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Author Topic:  2.0  (Read 42963 times)

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Craig

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Re: 2.0 Release
« Reply #10 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.


Craig

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Re: 2.0 Release
« Reply #11 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.

Craig

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Re: 2.0 Release
« Reply #12 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.

Craig

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Re: 2.0 Release
« Reply #13 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.
« Last Edit: February 25, 2014, 04:10:37 AM by Craig »

Craig

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Re: 2.0 Release
« Reply #14 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.
« Last Edit: March 14, 2014, 07:29:44 AM by Craig »

Craig

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Re: 2.0 Release
« Reply #15 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.




Craig

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Re: 2.0 Release
« Reply #16 on: March 18, 2014, 11:01:53 PM »
to do:

8 bugs
4 loose ends

Craig

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Re: 2.0 Release
« Reply #17 on: March 19, 2014, 01:20:00 AM »
to do:

8 bugs
3 loose ends

Craig

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Re: 2.0 Release
« Reply #18 on: March 19, 2014, 02:01:39 AM »
to do:

7 bugs
3 loose ends

Craig

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Re: 2.0 Release
« Reply #19 on: March 19, 2014, 02:47:45 AM »
to do:

6 bugs
3 loose ends