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[SS] Olivil
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« Reply #420 on: September 18, 2008, 02:54:07 PM » |
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When is it out? Now. I can't promise this will fix all networking bugs, of course, it's not tested much yet. But if you still get unexpected data, my best guess is that it's really a logical error in my protocol instead of a networking bug (though the protocol is not really complicated). If you get any errors, please let me know again (especially if you get "Sent incomplete data" as server - if that happens I'll quickly push out a new version with a specific fix). Please note that the server may still freeze for short periods if its send buffer fills up, this may happen especially when new players join since they get the incredibly bloated full state update. Lower your player limit if this happens too often, it causes laggy/jumpy behaviour on the clients as well. Will b14 balances be included? No, but feel free to change this yourself and bump up the version. If you do, don't forget to "check out" the sources by saying so here, but you may want to wait to see if the networking on this version is finally stable. *checking in*Binaries: http://www.uni-koblenz.de/~smaxein/gg2b16.zipSources: http://www.uni-koblenz.de/~smaxein/gg2b16_src.zipEdit: Wait a minute before downloading! I've just noticed a small mistake that needs fixing... Edit2: Fixed. Clients may want to re-download, Servers have no need to. "Random" shots were displayed completely non-random on the clients. Got rid of all networking problem so far! People now disapear when they disconnect!
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Synnah
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« Reply #421 on: September 18, 2008, 02:58:48 PM » |
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You know, I just played this online properly for the first time (Tried once on b11, and had a number of connection problems)! Figured I'd try the competition version, and it worked really nice. Not much lag, and I kind of liked the pared-down nature of the characters.
I was also a little surprised that the in-game music I did wasn't actually as annoying as I thought it might be. The game could probably use some variety, though. MedO, if I did another couple, could you add the ability to choose between them in the options menu?
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"What's that thing at the end of the large intestine? Because that's exactly what you've done here." - Ray Smuckles, Achewood. My music. Will compose for free!
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Vaati
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« Reply #422 on: September 18, 2008, 03:03:09 PM » |
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Reporting server lockup, it lasted a lot longer than b15 though. Edit: It unfroze, however it booted everyone off the server.  Edit2: Keeps freezing every now and then. Rolling back to b14 until the netcode is fixed again.  /v/idya - US West http://gg2.scose.net/
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« Last Edit: September 18, 2008, 06:04:24 PM by Vaati »
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Dot.JeT
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« Reply #423 on: September 18, 2008, 10:40:36 PM » |
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I wish someone would keep an european server hosted.
US servers are real laggy for me.
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MedO
Level 1
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« Reply #424 on: September 18, 2008, 11:08:14 PM » |
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Well, technically speaking this is very solid behaviour, as long as noone got a networking error  I know this kind of behaviour is not how the game should ideally react, but it's certainly less buggy than before (in the same situation with b14, half of the people would probably have dropped out with Unexpected Data - this is actually preferrable but buggy behaviour for TCP). I didn't think everyone would be disconnected though. It will probably get a lot better once I rewrite the "full update"-code and do some other changes so that the game will use far less bandwidth, especially when a player joins. Also, I should probably look into UDP for all non-critical messages, and maybe change the protocol so that most or all messages are non-critical. That would solve the freezing completely and have some other positive side effects. Vaati: There are some things I'm very interested to learn to better understand why this happened: How many people are on your server when it freezes / when it kicks them all (approximately of course)? Did that happen every time the server froze? How much upstream bandwidth do you have? How is your server connected to the internet / your router?
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Synnah
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« Reply #425 on: September 18, 2008, 11:38:12 PM » |
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« Last Edit: September 18, 2008, 11:45:08 PM by Synnah »
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"What's that thing at the end of the large intestine? Because that's exactly what you've done here." - Ray Smuckles, Achewood. My music. Will compose for free!
