Author Topic: Beta feedback  (Read 9225 times)

martiño

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Beta feedback
« on: 15 January 2008, 22:06:50 »
If you have played Glest 3.0.0 beta please send us your feedback!

- Can you run the game properly without getting our of sync or any other major issues?

- Do you get much lag?

- Have you played more than 2 players? Does the game work properly?

- Have you tried playing over a slow connection? What are the results?

- Have you tried playing over different operative systems? What are the results?

- Any other comments?
« Last Edit: 31 January 2008, 21:05:10 by martiño »

titi

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« Reply #1 on: 16 January 2008, 20:50:03 »
Hi,
i played a little with Matze Behn today. There was not much lag and the game was running smooth. ( Linux Version )
Problems found :
- no more camera view in current version ( hotkey "m" is now used for: activate move command for selection )
(Tribal Trouble has a good free camera mode. Probabaly you like the idea it's made there)
- version check includes the build date / fixed in the SVN now ( by M.Behn )

- you changed/renamed some things in magitech.xml for balancing, This will get some mods into trouble.....

( I modifyed my indians to run with the new version, but I dont't know if they are balanced again. I will upload them tonight or tomorrow. )

thats all for the moment, will test more tomorrow.
« Last Edit: 1 January 1970, 00:00:00 by titi »
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martiño

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« Reply #2 on: 16 January 2008, 21:00:10 »
Hey,

The key for free camera mode is now 'F', since the move hotkey is more important IMHO.

I've included the build time in the version string so people would use the exact same build, you can disable version check in glest.ini. If Matze changed it is okay anyway.

About the mods, I'm sorry about it, but we can not take them in account when we balance the core game, I think mods should create their own tech trees (even if they have just one faction), so they don't get affected by balance changes.

Regards.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

wciow

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« Reply #3 on: 17 January 2008, 00:00:12 »
I have played Glest version 3.0.0.

The game ran smoothly for about 30mins (till I lost :)
« Last Edit: 1 January 1970, 00:00:00 by wciow »
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

martiño

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« Reply #4 on: 17 January 2008, 01:15:48 »
This is good news, thanks for the feedback.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

titi

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« Reply #5 on: 19 January 2008, 20:20:02 »
not really multiplayer bugs, but bugs in release:

- in tileset winterforest its always raining ( there is no snow )
- in the settings shadowmapping doesn't work it's all grey . ( only a linux problem?)
« Last Edit: 1 January 1970, 00:00:00 by titi »
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martiño

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« Reply #6 on: 19 January 2008, 23:10:21 »
Quote from: "titi"
not really multiplayer bugs, but bugs in release:

- in tileset winterforest its always raining ( there is no snow )
- in the settings shadowmapping doesn't work it's all grey . ( only a linux problem?)


I don't know about the shadow mapping, it looks like an ATI issue, however the other thing was a bug and it is now fixed!
« Last Edit: 1 January 1970, 00:00:00 by martiño »

Jamesgamer

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« Reply #7 on: 20 January 2008, 16:55:44 »
perhaps i did something wrong, but i had to add <attacktype sword> and some other things back into the magitech.xml...?

also, in testing, when my friend and I did laptop as host and desktop as client, all was good (though on desktop some units forgot commands),

but in desktop-host and laptop-client, the laptop had lots of lag (and the desktop units still forgot commands >_<)

both were windows xp, and both were the beta...
« Last Edit: 1 January 1970, 00:00:00 by Jamesgamer »

martiño

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« Reply #8 on: 20 January 2008, 21:52:12 »
Quote from: "Jamesgamer"
perhaps i did something wrong, but i had to add <attacktype sword> and some other things back into the magitech.xml...?

also, in testing, when my friend and I did laptop as host and desktop as client, all was good (though on desktop some units forgot commands),

but in desktop-host and laptop-client, the laptop had lots of lag (and the desktop units still forgot commands >_<)

both were windows xp, and both were the beta...


You have to install the beta in a clean directory, do not install it over a previous build.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

titi

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« Reply #9 on: 21 January 2008, 19:30:13 »
We had a bad crash today.
2players windows only.
It looks like the two computers get completly out of sync !
On the client computer an attack started which was still finished on the server computer!?!
The server sees an attack which was not there on the client. The client plays this attack much later!!
The game crashes when the client gives a command for a daemon which doesn't exists any longer on the server.

