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Author Topic: Testers  (Read 2629 times)
NiteHawk
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« Reply #45 on: December 04, 2010, 06:18:32 PM »

Thanks Havik, this was super helpful. Your shipdamage for some reason went super high. Not sure 'why' yet, but I'll figure it out. Do you remember doing anything (like grenading/mines/etcs) to get this? Any friendlyfire? etc.

Neverless I'll figure that one out. I wonder if it could be possible tha shipdamage could potentially be negative in some weird issue. I'll have to beat test it tomorrow when I'm around.
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Arsanthania
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« Reply #46 on: December 04, 2010, 07:15:49 PM »

could you figure out/add impact masks to the missiles?
i have some cool looking ones, but they're too big, and if i shrink them, i lose detail. =/
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« Reply #47 on: December 05, 2010, 05:14:14 AM »

could you figure out/add impact masks to the missiles?
i have some cool looking ones, but they're too big, and if i shrink them, i lose detail. =/

Won't be yet, bugs first, but I'll add it to the first things to do when we get a good version going. I'll pretty much add a second mask like planets have (for rings). Don't worry about it just yet anyways, we'll get it in soon though
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« Reply #48 on: December 05, 2010, 12:13:21 PM »

cool, just making sure, as the core of the projectile is about 8x8 for the big ones, -1 for each size smaller, but the flare puts the big one at 32x32.
little bit to big.
for now. Wink
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« Reply #49 on: December 10, 2010, 08:18:27 AM »

So.....anything happening this weekend? test test test
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"Fighting in sync makes a Good Fighter, Fighting out of sync makes a bad Fighter a Good Fighter." - Havik
NiteHawk
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« Reply #50 on: December 11, 2010, 05:15:33 AM »

Hey Havik, there won't be a test this week because we are woking on a large sync issue. Now that things are SYNCED up, the reason they will slowly desync unless F9'ing is because a ship/player index will eventually be different on server vs client. Consider this an example, lets say everything is 'currently' in sync until this happens:

A corvette, and a frigate blow up and respawn at the same time. The issue here is most likely that the server/client respawn may not be in the same order at this time... On server, the corvette spawns with ID 1, and the frigate spawns with ID 2. On client, frigate spawns with ID 2, and corvette with ID 1. Now here is the mess because the ID's are swapped.

Let's say ID 1 (corvette) docks on the server and wants to swap his ship. He swaps to a destroyer. So the process goes on the server side IF ID1 IS DOCKED ON A STARBASE, CHANGE SHIPS.

Let's say client gets this message, 'ID1 wants to swap ships'. The issue here is ID1 isn't the ship that is docked, because the IDs were swapped, the actual ship IS ID2. But it will check if ID1 is swapped, notice that 'id' is not swapped, and not do anything. Thus you start getting desynced messages because of incorrect ID placement.
 
The solution at this time is to use a GUID which is sent with creation (GUID being a UNIQUE ID). The problem though is that for some reason it's not working as intended. With this, most messages are going to need to be changed, it's going to be a mess of work to do. Brent has been working on it for a bit now, and its rather a nasty area to work on. I'm going to be trying to see if I can get GUID to keep in sync, but I'm not as leet as Brent. :>

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« Reply #51 on: December 11, 2010, 08:40:11 AM »

so no beta till next year i guess.
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