Total Miner Forums

Total Miner Development => Development Updates => Topic started by: Craig on September 19, 2013, 06:34:10 PM

Title: 2.0
Post by: Craig on September 19, 2013, 06:34:10 PM
List of work to complete 2.0.

[Still TODO]
Update How To's and Hints.

[Complete]
Loading older existing worlds.
Mob Optimizations.
Add Stat edit tools to separate project.
Finalize Unit Tests.
Change Encryption system.
Add Encryption to Gamertag database.
Add new features to multiplayer (networking) ** work has now started on this. this is the last 'big' job of the update.
Final tweaks to Item Stats, Item Bonuses, Skill Stats.
Final tweaks to ore generation.
Transmitter Feedback problem.
General Optimizations.
Fix Attack XP source issues.
Fix Inventory/Hotbar issues.
Fix Sign Text.
Unlockables / Shop locks.
Fix some Blueprint issues.
Circuitry in components.
Add Treasure Chests to Looting XP.
Save block meta data to components.
Fix GPU Shader issues.
Finalize GUI changes.
Finalize Loading Screen changes.
Fix some lighting bugs.
Tweak Mob AI.
Tweak Memory Restrainer.
Finalize serialization (save system) changes.
Fix Delete, Rename and Copy.
Fix Share World.

Title: Re: 2.0 Release
Post by: Craig on November 07, 2013, 05:25:01 AM
Just a note, if you're wondering about the post above, and why no items have been completed recently, it's because I'm busy fixing a bunch of smaller bugs that we've found recently and it's not really worth listing them all here. But rest assured, good progress is being made towards the release.
Title: Re: 2.0 Release
Post by: Craig on December 03, 2013, 12:04:26 AM
Current Bug To Do List
http://gyazo.com/6f4eca52641186a6c1bcec293939be1f
Title: Re: 2.0 Release
Post by: Craig on January 30, 2014, 07:43:30 PM
I think it's fair to say we are now in final testing.

This means the current build could be considered a peer review candidate.

There are still a few minor things to clean up, but in general, the only work left now is final testing.
Title: Re: 2.0 Release
Post by: Craig on February 10, 2014, 07:31:28 AM
We have approx 12 bugs left to fix.

A couple of them are hard and will probably take me a couple of days each to fix.

The rest I can hopefully knock off 2 or 3 a day.

Hopefully we don't find to many more new ones over the next few days.

Title: Re: 2.0 Release
Post by: Craig on February 12, 2014, 01:32:14 AM
11 to go.

We found 4 more, so I fixed 5 today, plus did some more mp testing.

Plus we added a set of new mid level armor for ranged combat.
Title: Re: 2.0 Release
Post by: Craig on February 13, 2014, 01:55:38 AM
8 to go.

Also fixed up a bunch of little aesthetic issues.
Title: Re: 2.0 Release
Post by: Craig on February 14, 2014, 02:10:12 AM
Fixed 2 bugs.

But still 8 to go, because we found 2 more.

Also fixed 2 exploits, and made a few more aesthetic improvements.

Added a few more blocks to the texture selection list to give you more choice of textures when building.

Added Texture selection for both Spawner blocks and Trapdoors.

Changed the Diablo unlockable requirement so it can be unlocked without the world of beast maps. If you already unlocked it, you won't have to unlock it again.

Started the task of updating the How To information and loading screen hints.

Happy Valentines day and have a great weekend.
Title: Re: 2.0 Release
Post by: Craig on February 15, 2014, 05:40:53 AM
Fixed 3 bugs

Now 12 to go (yes 7 more were added to the list today :\)

Added upside down stairs and ramps.

Fixed the bluescreen program (it was broken, and no, it didn't bluescreen the bluescreen :s).

Made steel portcullis and scaffold allow sunlight through the top (like glass so they can be used for rooves without blocking light)

Made ladders also not block light from above, so you can build a shaft with ladders and the light is not blocked out.

Made a couple of other minor tweaks and fix ups.

Will be going all out to have the update ready for peer review by the end of this coming week. No promises, but that's the main goal.

Title: Re: 2.0 Release
Post by: Craig on February 18, 2014, 04:50:50 AM
Worked on synching Mobs across the network today. Should finish the synching tomorrow.

It's looking good. A hell of a lot better than the current system. The mobs on remotes now move quite smoothly, they are only slightly behind the host positions, and there's no mismatch of mobs between host and remotes.

