Author Topic: Multi Player  (Read 32421 times)

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Offline FUBAR-BDHR

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OK I put that and the targeting not working correctly one in there too.
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Offline FUBAR-BDHR

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Well ran into a new weird problem today.  Playing around with making Vid's DC 3 mission into a multi player.  Trying to make it look like alpha and beta are arriving from the hangers.  Positioned one in each hanger with a waypoint just outside the exit of the hanger since arrival from docking bay isn't an option for all of the hangers.  Now for the weird part.  Alpha 3 launches just fine.  I think one or 2 of Beta wing also start out OK.  The rest just do circles inside the hanger until they die from crashing into the walls.  Now for the neat part.  When they respawn they fly right out of the hangers via the waypoint with no problems.  Tried single player and they also exited the hangers pretty much OK (some minor damage but all above 90%).   Tried no dynamic goals, and different AI levels.  Same thing.  Repositioned and rotated ships.  Same thing.  Any ideas on this one?
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Offline karajorma

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I suspect they're trying to avoid crashing into the other members of Beta wing. Since not flying into things is an innate part of the AI (even if they don't do it well) setting no dynamic goals won't help. If you can position them further back they'll probably be fine.
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Offline FUBAR-BDHR

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I've tried all the way to the back and moving them forward.  Still do the same thing.  Beta comes out the opposite side of Alpha so there is no chance of Alpha and Beta colliding.  The real question is why does it work fine after respawn and in single but not at the game start in multi?
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Offline Vidmaster

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additional question: FUBAR, got any idea to fix the arrival bug in Vidmaster's MAJOR Challenge (the new 6 player gauntlet) ?
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Offline karajorma

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I've tried all the way to the back and moving them forward.  Still do the same thing.  Beta comes out the opposite side of Alpha so there is no chance of Alpha and Beta colliding.  The real question is why does it work fine after respawn and in single but not at the game start in multi?

I can't imagine that they'd all respawn at the same time. It could also be that Beta 3 and 4 are too close to each other.
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Offline FUBAR-BDHR

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@Vid:  Not really sure.  It might not even be a problem.  Have you tired playing it a few times to see if it happens?  You could always add some sort of object (jumpgate, asteroid base, etc) and have the ships arrive near it. 

@Kara:  What doesn't make sense is that it is the same mission in multi and single no changes to ship positions.  All the ships start out just fine in single.  They don't in multi.  I could understand if they screwed up in both.  Wonder if the player flag is causing some sort of different AI behavior.  I'll have to try making all the ships except alpha 1 non player ships to see what happens. 
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Offline FUBAR-BDHR

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Well that test had entirely different results.  7 out of the 8 AI had no problems on mission start but went nuts on the second wave.  Exactly the opposite of them being flagged as player ships.  Think I'll just see if I can make it a no AI mission or a 4 player instead of 8.
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Offline IPAndrews

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Hi all. I'm back from my long weekend and I need you guys to start feeding me information on what does and doesn't need updating to make multiplayer work in the core. Kara you mentioned compiling a new build to get around our weapon quanitiy issue. Will this be multiplayer compatible with standard releases. I ask because I know the Inferno builds have tweaked limits and are not multiplayer compatible.
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Offline karajorma

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I've already posted a fixed exe that solves that problem on another thread so that we can play without the problem on Thursday. If you can tell me when you want the build for the final TBP release I'll get it done a few days before that date so it can get some extensive playtesting.

Until then I'm going to keep fixing multiplayer problems as TBP going multiplayer has made several old bugs more obvious (For instance the invisible weapons bug was caused by having more than 128 weapons. Since no one before TBP ever had that many weapons and multiplayer missions the bug was dormant).

So far nothing I've added should have broken multiplayer. If you host on an old exe you will still cause the bug for any clients regardless of which build they use. If the host is fixed and client is old you'll still get the problem on that client. Anyone using the fixed build will see things correctly.
« Last Edit: February 26, 2008, 03:27:48 am by karajorma »
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Offline IPAndrews

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Really we need to test the build intended for the TBP final release as soon as possible. Since me release schedule for TBP final is as soon as possible. After all everything was 100% complete until everyone suddenly took an interest in multiplayer. So we're playing overtime here. I appreciate the TBP executables are starting to get very specialised now. We have ai type bugfixes, BTRL glide thrusters, special icons, and now weapon limit fixes. So I really appreciate all this work. If we have a build ready in time for a Thursday multiplayer session I can push the build with the pre-game patch I release on the evening.
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Offline karajorma

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I'm probably never going to compile another BtRL patch based on the 3.6.9 codebase anyway as we're supposed to be moving to 3.6.10 for patch 3. As far as I'm concerned the BrRL builds are only going to be needed for TBP's final release. That makes it a little easier to work with it for me.

