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Messages - Rotacak

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1
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.

2
News / Re: Plushy alien for sale
« on: November 17, 2018, 08:54:41 AM »
Several years, but still avaiable :)

3
Discussion / Re: Availability of the old Tremulous plushie toys
« on: October 23, 2018, 05:05:51 PM »
Yes, is still enough of them.

4
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.

5
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.

6
News / Re: Another IndieGoGo reward
« on: August 30, 2018, 04:49:47 PM »
I tried it but it does not play any sound when you pressing keys. There is only full song played at background and you only catching icons for score. That is main difference between that games. Try to press keys in Beat the Song somewhere else than on icons and you will see (but not from very begining, atleast one need to fall trough that line what you want to press).

7
News / Re: Another IndieGoGo reward
« on: August 29, 2018, 08:38:46 AM »
Hi, BFG. I think that price is something that will change almost nothing. If is not $60 or 0 :) BTW, I would like to know that similar or free games like this - I fear that there is not much games like that. Personally I don't know any (only old Beatmania from arcade machines). What you can see around are only generated falling icons from mp3. That seems similar but it is something totally different. Generated things are boring things about nothing (for me). But this has great feeling. But this is hard to explain for new players, maybe even impossible. For first look it seems like unknown songs and game like many others - like you said.

About well known songs (or new ones) - great thing is that this is not needed. Because when you will successfully finish let's say medium difficulties (harder = better feeling) then you will discover greatness of that songs. For example for me is the best Mayan Dust, that is something absolutely epic. And I never heard it before. But it looks common when you will hear it for firsttime. So this is not problem at all but I understand that opinion for first look.

Demo song was hard to pick because should be simple and with short samples. First song have long samples and that can be confusing for new players. This is also better with harder difficulties - shorten samples.
But there should be only one song with one difficulty in demo. If another difficulty is unlocked then it is wrong, I will look at it.

8
News / Another IndieGoGo reward
« on: August 28, 2018, 01:37:58 PM »
Hello,

I created small musical game Beat the Song and decided to give it to IndieGoGo supporters as a another reward while he waiting for Murnatan.

This game is last try how to make atlest some money. If this will fail then I need go to find common job.

Also I need to do one thing first - buy a new computer to continue with anything. It is impossible to work with this (about 6 years old computer) anymore. It's hell. I was testing Murnatan on the lowest quality settings and then was surprised what a game I see when I turned on slideshow (max quality). Imagine how I had to do screenshots for you (not possible) or videos (hahaha).

Ah, one more thing. Thanks to Beat the Song I figured out a way how to create MODs for Unreal Engine 4 games (crazy thing) and I discovered why it causing big lag when you going to the server browser for first time. Question is what situation will be in Murnatan where is big part of game in C++. Hmm, we will see.

9
FAQ / Discord chat
« on: August 24, 2018, 03:05:25 PM »

10
Discussion / Re: How do we attract more players?
« on: August 07, 2018, 10:09:00 PM »
Hmm, autoupdated server would be good thing. Currently is also autoupdated, if you running it from Steam, but it will not kill server so who know what would happens.

If someone can make scheduled meetups for matches, then it would be good. You can use discord for that https://discordapp.com/invite/HfvNAna as start.

11
Suggestions, ideas / Re: Official Discord?
« on: August 06, 2018, 08:57:18 PM »
You can try this, but I don't have time to managing it: https://discord.gg/HfvNAna

12
Discussion / Re: How do we attract more players?
« on: August 06, 2018, 08:53:19 PM »
tuple: server does not need you credentials from Steam at all. That password in config is only for you (can be anything what you will remember) to allow you to identify server.

Starting server from Steam: I have no experience with that but it should be doable later when I have time.

Starting server from server browser: Should be possible to add but managing that is little complicated. I will look at that later too.

But look at thread here on forum about server, it is easy to run it.

Yea, 30 vs 30 was epic. When Murnatan was released then we got about 20 vs 20 and it was amazing, funny, crazy, cool.

13
News / Re: IndieGoGo campaign ended and future
« on: July 04, 2018, 01:50:55 PM »
About synchronizing code: it is not so easy like in Q3 and such engines. In UE is souce code connected with assets more closely. For example when you want to change default HP of player, then you have to do it in UE editor, not in C++ code. I think that for working simultaneously on more versions is possible, but merging it together is almost impossible.

About AI: UE have own AI system and should be quite easy for default game. But I think, no, I know that for this custom game it will be much more work/problems.

14
News / IndieGoGo rewards
« on: June 22, 2018, 12:53:54 PM »
When you will get your rewards?

Badge on forum: now (just tell me that you really want it)

Coupon for item shop: when will be item shop implemented

Place in credits: DONE

VIP status forever: when admin system will be implemented

Place in credits in book: when book will be finished

Special skins: when skin support will be added (after item shop and admin system)

15
News / Current plans
« on: June 11, 2018, 08:39:01 PM »
1) make money <<<NOW
2) dumb bots (basic walking and attacking) (it looks complicated more than it seems :( )
3) ambush mod
4) admin system (log in, vip, bans)
5) ...

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