Although all my testing so far is on System Link which has a much faster line speed, I'm hopeful the mechanism will hold up well on the Xbox Live network, even under heavy load or bad ping times. Anyway, will find out with testing it on Xbox Live tomorrow.

Also fixed a couple of other minor issues.

Oh. also added 4 new bows for you archers. Each with progressively better stats.
Title: Re: 2.0 Release
Post by: Craig on February 19, 2014, 06:28:28 AM
Continued to work on Mob synching today. Did some tests with very high network latency and packet loss, levels much worse than your typical connection, and the mob synching worked very well, so I think the current solution will be good enough. There are still a couple of minor problems which I can hopefully iron out tomorrow.

Started to work on properly managing PvP and PvM (player vs mob) in multi-player. Should finish this tomorrow.

Also worked on a problem we found when pasting clipboards in multi-player. The problem was to do with allocating new transmitter/receiver frequencies for pasted WIFI blocks. Working on this problem exposed a deeper problem with how data blocks (blocks with extra data, like chests, turrets, furnaces, transmitters etc) are generally managed in multi-player, specifically how their data is transmitted between machines in the session when their data is changed or as players move into areas of the map where they are present, or when clipboards that contain these blocks are pasted by remote (non-host) players. The current solution was messy, hard to follow in the code, hard to debug/test and it had an ever growing number of corner cases to deal with. So I spent most of the day replacing it with a system that should be much simpler, more robust, more flexible, more scalable and most importantly, easier for me to understand and work with. Hopefully I can also finish this by tomorrow.

Also did some general tweaks with the networking to reduce general bandwidth usage. The main strategy I used here was to look at high bandwidth users, like player and mob state (transmitting player and mob state becomes a serious bandwidth hog when there is more than about 10 players in a session). The game now only sends player or mob state if that state has changed since the last time it was sent. This might seem an obvious thing to do, but it has a cost, it adds significant complexity in the code and opens up corner cases (almost everything I do has a cost to weigh up). Anyway, made some pretty good gains, 1k-2k bytes per second savings in some cases. That might not seem like much, but for the measly bandwidth an XBLIG is allocated by Xbox Live, that's a handy saving that will help reduce general multi-player lag problems.

Also found a problem with explosion synching across the network. Somewhere in past code changes, the synching was lost, so the same explosion could have different results on different machines in the session, this has now been fixed.

Title: Re: 2.0 Release
Post by: Craig on February 23, 2014, 06:02:06 AM
Will be going all out to have the update ready for peer review by the end of this coming week. No promises, but that's the main goal.
This goal was not met. I will update the status tomorrow.
Title: Re: 2.0 Release
Post by: Craig on February 24, 2014, 05:42:13 AM
Sorry I've run out of time today to post a complete status. Will make time tomorrow.
Title: Re: 2.0 Release
Post by: Craig on February 25, 2014, 04:06:29 AM
So the last status post was on Wed 19th. My goal was to have the update ready for peer review by the weekend of the 22nd/23rd.

It's been a tough few days burning the midnight oil. The goal was not met.

I had to spend half a day adding the ability to delete photo's and then another full day reworking how photo's are managed over multiplayer. This was an unexpected job. The existing code was a bit of a mess and not working well in mp, many things didn't work right. This has all been fixed up now and paintings/photo's should work well and as expected. You will even see the original photos on paintings in worlds you get via share. (only on worlds shared in 2.0, not previous versions unfortunately, the data just isn't there).

Also had to spend another 2 days on new unexpected bugs in multiplayer. And another 2 days tidying up a large number of cosmetic issues that had slipped through the cracks.

Unfortunately because this new stuff was found we are no closer to peer review now than we were 6 days ago, in fact we are further behind because there is also a few new bugs on the list that weren't there 6 days ago.

The silver lining is that the last 6 days have been very productive, many little details have been tidied up and the game is much better for that.

The bad news is that I have been working 70+ hours a week for the last 4 weeks in an effort to finish the update before some known commitments became due. The update isn't finished, and these commitments I have cannot be put aside any longer.

These commitments mean I'm going to have to take a few days off in the near future to deal with them, and I'll only be able to work 40 or so hours a week during this time.

With the number of items still on the list and the work needed to clear them, I expect its going to take at least another 2 weeks. Throw in a few days I need to devote to other things and it could be longer. But ya'll know how bad my estimates are :s

I am still hoping for and confident for a March release.

Sorry for the delays. But it will be worth it. You all know this is the biggest content update by far. There is more new content in this update than all previous updates combined. Right back to 1.1.

