Unlocked so people can post here if they want about the changes. I'm going to be posting here more in depth with everything that is changed so it's more 'understood' what has been changed. This is mainly directed to the new SVN update.
One note, there is a server running on our mega server, which you can connect to
216.115.67.17 .. If it crashes, we'll fix the crash since we have direct access to it now.
For the most case, 2.0.5.1 is completely online fixes & crashes. There is still more to do, but we've done a good bunch for SVN update. Brent worked alot on fixing the core of the server this week, as there was a huge bunch of issues with slots handling connections/disconnections/etc. Was pretty much a mess, and probably a core reason why SF 1.4 always 'locked up' after you ran it for too long (if people connected of course).
There was a nasty bug that messed with the gunfire a great deal after using the mouse button even once. It would end up being angle desynced, and probably was a HUGE reason why things blew up randomly and it was hard to fight online. This has been solve though, and it seems to be alot better in the syncing area now.
There was also a few 'doubling' messages that were being sent, like warp animations, and key clicks, which were a pain to handle while you were scrolling through your modules or target as it would often seem 'laggy'. Few other minor network details were adjusted, and we upgraded Raknet to the newest version to make sure everything is up to date on the network side. There may still be issues if the server has been running for X amount of time, but we'll get to those if they appear. Just remember, we will need a packetlog from a client if you get syncing issues for that.
There were a bunch of crash fixes too, including the cancel button lockup, which should work alot better. There is, from what I believe, to be one or two crashes that seldom occur when connecting to the server however, which needs fixing. If you get crashes while disconnecting/connecting/closing the client, report them with a crashlog! We also fixed a 'closing client' bug where profile would be corrupted due to it.
Note on crashes and network issues:Just remember, ANY CRASH YOU FIND SUBMIT IT WITH A CRASH LOG! It is rather simple, when the game crashes, a message will appear asking if you want a crashlog, select 'YES' to make a crashlog, find it in your binwin folder, then zip and send to us! Simple as that, we fix it 100% faster as it points us right to where the crash was.
If there is a NETWORK ISSUE, such as latency or bug, turn on PACKETLOGGING, turn on SF, then wait until the issue occurs. When it does. Shut down SF and send us the packetlog. Again, it is in your binwin folder, with a obvious name. It's rather easy to enable, one line in your sf.cfg file, (capture.capture = 1). You can find more details here:
http://stellarfrontier.ss-network.net/index.php/topic,1183.0.html ===
We will continue working on any bugs we find, but we really need some help from everyone finding them all. It's easy to state there is an issue, but we need you guys to point it out with the logs that can be made, as it's basically a pinpoint to what we need to fix. But please give network testing a go again on our server. I'll be there once and awhile to test myself.
The next thing we probably will be working on is the nexus, and syncing up more, along with more fixes. I wanted to get cloaked synced up. I also wanted to get the 'dreaded' status bars synced up, so you can actually tell when a player is taking damage rather then guessing on your screen (as often your client sees a player ship as dead, but its' really not). Though this should be not as bad in SF 2.0, there is always room for lag error.
