Dedwinia

Working on new maps for Multiwinia? Discuss!

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sfericz
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Postby sfericz » Wed Oct 29, 2008 12:33 am

Ahh, becoming a Multwinia beta tester seems unreachable for me, giving I'm so new.

So I will just wait patiently and return any bugs I might come across.
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Postby Pinky » Wed Oct 29, 2008 12:45 am

sfericz wrote:Ahh, becoming a Multwinia beta tester seems unreachable for me, giving I'm so new.

So I will just wait patiently and return any bugs I might come across.


I'm waiting patiently for the beta of either Subversion or Chronometer myself.
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Postby bert_the_turtle » Wed Oct 29, 2008 10:19 am

New build (svn838) is up for Mac, Windows and Linux. Fixes this bug and allows you to IP-range-ban DEMO users while keeping authenticated players unaffected (the system is a bit bugged and doesn't recognize beta versions as Windows versions currently and you can't IP-range-ban authenticated users like the documentation claims.)
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Postby skull13 » Fri Oct 31, 2008 9:47 pm

I got a sync error.
I know I was playing with Tricky, and a demo player who never set his name. It was a rocket riot game on the Second Beginning. The sync error occurred at 16:27 (4:27, EDT)

Its right here

EDIT: I forgot the server name, sorry. The game resumed after tricky left, but I left anyhow.
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Postby bert_the_turtle » Fri Oct 31, 2008 10:41 pm

What's your KeyID (to be found in every debug.txt) so we can search for the game?
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Postby TomCat39 » Sat Nov 01, 2008 12:31 am

May I ask what purpose the sync info does?

Or maybe I should ask for an explaination of what desyncing is in Multiwinia and it's causes.......

I was under the impression that it was caused by packet jumble aka out of order packets and such. So kind of ignored the whole issue.
"Now, stop being a douche to the newbie, and run along."

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bert_the_turtle
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Postby bert_the_turtle » Sat Nov 01, 2008 12:54 am

Out of order packets are reordered by the clients, they're handled just fine, and for any given time, all clients are guaranteed to have received the correct game history. No, sync errors happen when clients disagree on the game state at a given time. To conserve bandwidth, this check is done via a one byte checksum over the gamestate the clients send to the server in every ack packet. The server then compares these checksums, and on disagreement, triggers the sync error message. The sync logs that are produced then contain the full game state, and if all are collected, the reason for the sync error may be found.

New build is up for Non-Macs, svn858. It adds a LogPing command logging connection stats to the event log and fixes the event log CLIENT_QUIT message reasons. The included python scripts got some love, too, they now use a general purpose event log parser.
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Postby Mini » Sat Nov 01, 2008 1:20 am

did you take off the link or what here because I cant find it.
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Postby bert_the_turtle » Sat Nov 01, 2008 1:31 am

Read back a bit. There never was a link, it's only for the few testers. I'm logging the changes for everyone because a) I'm too lazy to mail them or start a topic on the private forums and b) the players on the servers may be interested in the changes, too.
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Postby bert_the_turtle » Sat Nov 01, 2008 3:00 pm

Selected testers: svn863 is up for all platforms. It fixes Blitzkrieg score logging, doesn't give CPUs colour names that are just wrong, and adds the WaitGameSecondsAbsolute command.
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Postby cheesemoo0 » Sat Nov 01, 2008 7:04 pm

What would you say a good Dedwinian server should be spec-wise?
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Postby NeoThermic » Sat Nov 01, 2008 7:41 pm

cheesemoo0 wrote:What would you say a good Dedwinian server should be spec-wise?


Anything from 150MHz with about 40MB RAM onwards. What will matter the most is bandwidth, especially upload. If you have enough and you use QoS, you can get a good service.

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Postby bert_the_turtle » Sun Nov 02, 2008 3:25 am

svn869 is up. Attempts to fix the odd team colour bug. The bug mostly happens when CoopMode is activated when players are already online, which is precisely what Dedwinia Test is doing. So do give note if you still get odd team assignments (meaning anything but 2 vs 2).
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Postby cheesemoo0 » Sun Nov 02, 2008 4:52 pm

About how much upload bandwith does each player take up?
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Postby bert_the_turtle » Sun Nov 02, 2008 5:37 pm

Worst case (4 players, each controlling a turret or squad or something the server can't tell apart from that): 10 kbyte/s total.

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