Total Miner Forums

Total Miner Development => Development Updates => Topic started by: Craig on July 16, 2015, 06:51:51 PM

Title: 2.4
Post by: Craig on July 16, 2015, 06:51:51 PM
Update 2.4.

Additions/Changes:
New Block: Particle Emitter.
New Texture Pack - Original Remade.
New Arcade Block Game (Total Rush).
Total Invaders reskin.
Musical Notes, Do, Re, Mi, Fa, So, La, Ti added to Ambient Sounds.
Player Text Messaging (shortcut key Dpad Up + A).
Clan banners on player nameplates.
Setup screens added for each Creative tool.
Panes no longer connect to crops.
Dynamic clouds.
Wind - Affects clouds, particles, crops and flora.
Naturally falling leaf particles.
Worlds using the Work In Progress attribute do not prompt players for a rating.

Fixes Completed:
4 blue screens fixed.
Several internal exceptions fixed.
Copy/Rename worlds.
Texture Pack fixes.
Single Wielding glitches.
Grenade Launcher durability.
Some blueprints not generating.
Pause Menu freeze (Controller 1).
Map Owner for remotes on new maps.
Single Player Pause cancels floods.
Teflon retexture retained as block falls.
Sentry Turrets not using Bronze arrows.
Texture Pack switching causing crashes.
Blueprint finder pointing to an empty space.
Crouching under Trapdoors can cause instant death.
Sudden lag if the game is paused for several minutes.
Incorrect sounds playing while on the loading screen.
Placing doors with auto placement can break them again.
Zones not updating properly if their bounds are edited.
Opening a Locked Door with a switch only opens half the door.

New Script Stuff:
Loop command.
Explosion command.
HasPlayer command.
IsBlockTexture command.
SetEventScript command.
Particle command.
ParticleEmitter command.
AddPickup script command changed to Pickup.
[r,g,b] parameter added to Notify script command.
[clear] parameter added to Pickup script command to clear all pickup's.
[count] parameter now supports history substitution for a number of script commands (see docs).
Scripts are now compiled to bytecode (more efficient execution).
Some script execution diagnostics.
Better script syntax error checking.

Fixed Script Stuff:
Unequip fixed.
Spawning invalid Mob types.
Some script coordinate offset issues.
Add [clan] specifiers to script documentation.
Player Leaves event script causing purple screen.
Editing a script comment command adds extra slashes.
Zone's not updating properly if their bounds are edited.
Zone script commands applying when Test Syntax is selected.
Renaming/Deleting Scripts not updating Adventure/Event scripts.
Assigning / unassigning Event scripts not propagating to remotes.
Assigning / unassigning Adventure scripts not propagating to remotes.
Access to the Adventure script menu now requires Adventure permission.
Test Script syntax incorrectly reporting invalid coords when relative coords used.
Title: Re: 2.31
Post by: Craig on July 18, 2015, 04:13:19 AM
I want to submit this update as soon as the peer review lockdown period is over, another 4 days or so. So the more bugs reported, the more will be fixed. Thanks.
Title: Re: 2.31
Post by: Craig on July 22, 2015, 01:06:31 AM
OP updated.

The XNA website is currently broken, so I am unable to submit an update. We'll continue to fix bugs until it is back up.
Title: Re: 2.31
Post by: Craig on July 23, 2015, 07:02:45 AM
OP Updated

XBLIG Peer Review is still broken.

Title: Re: 2.31
Post by: Craig on July 27, 2015, 11:15:44 PM
OP Updated

XBLIG Peer Review is still broken.
Ditto
Title: Re: 2.31
Post by: Craig on July 29, 2015, 09:40:28 PM
OP updated.

The XBLIG website is still broken. The update is ready to submit to peer review, but I can't submit it until the website is fixed. I'll continue fixing bugs and adding small stuff until it's up again.
Title: Re: 2.31
Post by: Craig on August 04, 2015, 07:46:03 AM
The XBLIG website is still broken.
Title: Re: 2.31
Post by: Craig on August 15, 2015, 06:30:30 AM
The XBLIG website is still broken.

So it seemed like a good time to add a new Arcade game. Done.

I've been told the website will be fixed soon.
Title: Re: 2.31
Post by: Craig on August 20, 2015, 06:54:01 PM
The XBLIG website has been fixed, so we can now submit the 2.31 update.

