TA3D 0.5.0 TEST 2
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
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TA3D 0.5.0 TEST 2
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
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
=>;-D Penguin Powered
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
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 !!
* 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 !!
=>;-D Penguin Powered
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