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Vaati
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« Reply #426 on: September 19, 2008, 01:45:09 AM » |
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Well, technically speaking this is very solid behaviour, as long as noone got a networking error  I know this kind of behaviour is not how the game should ideally react, but it's certainly less buggy than before (in the same situation with b14, half of the people would probably have dropped out with Unexpected Data - this is actually preferrable but buggy behaviour for TCP). I didn't think everyone would be disconnected though. It will probably get a lot better once I rewrite the "full update"-code and do some other changes so that the game will use far less bandwidth, especially when a player joins. Also, I should probably look into UDP for all non-critical messages, and maybe change the protocol so that most or all messages are non-critical. That would solve the freezing completely and have some other positive side effects. Vaati: There are some things I'm very interested to learn to better understand why this happened: How many people are on your server when it freezes / when it kicks them all (approximately of course)? Did that happen every time the server froze? How much upstream bandwidth do you have? How is your server connected to the internet / your router? Around 10-15 people is when the first freeze occurs however after that and one other time it was considerably less than that. At one point it completely froze and after 10 minutes I forced the client to close, so it's not consistant in becoming responsive again. Bandwidth:  Apprx. 500-600 KB/s Server is connected via box=>router=>modem=>net by ethernet wire, game port (or ports when I run 2-3 servers) is completely open on both TCP and UDP. There's absolutely nothing blocking the game ports. There's several computers connected to the modem both wired and wirelessly but most of the time it's just my main and the server box. Specs on the box are (old box to test server related things): x2 Pentium(R) D 3.0 Ghz 2 GB RAM
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« Last Edit: September 19, 2008, 01:49:07 AM by Vaati »
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MedO
Level 1
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« Reply #427 on: September 19, 2008, 02:18:09 AM » |
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With that kind of connection this can only be a bug still in the net code, there's no way 15 people on the server could cause nearly enough data to be sent to clog that connection. This time, I'll make sure to remove any and all client-dependent networking code that might block.
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Dragonmaw
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« Reply #428 on: September 19, 2008, 03:00:46 AM » |
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Whoa, a plug from VGCats! Good work GG2 team :D
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My religion consists of a humble admiration of the illimitable superior spirit who reveals himself in the slight details we are able to perceive with our frail and feeble mind.
-Snoop Dogg
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zephro
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« Reply #429 on: September 19, 2008, 03:18:12 AM » |
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Hey cool! Although I must admit, that doesn't seem like a very hard task lol. Uwe Boll tries far too hard  Big congrats to the official GG2 devs! 
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~Thinking of doing a Cyberpunk rts/rpg using Pixel-Art/Sprites as well as chiptune music and other 8-bit stuff.
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HELLTRIKKY
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« Reply #430 on: September 19, 2008, 04:14:01 AM » |
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This game is becoming a hit 
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...IN HELL!!
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patonki
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« Reply #431 on: September 19, 2008, 06:47:04 AM » |
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Updatan gaems. I just threw Lvl 2 sentry animations and shiz' together.  Tell me what you think. I got kinda bored in the whilst making this. Here is the raw file:  EDIT: resizing made it look all wonky.
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« Last Edit: September 19, 2008, 06:51:42 AM by patonki »
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HELLTRIKKY
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« Reply #432 on: September 19, 2008, 06:52:50 AM » |
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Updatan gaems. I just threw Lvl 2 sentry animations and shiz' together.  Tell me what you think. I got kinda bored in the whilst making this. Here is the raw file:  EDIT: resizing made it look all wonky. that's amazing 
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...IN HELL!!
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Kastere
Level 0
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« Reply #433 on: September 19, 2008, 07:03:14 AM » |
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Updatan gaems. I just threw Lvl 2 sentry animations and shiz' together.  Tell me what you think. I got kinda bored in the whilst making this. Here is the raw file:  EDIT: resizing made it look all wonky. It looks really good, although seeing it animated would probably help.
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patonki
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« Reply #434 on: September 19, 2008, 07:10:05 AM » |
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I have no clue what it looks like animated. Could be really bad.
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HELLTRIKKY
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« Reply #435 on: September 19, 2008, 07:50:43 AM » |
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I'll take care of that, will post it soon EDIT: BUILDING A SENTRY HERE
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« Last Edit: September 19, 2008, 08:17:22 AM by HELLTRIKKY »
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...IN HELL!!
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Dot.JeT
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« Reply #436 on: September 19, 2008, 08:29:34 AM » |
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So awesome. Seriously.
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MedO
Level 1
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« Reply #437 on: September 19, 2008, 08:42:30 AM » |
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*checkout*I want to finally get the networking working correctly. I'll take care of that, will post it soon EDIT: BUILDING A SENTRY HERE Looks great imo, nice work.
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zephro
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« Reply #438 on: September 19, 2008, 08:43:36 AM » |
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I'll take care of that, will post it soon EDIT: BUILDING A SENTRY HERE AWESOME! 
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~Thinking of doing a Cyberpunk rts/rpg using Pixel-Art/Sprites as well as chiptune music and other 8-bit stuff.
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patonki
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« Reply #439 on: September 19, 2008, 08:51:27 AM » |
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Maybe tad fast.
Thanks for doing the animation.
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