TA3D 0.5.0 TEST 2

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zuzuf
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TA3D 0.5.0 TEST 2

Post by zuzuf » Sun May 04, 2008 1:47 pm

It's already there :) , only a few days after TEST 1

There was several bugs in TEST 1 that prevented to play even single player games properly, so I built a new TEST release with some bug fixes.

Beware that this release uses a slightly different protocol to synchronize game time in multiplayer mode. So multiplayer isn't compatible with previous TEST 1.

Here are the packages:
TA3D 0.5.0 TEST 2 source
TA3D 0.5.0 TEST 2 win32
TA3D 0.5.0 TEST 2 linux32
TA3D 0.5.0 TEST 2 linux64
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Post by Balthazar » Sun May 04, 2008 4:11 pm

What a nice speed of coding, Zuzuf :)

Thx for new release :)

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Post by zuzuf » Sun May 04, 2008 5:37 pm

It only brings a few bug fixes. There are few differences between TEST 2 and TEST 1, only bug fixes because a few bugs prevented from playing the game, and a new clock synchronization system for networking games (I hope it'll give better results over Internet).
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Post by Balthazar » Sun May 04, 2008 7:20 pm

When will we be able to test it?

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Post by zuzuf » Sun May 04, 2008 8:31 pm

on Thursday, I'll be home. Or Wednesday evening, but late. For now I am back at university.
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Post by zuzuf » Thu May 08, 2008 12:23 am

I've just fixed a few annoying bugs:
* weapon synchronization is fixed
* unit synchronization fixed when time isn't synced very well
* fixed time synchronization not working properly
* fixed skirmish games not ending (single player games not receiving end signal from LUA send_signal)
* many other bug fixes

weapons weren't synced at all, but I don't really know if they need to be synced. Currently we need a index_table_translator in order to convert indexes from one client to another because we can't have perfect sync of weapon array.

After a few tests with weapon synchronization it seems useless since weapon creation are synced (good sync if time sync is good, not so good sync otherwise but acceptable) and weapon trajectories are computed from there. Also this adds bandwidth requirements.

WARNING : current SVN breaks network compatibility with TEST 2 because of bug fixes !!
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Post by Balthazar » Thu May 08, 2008 5:08 am

Wow, nice list of bugfix. And i suppose there are will be many compatibility problems during network development process :) Anyway, I always using the latest version to do tests :)

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Post by zuzuf » Thu May 08, 2008 11:53 am

Of course compatibility will be broken many times before 0.5.0 stable release, mainly because of bugs and improvements.

That's why I'll build a new binary each time we'll test it.
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