I'll keep you updated.
Title: Re: 2.0 Release
Post by: Craig on March 14, 2014, 06:53:31 AM
Last post was 25 Feb. Wow time flies when you're not having fun cos you're coding like a monkey on speed every moment you can get.

Since 25th Feb, we have found and fixed 23 new bug reports, and fixed 3 existing bug reports. Some where hard and time consuming, requiring some redesign. I say bug report, because many of the reports actually contained multiple bugs. I'd say around 45 - 50 individual bugs were included in the 26 reports.

Where did all the new bugs come from? They came from some intensive multi-player testing, which if I'm honest, we hadn't really been able to do until the last 2-3 weeks.

And don't worry, I'm not wasting time fixing tiny insignificant bugs that most people wouldn't even notice. Only bugs which would seriously impact gameplay and inconvience players are being fixed now. And absolutely no new features or content is being added, only bug fixes.

Except for one. The addition of the hot bar has caused some major changes to the controls because it took away the use of the bumpers. Control of the hot bar itself is also problematic due to dual wielding. The controls now are starting to feel too complicated. So the one thing we will be doing before release that is not a bug fix, is a review of the controls, to see if we can improve them. This review + changes could be 3 or 4 days work.

I'm still hoping for a March release, or at least into peer review. It's going to be tight.
Title: Re: 2.0 Release
Post by: Craig on March 16, 2014, 07:21:32 PM
In a previous post about combat, I mentioned you were more likely to score a higher or critical hit based on the direction and range of your strike.

This proved not very useful in real-time combat. So it's been changed to work as follows:

Each player and mob now has 2 hit boxes. The main one, which covers the whole body, from the shoulders down to the feet (it does not cover the head). And a new 2nd one which covers the critical area, the head and central torso.

If you hit the main box, the damage potential is 0 - 75% of your max hit. If you hit the critical box, the damage potential is 25 - 100% of your max hit.

This also has repercussions for combat xp farming. Obviously to maximize your xp, you want to be hitting the critical box. But that's makes farming harder because if you can see their critical box, then it's likely they can see you, and hit back.



Title: Re: 2.0 Release
Post by: Craig on March 18, 2014, 11:01:53 PM
to do:

8 bugs
4 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 19, 2014, 01:20:00 AM
to do:

8 bugs
3 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 19, 2014, 02:01:39 AM
to do:

7 bugs
3 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 19, 2014, 02:47:45 AM
to do:

6 bugs
3 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 19, 2014, 03:21:07 AM
to do:

5 bugs
3 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 19, 2014, 03:40:18 AM
to do:

6 bugs
3 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 19, 2014, 03:51:07 AM
to do:

6 bugs
5 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 19, 2014, 04:15:14 AM
to do:

7 bugs
5 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 19, 2014, 07:43:43 AM
to do:

8 bugs
5 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 19, 2014, 07:46:41 PM
to do:

7 bugs
4 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 19, 2014, 08:05:40 PM
to do:

6 bugs
4 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 19, 2014, 08:12:55 PM
if you were wondering what the currently are:

*items with asterisk in the title are the loose ends, items without are the bugs.

(http://i61.tinypic.com/2r4keqc.png)
Title: Re: 2.0 Release
Post by: Craig on March 19, 2014, 09:26:35 PM
to do:

6 bugs
3 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 20, 2014, 05:54:52 AM
to do:

5 bugs
3 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 20, 2014, 06:23:26 PM
to do:

6 bugs
5 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 20, 2014, 07:47:34 PM
These 'to do' posts over the last couple of days are not a troll. It is not my intention to get your hopes up, only to dash them again.

It's just how it goes as we lead up to a release, I fix bugs, we keep testing, we find more bugs, I fix them, we find more, etc.

Hopefully this illustrates why it is so hard to predict when we can submit to peer review. Because in all honesty, we simply do not know, until the last bug is fixed, the last loose end is tied, and finally, the 'submit' button is pressed.
Title: Re: 2.0 Release
Post by: Craig on March 20, 2014, 11:24:13 PM
to do:

6 bugs
4 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 21, 2014, 12:06:59 AM
to do:

5 bugs
4 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 21, 2014, 01:22:23 AM
to do:

4 bugs
4 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 21, 2014, 01:32:24 AM
to do:

3 bugs
4 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 21, 2014, 11:57:51 PM
to do:

2 bugs
4 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 22, 2014, 01:18:39 AM
to do:

1 bug
4 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 22, 2014, 01:22:20 AM
to do:

1 bug
3 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 22, 2014, 01:23:59 AM
to do:

1 bug
2 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 22, 2014, 07:54:10 AM
Finally got 500 skill total with every skill 30+.

