Test build that might reduce lag

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GSH
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Test build that might reduce lag

Post by GSH »

I've got a test build that seems to reduce lagouts on joins when tested in private. I posted instructions a week ago here to getting logfiles. I have noted who did, and did not submit logs. And, though I shouldn't have to say it, I prefer to have 1.3 private testers who can read and follow simple directions. This has been a test. Some people have ... chosen poorly. Can't say I'm surprised in the least. Just saddened.

Download links:
A) No-logging build. If you're not going to bother helping actually provide the information I request, download this.
B) Logging build. If you're going to try and help, download this. Note: this will create files in your 'Logs' folder (Vista/Win7: in $MyDocs/My Games/Battlezone II/Logs; XP, in $InstallDir/Logs). A file per run, sometimes big. Watch your HD space used by this; if you can't dedicate a few dozen MB, then use the no-logging build.

Notes:
1) This is a .7z file. If you can't install/run 7-zip, please don't bother.
2) This is NOT network-compatible w/ any other BZ2 patch. Including 1.3.6.1. It can only play multiplayer with other 89d builds.
3) It is best to use Windows Explorer to copy/paste your 1.3.6.1 install folder (all of it). Then unpack one of the builds above into that install folder. If you don't replace some files (e.g. bzone.exe, etc), you're doing it wrong. Also, this will let you switch between 1.3.6.1 and 89d.
4) Users are NOT prompted to get this build, unlike 1.3.6 -> 1.3.6.1.

If tests show an improvement, I *might* make a 1.3.6.2 release that includes these changes. That all depends on what results from this test build.

-- GSH
Commando
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Re: Test build that might reduce lag

Post by Commando »

---- Battlezone II Log File ----
//=====================================================
App version: bzone b89d Jun 17 2011 21:39:57
Windows version: Windows Version: 6.1.7600 '' PlatformID=2

Last few battlezone.log lines (may or may not be relevant):
DIAG| STJoinHandlers:469 |12:58:02|28178 |-- Resynchronized gamestate to server at timestep 8109
DIAG| Planners:3318 |13:19:45|1331277|SetAIP - cfg(stock13_ii3.aip) team(6)
DIAG| LuaManager:165 |13:19:45|1331278|Lua file 'stock13_ii3.lua' not found
DIAG| Planners:3318 |13:24:14|1600535|SetAIP - cfg(stock13_ii3.aip) team(6)
DIAG| LuaManager:165 |13:24:14|1600536|Lua file 'stock13_ii3.lua' not found
DIAG| STJoinHandlers:469 |13:24:14|1600558|-- Resynchronized gamestate to server at timestep 23828
DIAG| Planners:3318 |13:24:31|1617556|SetAIP - cfg(stock13_ii3.aip) team(6)
DIAG| LuaManager:165 |13:24:31|1617557|Lua file 'stock13_ii3.lua' not found
(done)

Exception code: C0000005 (ACCESS VIOLATION) READING from 00000004h
Message : Exception
Error occurred at 6/18/2011 13:28:24.
C:\Battlezone II 1.3\bzone.exe, run by Commando.
C:\Battlezone II 1.3\bzone.exe, run by Commando.
CPU: 2 processor(s), Intel(R) Core(TM)2 Duo CPU E8400 @ 3.00GHz
Intel64 Family 6 Model 23 Stepping 6
Process Memory : 1400 MB free out of 2048 MB total
Physical memory: 1940 MB free out of 4095 MB total
Page(swap) file: 5586 MB free out of 8188 MB total
This exe is using 255 MB (99 MB dlmalloc), peak use 255 MB

Fault address: 0103E57B 01:0009D57B C:\Battlezone II 1.3\bzone.exe

Registers:
EAX:1482D6F0
EBX:0AC77840
ECX:00000000
EDX:1482D5B0
ESI:00000140
EDI:19484818
CS:EIP:0023:0103E57B
SS:ESP:002B:006EE3EC EBP:006EE3F0
DS:002B ES:002B FS:0053 GS:002B
Flags:00010206

Call stack:
Address Offset1 Offset2 Module SourceFile
0103E57B +0009E57B 0000001E bzone (bzone): : MirrorClass::AboveMirror

010B7E73 +00117E73 00000049 bzone (bzone): : Resolution_Layer_Class::Entity_List_Class::Render

010B8258 +00118258 00000084 bzone (bzone): : Resolution_Layer_Class::Render

010B89FF +001189FF 0000003A bzone (bzone): : SceneManagerClass::Render

010A6B06 +00106B06 00000026 bzone (bzone): : Submit_All_Entities

00FE9C05 +00049C05 00000775 bzone (bzone): : Simulate_Cockpit

00FE9D4B +00049D4B 0000009A bzone (bzone): : Render_Internal_View

00FF5532 +00055532 00000682 bzone (bzone): : ViewCockpit::Process

0119A89F +001FA89F 000001BF bzone (bzone): : RunCodes::Process

00FF68E0 +000568E0 000000A1 bzone (bzone): : ViewManager::Process

00FFA4D8 +0005A4D8 000000B7 bzone (bzone): : MissionHandler::RenderOneFrame

00FFAA41 +0005AA41 0000044F bzone (bzone): : MissionHandler::State::RunState::Process

