Ykkrosh Posted May 20, 2010 Report Share Posted May 20, 2010 Just a quick note about some recent changes: I've been integrating the new simulation system with the old networking code, to allow multiplayer games. The current status is that it seems to work at a basic level (e.g. I can run a server (on 64-bit Linux) and connect with a client (on 32-bit Windows) and move units around on one and see them move on the other), but it needs out-of-sync checks and it needs to stay in sync more (e.g. projectile attacks break because they currently use non-synchronised random numbers) and it needs to not leak memory and it needs a lot of testing and it could benefit from a lot of optimisation. So if anyone wants to test it, it might be best to wait a few days until it's a bit more stable but it ought to be runnable now.Also I deleted about twenty thousand lines of old code (mostly networking and simulation) in an attempt to clean up the codebase a bit. Should improve compile times a bit, too. But I haven't it thoroughly - hopefully it shouldn't have broken anything, but let me know if it's introduced any new bugs Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted May 20, 2010 Report Share Posted May 20, 2010 (edited) ERROR: CXeromyces: Failed to find XML file audio/actor/mounted/movement/walk.xmlERROR: Failed to load sound group '/actor/mounted/movement/walk.xml'Happens when a horse unit is first moved. Not critical, but thought I'd mention it.[edit]I just realized that I don't have all the art/sound locally due to you helping me save space with a stripped down SVN, so that may be the issue. Edited May 20, 2010 by WhiteTreePaladin Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted May 21, 2010 Author Report Share Posted May 21, 2010 I get that too - looks like it's just a problem with the data files, so it's not my problem . (Probably Matt's, but I don't think it's urgent.) Quote Link to comment Share on other sites More sharing options...
MattSherman Posted May 21, 2010 Report Share Posted May 21, 2010 (edited) Yes it is my problem / fault :-) Philip, am I safe to commit my sound changes (was holding off as requested due to the second alpha release) ? Edited May 21, 2010 by MattSherman Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted May 21, 2010 Author Report Share Posted May 21, 2010 Yes, that would be fine now - thanks Quote Link to comment Share on other sites More sharing options...
Jeru Posted May 21, 2010 Report Share Posted May 21, 2010 Please give a heads up if you commit any interesting sounds or music. Should make for a great news post. Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted May 25, 2010 Author Report Share Posted May 25, 2010 The code should probably be considered a bit more stable now. It does automatic out-of-sync checks (which works pretty nicely with the design of the new simulation system) and complains whenever there's any difference - if anyone tests multiplayer and gets an OOS error then it'd be good to know exactly what actions the players were doing, what OSes/etc they're using, and the oos_dump.txt files that it generates on each machine. (You can also test with multiple instances on a single computer, though then it'll annoyingly overwrite its own log files...)I'm not currently aware of anything that causes OOS errors, but I expect there's bound to be a few still hiding in there Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.