As for the final build FUBAR's reported a lot of new bugs and I'm not sure which ones are critical and which are merely annoyances. Decide which ones you need fixed for release and which ones you can live with and I can give you the final build as soon as I've fixed them.
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Offline IPAndrews

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As for the final build FUBAR's reported a lot of new bugs and I'm not sure which ones are critical and which are merely annoyances.

Me neither in all honesty. The bugs have been reported in a bit of an bewildering scattergun fashion all over the multiplayer threads. Don't get me wrong I'm glad we have the feedback but I'm short on free time and it's going to take me quite a bit of time to sift through the threads in a thorough fashion compiling a list of problems. The plan as always is to get it done as quickly as possible under the circumstances.
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Offline karajorma

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Well FUBAR's probably in a better position to say which ones are serious since he's the one making the missions anyway so I'll wait and see what he says. Anything not fixed in this build will probably get looked at for 3.6.10 and so far I'm finding that debug 3.6.10 may actually pop up a few more errors than 3.6.9 but it's about as successful at actually running the game.
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Offline Vidmaster

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After all everything was 100% complete until everyone suddenly took an interest in multiplayer. So we're playing overtime here.

TBP absolutlf final incoming! finally.
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Offline Vidmaster

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oh man, I give up. Most of my multiplayer missions include bugs that are an absolute mystery to me. Sending the stuff to FUBAR, I'll stick to singleplayermissions and backgrounds  :sigh:
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Offline FUBAR-BDHR

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@Kara:  Sorry I didn't get a chance to try that build yesterday.  Boredom of sitting in the waiting room for a doctor's appointment resulted in me coming home and sleeping instead.  I'm heading over there in about 20 minutes so I'll get some testing in. 

@Vid:  I'll try to have all of those fixed by Thursday except for Race which I haven't even looked at in weeks. 

@All:  As for the bugs none are critical.  I look at it this way if it effects both teams equally then it's not a big deal.  I don't think there is anything I reported that involves data changes.  Probably the biggest annoyance of the ones left is the support ship not being able to dock with disabled ships. 

I just checked Mantis and that looks I only have 2 bugs encountered in TBP multi that I thought critical enough to report that aren't fixed.  The one stated above and the targeting when engines disabled one which I classified as trivial. 

I think the biggest thing right now is mission testing.  I can only test so much playing against myself.  I would suggest a 6 minute run through of all the TvT and a quick run through of the dogfights.  Of course the gauntlets could use a full run too.  I've seen people playing them from time to time.  More feedback from them would help.  Am I correct in assuming we have more time to test the missions since they don't need to be included in the final release just ready in time for the DVD?

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Offline karajorma

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Those are the two bugs I planned to look at tonight anyway. :D
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Offline FUBAR-BDHR

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Good new / bad news / good news / bad news etc: 

Good news:  Tests of the new build didn't turn up any problems. 
Bad news:  It's snowing and my bar trip will be a short one
Good news:  More testing time for tonight
Bad news:  Found a new quark.  Doesn't hurt anything but I've notice that the AI will start shooting primaries when they get into secondary range instead of primary range.  Wonder if this is related to that not firing secondaries bug I saw in mantis.  Maybe they are trying to fire secondaries but firing primaries instead. 
Good news:  Think I have Vidmaster_MG01 working. 
Bad news:  My furnace went out at home and it's going to be very cold tonight.
Good news:  That means I'll be staying over here drinking and working on missions.
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Offline IPAndrews

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Bad news:  Found a new quark.  Doesn't hurt anything but I've notice that the AI will start shooting primaries when they get into secondary range instead of primary range. 

This could well be down to table entries. Weapon lifetime * speed vs range.

More good news:  Kara is seemingly demolishing your game engine bugs.
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