0119A89F +001FA89F 000001BF bzone (bzone): : RunCodes::Process

00FF8416 +00058416 0000001E bzone (bzone): : MissionHandler::Process

0119A89F +001FA89F 000001BF bzone (bzone): : RunCodes::Process

011A1D94 +00201D94 00000064 bzone (bzone): : Main::MessagePump

00FEAED0 +0004AED0 000004F1 bzone (bzone): : HandledMain

00FEAB82 +0004AB82 000001A3 bzone (bzone): : HandledMain

00FE7B21 +00047B21 0000005E bzone (bzone): : WinMain

0114952F +001A952F 00000191 bzone (bzone): : fabs

75483677 +00013677 00000012 kernel32 (kernel32): : BaseThreadInitThunk

775D9F02 +00039F02 00000063 ntdll (ntdll): : RtlInitializeExceptionChain

775D9ED5 +00039ED5 00000036 ntdll (ntdll): : RtlInitializeExceptionChain
Commando
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Re: Test build that might reduce lag

Post by Commando »

I was disappointed by the unwillingness to help too. I figured public beta testing would help aleviate the lack of testers problem, apparently it has no impact as the public seems unwilling or incapable of helping.
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Axeminister
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Re: Test build that might reduce lag

Post by Axeminister »

I submitted logs from my and Windys game with MrTwosheds today. I had to e-mail them to GSH because I can't seem to login to bugzilla. It played well though. There were no anomalies that I noticed. MrTwosheds said something about not liking his FPS.
General Hoohah
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Re: Test build that might reduce lag

Post by General Hoohah »

I'm hosting a game with this web address so people can get the patch... but I think I just figured out why no one's getting it. If you download it, no one else has it which means there's no games to join and no one to join your own games. If we could get the BZ2 players who play the most to use it, that will probably get more people to use it.
Commando
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Re: Test build that might reduce lag

Post by Commando »

There are two things that don't help.

1. This post isn't setup as an announcement so it doesn't stick out like the pb 6.1 release thread.

2. The two people advertising the patch, are doing so from the latest version. Those sessions are going to show up RED to anyone in pb6 and pb 6.1 and therefore will be ignored. If you want to have an impact, you will need to advertise through pb 6 and pb 6.1 and those are the builds used by the pubilc currently.
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Ded10c
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Re: Test build that might reduce lag

Post by Ded10c »

Commando wrote:2. The two people advertising the patch, are doing so from the latest version. Those sessions are going to show up RED to anyone in pb6 and pb 6.1 and therefore will be ignored. If you want to have an impact, you will need to advertise through pb 6 and pb 6.1 and those are the builds used by the pubilc currently.
Fresh one up in 6.1. Might go do one for 6.0 too, if Cubase will spare me the resources without farting everywhere.

EDIT: Well, that did OK for a quarter of an hour. Maybe next time I'll remember to check if I can keep the blasted thing up.
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Red Devil
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Re: Test build that might reduce lag

Post by Red Devil »

things have changed.... i've had an 89d strat up for 90 minutes now with no joiners. all the stratters are playing mpi... :?
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GSH
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Re: Test build that might reduce lag

Post by GSH »

I prefer a slow rollout of public test patches, in case of problems. But, it seems like a certain segment of the BZ2 community has proven, once again, to be dedicated to talking about the past of BZ2, and unwilling to participate in shaping the future of BZ2. They'd rather cut off their nose to spite their own face, it seems. What a pity.

-- GSH
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Red Devil
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Re: Test build that might reduce lag

Post by Red Devil »

yes, we can't possibly try out the fix for the problem that left us writhing on the ground in agony - especially when it does fix it...
General Hoohah
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Re: Test build that might reduce lag

Post by General Hoohah »

I talked to Nicole and a few others, they said they were going to get the lag fix after today's games. So lets hope we see some 89d games up tomorrow. :)
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Ded10c
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Re: Test build that might reduce lag

Post by Ded10c »

Hypocrites abound. Perhaps once 6.2 gets rolled out we'll get a better response.

I just hope 6.1's issues haven't hurt 1.3 too badly.
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Red Spot
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Re: Test build that might reduce lag

Post by Red Spot »

In 4 weeks, this being the first, I will likelly have an ocean of time. "if if if" I will than be available for testing.
Just to have it said, I wont even bother thinking about helping out before that time as I need my very sparse free time during the week(medical reasons, so I wouldnt even call it free time) and I simply wont sacrifice my weekends.

The above being said, if you have a (test)game up somewhere during the weekend .. send me a PM/mail at least a couple of hours in advance and I'll try to join.
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Zero Angel
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Re: Test build that might reduce lag

Post by Zero Angel »

We will see. Hopefully people are willing to help out and if not, than they have no excuse why things 'arent better'. Like Commando, I have become a little bit apathetic with BZ2 but for different reasons. I have my 1.3.6.1 install laying around that i'm willing to duplicate and patch up to the bleeding edge release but just need someone to IM me with a 'lets test right now' proposition.
Timer
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Re: Test build that might reduce lag

Post by Timer »

Sry guys didn't even know this was out....will install and put up a game
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