This is on my home xbox, so all this XP was gained in one survival map and normal gameplay, no testing etc.

(http://i60.tinypic.com/10zuz3d.jpg)

I think you could subtract about 3 hours from the total due to me messing around not gaining XP.

(http://i58.tinypic.com/o5yf09.jpg)

Oh, and if you think, you can just times this by three to get 99 in all, no no no ;)
Title: Re: 2.0 Release
Post by: Craig on March 22, 2014, 08:04:03 AM
to do:

4 bugs
4 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 22, 2014, 06:16:06 PM
to do:

4 bugs
3 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 22, 2014, 07:01:20 PM
to do:

3 bugs
3 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 22, 2014, 07:43:54 PM
to do:

3 bugs
2 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 23, 2014, 01:50:08 AM
to do:

2 bugs
2 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 23, 2014, 02:38:18 AM
to do:

1 bug
2 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 24, 2014, 04:21:25 AM
to do:

1 bug
1 loose end
Title: Re: 2.0 Release
Post by: Craig on March 24, 2014, 07:17:56 AM
to do:

1 bug
2 loose ends
Title: Re: 2.0 Release
Post by: Craig on March 24, 2014, 09:44:17 PM
to do:

1 bug
1 loose end
Title: Re: 2.0 Release
Post by: Craig on March 26, 2014, 03:55:09 AM
to do:

0 bugs
1 loose end


This last loose end is a review of our controls. I mentioned we felt that our controls had become just a touch too complex, primarily due to the addition of the hot bar which takes away the use of both bumpers, which were used for a number of functions previously. Consequently the buttons for those functions had to be moved to other buttons.

The controls are ok, and useable, but they are quite different to the ones you're all used to and it will take some getting used to this new setup.

Dual wlelding has also made the hot bar navigation more cumbersome than it is with single wielding. Because the left bumper is used to equip left hand items, the right bumper for right hand items, which means there are 2 cursors on the hot bar, one for each hand/bumper and you can only move them one way round, so if you accidently skip over the item you intended to equip, you have to go round again.

I added the split hot bar to try reduce this problem, but it's still not ideal, because players need to put more effort into managing their inventory into the right slots.

So what we're going to do now is try and get back as much as possible to the original TM controls that we all know, and also try to come up with some better idea's for the hot bar.

In the next release we'll also be adding a 2nd control scheme which mimic's minecrafts as close as possible, for players that want that. This also free's us up to implement the TM control scheme exactly how we think it should be, without having to make compromises to the minecraft scheme which is what I've done in the past.

Title: Re: 2.0 Release
Post by: Craig on March 26, 2014, 04:05:06 AM
btw we've added 9 new System Component Packs

Arebold:
System Trees

Miss Cellany:
System Terrain
System Terrain Transitionals

Baldy:
System Canals
System Farming
System Town Builds
System Townhouse1
System Townhouse2
System Tudor Remix
Title: Re: 2.0 Release
Post by: Craig on March 26, 2014, 04:09:46 AM
And we just reached our 100th 2.0 test build.
Title: Re: 2.0 Release
Post by: Craig on March 27, 2014, 07:02:33 AM
The controls review is going well.

We've ended up adding 4 schemes for you to choose from, including a minecraft clone :p

The minecraft clone is not exactly the same, because of different features, like double jump, we couldn't use double tap A for fly toggle, we tried tripple tap A, but that didn't work out well. Also dual wielding. But overall, it's quite close.

I also found another bug today which needs to be fixed because it's serious, but it shouldn't take long to fix.

Tomorrow I should be finished with the control stuff and this last bug. Then we just need to play around for a day or two to convince ourselves the controls are as good as they can be, and then we're done with this update.
Title: Re: 2.0 Release
Post by: Craig on March 31, 2014, 07:07:11 PM
Final Testing Today

If no major problems found, it will be submitted end of today.
Title: Re: 2.0 Release
Post by: Craig on April 01, 2014, 08:10:48 PM
Final Testing has passed.

I'm running through my peer review checklist now, so the update should be submitted to peer review within the next couple of hours.
Title: Re: 2.0 Release
Post by: Craig on April 01, 2014, 10:16:17 PM
bombs away...