I plan to do that between Monday and Wednesday next week.
Title: Re: 2.31
Post by: Craig on August 24, 2015, 07:39:18 AM
OP updated.
Title: Re: 2.31
Post by: Craig on August 25, 2015, 09:54:14 PM
The XBLIG system is broken again, so I'm unable to submit the review.
Will continue fixing stuff in the game until the XBLIG system is working again.
Title: Re: 2.31
Post by: Craig on August 27, 2015, 10:07:52 PM
The XBLIG system is back up.

We're now doing final testing for 2.31

New projected Peer Review submission date is Monday 31 Aug.
Title: Re: 2.31
Post by: Craig on September 03, 2015, 09:20:42 AM
We're into final, final testing now.

Several cool little features were snuck into the update this week, which has delayed submission to peer review by a few days, but I'm confident you'll be happy about that once you see them.

No more little features will be snuck in now, just final testing and then submission to peer review.
Title: Re: 2.31
Post by: Craig on September 06, 2015, 06:01:53 AM
Several cool little features were snuck into the update this week
Here's a couple of them:

https://youtu.be/Ly5Am1J4Owk
Title: Re: 2.31
Post by: Craig on September 09, 2015, 01:45:37 AM
It looks like the XBLIG peer review system is broken again. I will try to confirm either way.
Title: Re: 2.31
Post by: Craig on September 14, 2015, 05:15:49 AM
Scripts are now compiled to bytecode (more efficient execution).

I'll describe this item in detail as it's important for scripts.

In 2.3, the current retail version, scripts are interpreted on the fly as they are executed. The interpretation is expensive for two reasons.

1. The game has to process the commands as text (strings), by parsing them, comparing and converting the strings into commands and data, letter by letter, number by number, and testing for errors. This takes considerable CPU time to do.

2. In C#, particularly on the Xbox 360, string manipulation is expensive because it creates a lot of garbage, which is memory allocations, and after a certain amount of memory is allocated, the C# runtime performs a garbage collection, which in TM is extremely expensive, causing lock ups than sometime last for several hundred milliseconds (several frames). This is noticeable as annoying little freezes during gameplay. This problem is compounded by looping scripts.

In 2.31, scripts are no longer interpreted on the fly, they are now compiled (once) into bytecode, and it is the byte code that is executed when the script is executed. This means all the string manipulation, parsing, error checking is done only once, up front, during the compilation, and doesn't have to be done again (unless the scripted is edited/changed).

This is much more efficient because now the game can just execute the commands directly. It also drastically reduces the amount of generated garbage. This is particularly beneficial for looping scripts.

Some garbage is still generated by some commands, commands that utilize text substitution for example as the substitution cannot be done at compile time, but in general, garbage generation by scripts in 2.31 is only a fraction of what it is in 2.3.

Another benefit of much more efficient script execution is that it is now much less problematic to attach scripts to events, particularly events that can happen rapidly/frequently, such as breaking blocks, striking objects, taking damage, etc. This was a big part of the motivation to move to the byte code method, so that we can now look into event driven scripts with confidence.
Title: Re: 2.31
Post by: Craig on September 14, 2015, 07:53:46 PM
It looks like the peer review system is working again. We are working to submit the update in the next 24-48 hours.
Title: Re: 2.31
Post by: Craig on September 20, 2015, 11:17:19 PM
We found a few more bugs so couldn't make the 48 hour estimate. Then the weekend happened. As usual we will post a peer review topic once the update is submitted.
Title: Re: 2.4
Post by: Craig on September 24, 2015, 03:28:51 AM
The 2.4 update has been submitted to peer review.
Title: Re: 2.4
Post by: Craig on September 24, 2015, 07:02:01 AM
The peer review system is broken again. I'll resubmit when it's fixed.
Title: Re: 2.4
Post by: Craig on September 25, 2015, 03:32:58 AM
2.4 has been resubmitted to an apparently fixed Peer Review.
Title: Re: 2.4
Post by: Craig on October 04, 2015, 09:34:03 PM
I have emailed XBLIG support about the marketplace problems, a long with a number of other XNA devs, MS are aware of the problem, so it's just a matter of waiting until they sort it out.
Title: Re: 2.4
Post by: Craig on October 07, 2015, 01:14:30 AM
Update:

Microsoft have stated the peer review/distribution problem is now fixed.

However the fix was not able to accommodate some of the games that passed peer review during the broken period.

Total Miner was one of those games.

So I have to resubmit the 2.4 update to peer review again and we will have to wait for the 8 reviews again.

I've been made aware of a couple of small bugs in the update, so I will fix those first, then resubmit asap, hopefully tomorrow.

Title: Re: 2.4
Post by: Craig on October 08, 2015, 08:59:06 PM
2.41 has been submitted to peer review.