Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Rotacak

Pages: [1] 2 3 ... 48
1
Discussion / Re: Any hope?
« on: August 02, 2019, 08:26:05 AM »
I am just a fan. The plushie is something what "we" (Tremulous players) allways wanted and I created them on the begining when we planned to make same alien visuals.

Sad is that for good gameplay you need atleast about 5 vs 5 players and that is hard to get. Is possible to play with less players too, but it is not so good - like the old Tremulous.

If you will host a server then gameplay will be affected only in a case that you will have slow internet upload or slow CPU. If you have some common resources then it should be absolutely ok.

2
News / Re: Plushy alien for sale
« on: July 31, 2019, 09:31:50 AM »
Yes, it is still avaiable. There is still about +-10 of them avaiable.

3
Discussion / Re: Any hope?
« on: July 31, 2019, 08:36:53 AM »
Hi,

thanks for your support.

I hope that there is the hope:

1) Unrealistic: players will start to play it from nowhere and it will become popular.
2) Realistic: I will make money, make the team again and I will start to advertise it. But this will still take time.

Until that I can do only minor updates (I would like to add admin system atleast). Also maybe some AI players could help.

The dedicated server is possible to run anywhere. In the same way like on a server. That should be no problem at all.

4
Off topic / Re: Rotaxmame server is down.
« on: July 03, 2019, 08:20:26 PM »
Fixed, it working again - only in default graphics.

5
Off topic / Re: Rotaxmame server is down.
« on: July 03, 2019, 04:01:18 PM »
Server host was upgraded to php 7.3. Old forum is not supported anymore but I managed to convert it to the new version, so I will fix it soon (I hope).

Edit2: lmao, at the bottom of this subforum is a post by me about the same thing.

That was different, only temporary thing.

6
News / Update: 0.1.594 (Server browser replaced)
« on: May 29, 2019, 10:11:17 PM »
Changes:
- new server browser (removed big lag when you display the server browser screen)
- removed 2018 notice from main menu

7
Discussion / Re: Any server?
« on: May 25, 2019, 10:25:36 AM »
loadrunner: There is "Start server". I checked it right now and it was somewhat jammed. Was online but I cannot connect. I restarted the server and everything is ok. Try it now.

8
Discussion / Re: hi
« on: March 04, 2019, 11:00:12 PM »
Did you clicked on the "Start server" first and then on the join button? It works. But yes, is empty now.

9
Discussion / Re: hi
« on: March 04, 2019, 10:34:54 PM »
Hi, I will check it.

10
News / New server is online
« on: January 15, 2019, 09:29:51 PM »
I created new server with a name "Start server". So everyone can now play the game without creating own servers. Not big step yet, but atleast something.

(well, "everyone", if they will have good ping, server is located in Czech republic)

11
News / Re: Plushy alien for sale
« on: November 23, 2018, 11:40:04 PM »
I never had the manufacturing blueprints. The only way how to create more plushies is to break one and try to recreate others from it. But I doubt that this will happen because it was just 50 pieces of them, and they are not in the current game  = no point to create them, and I don't even have single $ from it, only work. So who will get these plushies, will have very rare, original and beautiful plushy as a remembrance of the good old game.

12
News / Re: Plushy alien for sale
« on: November 17, 2018, 08:54:41 AM »
Several years, but still avaiable :)

13
Discussion / Re: Availability of the old Tremulous plushie toys
« on: October 23, 2018, 05:05:51 PM »
Yes, is still enough of them.

14
News / Update: 0.1.593 (Turret fix)
« on: October 18, 2018, 06:45:06 PM »
Changes:
- fixed Turret (not) shooting
- added credits page

Funny story:
Maybe you are currious that the patch with the fix is 1 GB big. It have only one credits page and small fix. Actually the reason why turrents are shooting so bad was a bug in the engine. But not only common bug.

What happened: turrets could shoot only forward. Even they could rotate to a target, they still internally looks forward.

