the database changed. Whenever you log into the website it should automatically upgrade from the old format, but if you have problems let me know
  • Fixed a database issue that caused missions which had been validated showing up as invalid for clients

If there are any issues let me know. Porting SquadWar comes next.

Also, the "Dragon Standalone" that tends to be running is one of my test servers. You are free to use it, but it's on a connection which frequently has really high latency. Just FYI.

 

Offline taylor

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Re: Any interest in testing the original/new PXO?
Still working on this, but life happens and things get delayed. Bunch of updates on the way but I don't have an ETA for when the new stuff will be available. Too many backend and build issues holding things up. SquadWar will still be disabled in the next site update, since it's taking too long to get some things situated, but it's around 75-80% complete at this point.


In the meantime I could use a little help testing something. Go here and see if it loads and looks okay for everyone: https://pxo.nottheeye.com/files/junk/maptest.html

Mouse wheel to zoom, or double-click to zoom in and shift-double-click to zoom out. Click and drag to pan around. I know it doesn't work properly on mobile yet, but it will by the time it goes live (whenever that is). If it doesn't work on the first page load please reload it and try again. It's all hacked together to work without the dev site so it's a little extra flaky.

 

Offline ngld

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Re: Any interest in testing the original/new PXO?
The map interaction doesn't work for me because apparently the SVG never emitted a load event. If I type $('#leaguemap').trigger('load') in the browser console, everything works as expected.

 

Offline taylor

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Re: Any interest in testing the original/new PXO?
The map interaction doesn't work for me because apparently the SVG never emitted a load event. If I type $('#leaguemap').trigger('load') in the browser console, everything works as expected.
What browser/OS? Same thing happened to me with Chrome/Linux, but only on the first page load.

 

Offline ngld

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Re: Any interest in testing the original/new PXO?
Chromium / Linux

I tried reloading but that didn't work. If I open the page now it works but if I then reload, it once again doesn't work...  :confused:
Something weird is going on with caching here.

 

Offline taylor

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Re: Any interest in testing the original/new PXO?
Caching is disabled the way that the test is served. I think that the svg is forced to load from the server every time whereas the html/css/js ends up cached by the browser (in memory at least). I had to bypass some stuff to get it to work at the moment, so hopefully that's the only reason it's messing up. The real version should be cached properly.