Poll

How's MP in version 0.927 or later?

I've Played Multiplayer In 0.927+ And There Are No Bugs That Aren't In Singleplayer
2 (6.3%)
I've Played Multiplayer In 0.927+ And There Are Only Minor Multiplayer-Only Bugs
1 (3.1%)
I've Played Multiplayer In 0.927+ and There Are Some Significant Multiplayer-Only Bugs But It's Playable
1 (3.1%)
I've Tried To Play Multiplayer In 0.927+ But It's Really Broken
0 (0%)
I've Not Played Multiplayer Since 0.927 Came Out
7 (21.9%)
I've Not Played Multiplayer At All
21 (65.6%)

Total Members Voted: 32

Author Topic: (Dev Really Wants Info) State Of Multiplayer for 1.0  (Read 11090 times)

Offline Wanderer

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #45 on: April 17, 2012, 01:06:03 AM »
+1 If we can manage to keep settings and the like between updates.  Achievement resets, server settings, etc, all get reset on a new beta release.
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Offline keith.lamothe

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #46 on: April 17, 2012, 01:14:45 AM »
+1 If we can manage to keep settings and the like between updates.  Achievement resets, server settings, etc, all get reset on a new beta release.
Er, that shouldn't be.  That's all in settings.dat, which shouldn't be touched by the update process (if it were overwritten, you'd keep getting knocked back into trial mode).

So it's really resetting all that?  Or is it getting reset every time you restart the app, update or no?
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Offline Wanderer

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #47 on: April 17, 2012, 01:25:23 AM »
+1 If we can manage to keep settings and the like between updates.  Achievement resets, server settings, etc, all get reset on a new beta release.
Er, that shouldn't be.  That's all in settings.dat, which shouldn't be touched by the update process (if it were overwritten, you'd keep getting knocked back into trial mode).

So it's really resetting all that?  Or is it getting reset every time you restart the app, update or no?

Just shutdown and restarted the server, and re-set the default glyph mode to 0.  It informed me it was already set that way.  However, just prior to the .929 release, I had set it, and needed to reset it coming into .930.  Also, achievements are definately getting reset on each new version.
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Offline Wanderer

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #48 on: April 17, 2012, 01:28:35 AM »
Oh, yeah, all the 'opt out' messages are respawned too.

One thing that DOES reset on each activation is my 'disable music' option.  Keep having to turn it back off.
« Last Edit: April 17, 2012, 01:36:41 AM by Wanderer »
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Offline keith.lamothe

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #49 on: April 17, 2012, 10:41:19 AM »
Hmm, concerning stuff on things being reset.  Are you running the client and the server off the same installation?  What may be happening is that you're running the server, then hop on the client and run around and generally deforesting the world with the leaf-saw, getting achievements, whatever, then quitting the client; this saves the client's settings to your settings.dat.  Then you're later quitting the server to do a restart and that saves the _server's_ settings to your settings.dat.  Since the server doesn't have any achievements...

Hmm.  Will probably need to split the settings.dat for server and non-server.
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Offline Wanderer

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #50 on: April 17, 2012, 01:41:05 PM »
Hmm, concerning stuff on things being reset.  Are you running the client and the server off the same installation?   What may be happening is that you're running the server, then hop on the client and run around and generally deforesting the world with the leaf-saw, getting achievements, whatever, then quitting the client; this saves the client's settings to your settings.dat.  Then you're later quitting the server to do a restart and that saves the _server's_ settings to your settings.dat.  Since the server doesn't have any achievements...

Hmm.  Will probably need to split the settings.dat for server and non-server.

Yes, I only have the one PC.
... and then we'll have cake.

Offline keith.lamothe

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #51 on: April 17, 2012, 02:14:56 PM »
Hmm, concerning stuff on things being reset.  Are you running the client and the server off the same installation?   What may be happening is that you're running the server, then hop on the client and run around and generally deforesting the world with the leaf-saw, getting achievements, whatever, then quitting the client; this saves the client's settings to your settings.dat.  Then you're later quitting the server to do a restart and that saves the _server's_ settings to your settings.dat.  Since the server doesn't have any achievements...

Hmm.  Will probably need to split the settings.dat for server and non-server.

Yes, I only have the one PC.
Sure, and I run my MP testing on one computer, but the server is running one copy of AVWW, and the client is running another copy :)

But your setup is the more likely and intuitive, so just gotta keep it from playing stomp-stomp with the data files.
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Offline mrhanman

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #52 on: April 17, 2012, 03:08:01 PM »
One thing that DOES reset on each activation is my 'disable music' option.  Keep having to turn it back off.

:o

Wha...why'd you...oh, wow...huh?  The music is one of the most awesome things about this game.  Why on Earth would you disable it?