Why it was released like that: because in Unreal Engine editor it looks ok. Turrets correctly rotating and shooting. They only seems little lagged. But that is nothing unusual on my computer.

Why it was not easy to fix it: Because in the UE editor it looks ok. Even in the standalone version. But only when I packaged the whole game (= created the final game for a distribution) then the turrets stopped working. And to package the game will take DAYS. Don't know why, but with update to UE 4.18 is packaging extra slow. Moreover after few days of packaging it just crashed with linux version and packaging was not complete. This is just impossible to do anything with that when bug will appear only after packaging.

I decided that I have to build the game on my computer and not on my 10 years old shit server. My computer is also slow but still faster that the server. First build took about 4 days. CPU is 4 core and all cores runs all that days on 100 %. Slowest thing was compiling the material shaders (twice, windows + linux). But don't know why it was SO slow. Luckily, when you will compile shaders once, then you don't need to do it again. If you will not delete the cache.

Now I had to find the bug. So I had to add debug information for server and build the game and test it. These builds (windows server) were faster, about a hour maybe. Luckily I could connect with old client to the new server and debug server behavior. Thanks to that I could not to debug client but what happens on the server was more important.

What was the bug: Bug was in the fucking engine. Just that the bug will appear only in the packaged version was suspicious. Turret have socket on the barrel and targetting and shooting comming from this socket position and rotation. And socket is connected with the turret model rotation. But, this socket is NOT moved on the server. Suddently. Even when is everything correctly set. Socket is still on the default place and done.

Fix: I had to just change targetting from the socket position to a point in the air which is rotated in a similar way like socked should be. That fixed the targetting and shooting. But the lagging still preserved. That was fixed by increasing minimal net update time from default 2 to 50. That determine how often should packets of shooting be sent per minute. Maximum was set to 100 and should be adjusted automatically, don't know why suddently it is broken.
Also I had to limit allowed angle for building the Turret so now can be build almost only on a flat floors.

That is not the end: I had to build final builds for distribution. Count in that I forgot to remove some debug infos and forgot to build clients with shipping settings so I had to build final builds several times. But then the packaging ended after 30 minutes on the one file "pillar". It should be just saved to the disk. After third attemp (always stuck at the "pillar") I figured out that something is not good with my harddrive. Cannot be openned (in that time) and everything was stucked. It was external harddrive and when I disconnected it then everything continued = failed, but was not stucked anymore. Good, harddrive is bad. But after reset he still had all data and was accessible. But I could not copy even 100 MB file, it copied 20 MB, wait, 5 MB, wait, stuck.

Solution was to copy everything to the second drive. Everything means whole project, whole UE sources and whole shader caches. That is about 150 GB. How, when is not possible to copy even 100 MB file? While I was thinking, the temperature and the stress of the broken harddrive was reduced and it was possible to copy something from the broken harddrive again.

I successfully copied everything to the good harddrive. Rewrote everything to target it there too. And started packaging. And it started to compile all materials again! Even when the cache was there copied too! Probably is there saved/hashed also path to the cache and that was now different so engine decided to compile everything again.

I turned off the monitor and went to sleep. After few hours I wake up because there was too silence around. Turned on the monitor and I saw that packaging of the windows client was finished in 4 hours. Surprise. So I packaged rest of projects.

You can say, yes that is clear now, before it was so slow because of the damaged harddrive. But, why it was so slow even on the old server? Why all cores of my computers was on the 100 % usage all time? What they computing when problem was in the harddrive? Well, I don't care now.

I uploaded the builds to the Steam, tested them on the windows and the linux and released.

And now the answer for the question: "Why the patch have 1 GB?". Answer is: I have absolutely no idea.

15
News / Re: Current plans
« on: October 11, 2018, 11:22:20 AM »
Admin system is good but when you do not have opponents then is for nothing.

Pages: [1] 2 3 ... 48