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BZ2 1.3.7.0a130j posted
Posted: Sat Jan 02, 2016 8:51 pm
by GSH
There is a new sub-build of 1.3.7.0 to be installed over 1.3.7.0a130 or a130g:
download. This fixes a number of items such as mousewheel binding, targeting in MP, and weapon appearance in MP, plus pilot deaths in MW and some threading fixups. See the included changelog for complete details.
-- GSH
Re: BZ2 1.3.7.0a130j posted
Posted: Sun Jan 03, 2016 3:43 am
by squirrelof09
Hosted a game with Red Devil, Commando, and Ashley, game was smooth. I have nothing urgent to report.
Re: BZ2 1.3.7.0a130j posted
Posted: Wed Jan 06, 2016 1:58 am
by Axeminister
I like this patch, bravo to all involved.
Re: BZ2 1.3.7.0a130j posted
Posted: Wed Jan 06, 2016 6:46 pm
by Zero Angel
Another player reports they have seen the following things:
- Health regains in MP (e.g. try to destroy a weapon crate)
- Miscolored explosive scorches
- Mtr Bike healthbar shows in first person with high FoV
- Particles being destroyed early with high FoV
- No muzzle flashes on other players in multi
- Ctrl+Escape or Windows Key, does not tab game
Re: BZ2 1.3.7.0a130j posted
Posted: Thu Jan 07, 2016 8:28 pm
by GSH
- Miscolored explosive scorches
- No muzzle flashes on other players in multi
Should have gotten some wattention between a130g -> 130j. The second is harder to get perfect.
- Ctrl+Escape or Windows Key, does not tab game
Deliberate, and I think I set that up since 1.3.ta5. Many of the higher end mechanical keyboards provide
lockouts for the Windows key to ensure it doesn't disrupt gaming.
-- GSH
Re: BZ2 1.3.7.0a130j posted
Posted: Thu Jan 07, 2016 8:50 pm
by General BlackDragon
Also while testing to confirm that ground chars are fixed (Yes, it is), I placed in IA 10 units in Groups 2 - 10, selected them in order of F2 - F10, then 9'ed them.
F7 - 10 were not selected, but had the yellow line going to them.
All of groups 8, 9, 10, and one unit in group 7 did not get the order.
Why can you only select 59 units at one time?
Re: BZ2 1.3.7.0a130j posted
Posted: Thu Jan 07, 2016 8:57 pm
by GSH
Why can you only select 59 units at one time?
Goes over the network max packet size (MTU minus headers) for some commands in certain pathological cases. Limiting to 59 makes it consistently behave in all cases.
-- GSH
Re: BZ2 1.3.7.0a130j posted
Posted: Thu Jan 07, 2016 8:59 pm
by General BlackDragon
Ah. Why is MP code being used in BZ2Edit Instant Action?
There was and possibly still is a case where, if you are in the editor too long, when you exit editor, you cannot move and console is spamming force move lag quit stuff.
Re: BZ2 1.3.7.0a130j posted
Posted: Thu Jan 07, 2016 9:55 pm
by GSH
Why is MP code being used in BZ2Edit Instant Action?
1) Simplicity, fewer code paths to debug. The max units selectable at once is a constant that's not really part of the network code. But it affects net, so the same constant is used in both exes.
2) In BZ2 1.0-1.3.5(ish), there was a separate 'NetworkManager' and a 'MoveManager' (BZ1-ish, with some added features). I unified them to remove redundant items, store in network-compressed form in memory, etc. Everything goes thru this compressed form code path, once again, to have fewer diverging code paths.
-- GSH
Re: BZ2 1.3.7.0a130j posted
Posted: Thu Jan 07, 2016 10:07 pm
by General BlackDragon
Ah.
Well, somewhere, being in the Editor makes that code think it's lagging. What's the timer on it?
Re: BZ2 1.3.7.0a130j posted
Posted: Thu Jan 07, 2016 10:45 pm
by GSH
Nothing comes to mind offhand. Bugzilla it.
-- GSH
Re: BZ2 1.3.7.0a130j posted
Posted: Thu Jan 07, 2016 11:06 pm
by Spacecomber
I think this is a known and standing issue, but playing through the Single Player Campaign, I ran into the problem of the Constructor on the Dark Planet mission failing to budge from the corner that he starts out in, never building a power supply or the factory. I tried a few restarts and changing the difficulty level from High to Medium but with no luck. The mission is still winnable, however.
Re: BZ2 1.3.7.0a130j posted
Posted: Thu Jan 07, 2016 11:10 pm
by Red Devil
Hey Spacecomber; welcome back/
check these fixes:
viewtopic.php?f=7&t=1205
Re: BZ2 1.3.7.0a130j posted
Posted: Fri Jan 08, 2016 12:39 am
by Spacecomber
Hi Red Devil. I saw those files, but I wasn't clear on their relationship to the testing of the latest beta release. I was thinking that maybe they would be picked up and included in the beta releases by Nathan at some point. I think I'll play through the rest of the campaign with just the patch, and then go back and install the single player mission tweaks you've been working on to see if they help with any rough spots that I might run into. Does that make sense?
Re: BZ2 1.3.7.0a130j posted
Posted: Fri Jan 08, 2016 1:02 am
by Red Devil
not really ;-p