 :'(

Offline keith.lamothe

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #53 on: April 17, 2012, 03:17:17 PM »
I have all sound disabled when I play, because I listen to other stuff :)  Amusingly, not infrequently that "other stuff" is the AVWW soundtrack.
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Offline Terraziel

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #54 on: April 17, 2012, 03:26:58 PM »
I have all sound disabled when I play, because I listen to other stuff :)  Amusingly, not infrequently that "other stuff" is the AVWW soundtrack.

I've gone one step further and actually swapped out about half the files of the soundtrack for other soundtracks. I have to say I do like a lot of the AVWW soundtrack, I just have better ones (most of which probably had a higher budget than your entire game so not something to take personally).

Offline keith.lamothe

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #55 on: April 17, 2012, 04:04:14 PM »
FYI, for 0.931:

Quote
* Fixed the fact that the logic checking for mission expiration was... totally bonkers, really.  Sorry about that.  It was considering someone outside the region if they were in any region, and on top of that it was running the checks on the client as well as the server in MP.
** This was causing numerous issues where people were completing missions but not getting credit (or rewards) for victory.

Heh, not sure what was wrong with me when I wrote that code...
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Offline keith.lamothe

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #56 on: April 17, 2012, 04:44:21 PM »
+1 If we can manage to keep settings and the like between updates.  Achievement resets, server settings, etc, all get reset on a new beta release.
Er, that shouldn't be.  That's all in settings.dat, which shouldn't be touched by the update process (if it were overwritten, you'd keep getting knocked back into trial mode).

So it's really resetting all that?  Or is it getting reset every time you restart the app, update or no?

Just shutdown and restarted the server, and re-set the default glyph mode to 0.  It informed me it was already set that way.  However, just prior to the .929 release, I had set it, and needed to reset it coming into .930.  Also, achievements are definately getting reset on each new version.

Just in for 0.931:

Quote
* The server now saves its settings and inputbindings in separate files (serversettings.dat instead of settings.dat, etc) to prevent some very _serious_ issues that could result when running a client and a server at the same time from the same AVWW installation (namely, depending on the order in which you closed the applications, you could lose all info on your achievements and various other settings, etc).
** Going along with this, you can now open the settings menu from the server window, as otherwise there'd be no way (other than manually editing serversettings.dat, heh) to configure stuff like Port Number.
*** Going along with that, the server no longer auto-closes if it can't listen on the specified port, so you can get in to change the port if you need to.
That should handle the achievements, disable-music, and opt-outs stuff.

I really don't know why the default glyph-transfer permissions would have reset, as that's actually saved as part of the world, not as part of settings.dat, and only the server is saving the world (hur hur).  There's even a great big "if ( Game.Instance.ProcessMode == ProcessMode.MultiplayerClient ) return;" at the top of World.SaveWorldToDisk() just to make paranoid-ly sure ;)

Unless you're running the world on the server and running the world in singleplayer at the same time, which would be a colossally bad idea.  Hilarious, from a safe distance.
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Offline Wanderer

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #57 on: April 18, 2012, 12:27:28 AM »
Unless you're running the world on the server and running the world in singleplayer at the same time, which would be a colossally bad idea.  Hilarious, from a safe distance.

Nope, definately not doing that to my personal official test bed.  I might try it with ANOTHER world, but not Wandering Nomads. :)
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Offline Wanderer

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #58 on: April 18, 2012, 09:55:35 PM »
YIKES!

Seriously BAD juju in Overlord room with 2 people.  The game glitched up horribly between the thousand flames, an ice bat, and 2 players.  It kind of seemed to get stuck in a loop of some kind until one char died (me) and then Chomper was free to act, but we both were utterly hosed until then.

Scenario: I was in room and spawned overlord.  Waited for Chomper.  Nearby is a hard-wall we could jump into for defense.  We both went in there and suddenly we got caught in what appeared to be a jump-loop where we couldn't shoot, move, or break out of it.  Meanwhile, an ice bat sat on our heads and laid waste to us.
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Offline keith.lamothe

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #59 on: April 18, 2012, 09:58:46 PM »
YIKES!

Seriously BAD juju in Overlord room with 2 people.  The game glitched up horribly between the thousand flames, an ice bat, and 2 players.  It kind of seemed to get stuck in a loop of some kind until one char died (me) and then Chomper was free to act, but we both were utterly hosed until then.

Scenario: I was in room and spawned overlord.  Waited for Chomper.  Nearby is a hard-wall we could jump into for defense.  We both went in there and suddenly we got caught in what appeared to be a jump-loop where we couldn't shoot, move, or break out of it.  Meanwhile, an ice bat sat on our heads and laid waste to us.
Sigh :)

Thanks for lettings us know.

Anything in the logs?
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