My boys saw this delay problem and they wanted to find out what happens if they move a unit which doesn't exists on the server. That's where the game crashes. They described the situation very ecactly.


the system specs of the two computers:
1:
amd athlon 64 3400+  , 1GB RAM , Geforce 6600GT-AGP
2:
amd athlon 64 2800+ , 512 MB Ram , Geforce 4200GT-AGP


By the way, in linux things didn't slow down when connected in connect menu.
« Last Edit: 1 January 1970, 00:00:00 by titi »
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martiño

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« Reply #10 on: 21 January 2008, 20:23:07 »
which version is this? beta 1 or beta2? can u make sure both machines are running exactly the same data?
« Last Edit: 1 January 1970, 00:00:00 by martiño »

titi

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« Reply #11 on: 22 January 2008, 08:51:38 »
It was beta1 and they both had the same data. Before this happens they ( and I )  played several games without any problems.
« Last Edit: 1 January 1970, 00:00:00 by titi »
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« Reply #12 on: 22 January 2008, 22:29:26 »
I've been playing beta 1 since it came out (2 days later, when I got it to work on linux) and it's quite a blast!

The kicker is the multiplayer feature. It works well and is quite a thrill to see Glest headed in that direction.

What gets me though, is that I haven't been able to win the tech over using magic. Is it just me? Seems like the balance is off for the magic cast. Especially the 3rd level mage. He seems to die in one hit most of the time.

There's a bug with the sound when the game is loaded for the first time. (I'm too lazy to reproduce the bug right now to get the error message). But after one click everything is fine and the game works well.

I did have the game crash on me ONCE when I was winning on top of that. I had 4 golem and lotsa 2nd level mages protecting my territory, oh well.But I haven't had another crash since.
« Last Edit: 1 January 1970, 00:00:00 by djezer »

martiño

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« Reply #13 on: 23 January 2008, 10:26:20 »
Yeah, we also think that the magic faction is underpowered, and also more difficult to play, however in beta3 we reduced the cost of the battlemage, drake rider and other units. It should be more balanced now.

What kind of crash was that? do you still have the crash file?
« Last Edit: 1 January 1970, 00:00:00 by martiño »

djezer

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« Reply #14 on: 23 January 2008, 22:34:42 »
No I was too in a hurry to get back in the game. I'll make sure not to overlook it if it pops up again. So far I've played over a dozen games for sure and that was the only time it crashed. It was also the only time I had 4 golem, but I have no idea if that's related.

The cost of the battle mage going down is a good thing. But I'm still pretty sure the 3rd level mage should have more hp, or armor to keep him alive a little longer. They take so long to make, they shouldn't go away in a hit or two. The 3rd level mage also goes out to fight, even when I tell him to hold position, which sucks because he goes out right in front of the archers to get killed when I want him holding position behind the golem.  

Also the golem seldom reacts when I tell him to move. it often takes four takes to get him to move, then he only moves an inch, then its time for another four tries  until he arrives at destination.
« Last Edit: 1 January 1970, 00:00:00 by djezer »

martiño

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« Reply #15 on: 23 January 2008, 22:39:26 »
The golem needs energy to move, so it will not move most of the time.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

Jamesgamer

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« Reply #16 on: 27 January 2008, 00:08:55 »
Quote from: "djezer"
I did have the game crash on me ONCE when I was winning on top of that. I had 4 golem and lotsa 2nd level mages protecting my territory

My strategy for "Four rivers" is similar...

build summoners' guild and library asap, then build about 5 golums and set them to hold position in a horizontal line at the choke point right above your location (in the river). Also, build about 12 battlemages ("level 2") and form a line (holding position)behind the golums to kill guys that make it to the golums. Have one initiate repairing the farthest left golum, as that is usually the one targeted by archers.

PS: play a game with me sometime! see topic: http://www.glest.org/glest_board/viewtopic.php?t=309

PPS:golum has to have 100+ ep to move
« Last Edit: 1 January 1970, 00:00:00 by Jamesgamer »

titi

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« Reply #17 on: 29 January 2008, 10:09:32 »
Hi martinho, I asked the "realtimepeople" about the windows clock. The usual resolution of a normal windows system is about 16-17 ms. So a timout of 50ms is something small but possible.
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orion

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« Reply #18 on: 29 January 2008, 16:20:42 »
Hey martinho

I was playing multiplayer on the irc channel with another glest user. We both were on the same team in the game and we were going against a CPU player (tech faction) and CPU Ultra player (magic faction). We DOMINATED the CPU Ultra player, something that shouldn't have happened. The CPU Ultra player didn't produce as much workers and fighters as it should have. It usually takes about 100 fighters just to scratch a CPU Ultra Player. We destroyed the CPU Ultra Player with just 30 fighters. The AI isn't as perfect as it was before.

PS: this was beta 5
« Last Edit: 1 January 1970, 00:00:00 by orion »

 

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