The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => Technical Issues => Topic started by: meep-eep on December 21, 2006, 11:34:59 pm



Title: README: Common 0.6.0 problems
Post by: meep-eep on December 21, 2006, 11:34:59 pm
At the last moment before releasing UQM 0.6.0 we encountered a few critical bugs. We had already uploaded the buggy release to SourceForge, but as we hadn't announced it yet we thought we could safely replace it. Bad idea.
It looks like the SourceForge mirrors have been giving out the bad version for hours after the announcement of 0.6.0.

I advise anyone who encounters the bugs listed below to redownload and reinstall the game. You do not have to redownload the content packages.
We'll also probably do a 0.6.1 bugfix release in the near future, which will also fix a few other bugs.

1. "Loss of synchronisation" immediately after starting a network battle or after selecting a new ship. This happens when you remove a ship from your fleet by pressing the SELECT button (<ENTER> by default), and then the CANCEL button (<SPACE> by default). The bug is that the change in your fleet is not passed along to the remote party. Removing a ship using the <DELETE> key will work. Note that if you run the correct UQM version, but your opponent doesn't, you may still encounter this "loss of synchronisation".

2. When playing Melee against the computer, the computer controlled ship act weird. For instance, the Ilwrath may keep turning around its own axis, and the Druuge might burn up all its crew. This bug is that the network delay is also used for local games.


Update:
it's even worse than I thought. Even now, not all SourceForge mirrors have the correct version.
The following mirrors are known to have the correct file: easynews, heanet, kent, mesh, nchc, optusnet, osdn, ovh, superb-east, superb-west, surfnet, switch, ufpr, and umn.
Unless there are any more mirrors I don't know of, this means that only belnet still carries the wrong file.
The correct uqm-0.6.0-installer.exe is 1225567 bytes in length.


Title: Re: README: Common 0.6.0 problems
Post by: 0xDEC0DE on December 22, 2006, 01:47:24 am
Is my understanding correct that a workaround for bug #2 is to set your net delay to "0"?


Title: Re: README: Common 0.6.0 problems
Post by: meep-eep on December 22, 2006, 02:15:17 am
Yes.


Title: Re: README: Common 0.6.0 problems
Post by: Cedric6014 on December 23, 2006, 12:32:33 am
Excuse my ignorance, what's the significance of a 'net delay'?


Title: Re: README: Common 0.6.0 problems
Post by: meep-eep on December 23, 2006, 06:04:29 am
To quote the manual.txt file:
Quote
To compensate for network lag, a keypress or keyrelease will only take effect after this many frames. While higher values make your ship seem to respond more sluggishly, they give the keypress information more time to reach the remote party.  If the game stutters, this is because it is waiting for this keypress information to arrive, which is an indication that the input delay is too low.  Super Melee runs at 24 frames per second, each frame delayed will delay the input by about 42ms.  The delay used is the maximum of the desired value for both
parties.  The default is 2. Values lower than 4 are typically acceptable in terms of responsiveness.  Future versions may automatically decide on the best value to use.


Title: Re: README: Common 0.6.0 problems
Post by: darkheart on January 05, 2007, 08:35:24 am
i found another critical bug while playing and seeing that absolutely no one has posted anything remotely related to that bug I'll just write it down and see what happens.

sometimes when I take too much crew loss in melee battles I load from a previews save, however the crew number remains the same as before the load (if I had 50 at the point where I saved and I lost 28 at a melee, when I load my crew is 22 instead of 50), I'd didn't appeared to have happened to me in older versions that I played (0.4 and 0.5).

=EDIT=

PS, noticed that Dreadnoughts don't send fighters.




Title: Re: README: Common 0.6.0 problems
Post by: Novus on January 05, 2007, 09:11:51 am
sometimes when I take too much crew loss in melee battles I load from a previews save, however the crew number remains the same as before the load (if I had 50 at the point where I saved and I lost 28 at a melee, when I load my crew is 22 instead of 50), I'd didn't appeared to have happened to me in older versions that I played (0.4 and 0.5).
This may be related to bug 938 (http://bugs.uqm.stack.nl/show_bug.cgi?id=938). I suggest you file a bug report anyway.


Title: Re: README: Common 0.6.0 problems
Post by: darkheart on January 05, 2007, 09:24:30 am
and what about faulty Slylandro probe replication in the start of the game?

EDIT

about the crew bug above, there is a way to "overcome" it, just leave the game to main menu and load the previews game


Title: Re: README: Common 0.6.0 problems
Post by: Novus on January 05, 2007, 03:42:51 pm
and what about faulty Slylandro probe replication in the start of the game?
Could you be a little more specific about what's wrong? The Slylandro probe spawning has changed recently in UQM; a long-standing bug that prevented Slylandro probes from appearing in solar systems in PC and 3DO SC2 as well as all previous UQM versions was fixed in v0.5.


Title: Re: README: Common 0.6.0 problems
Post by: darkheart on January 05, 2007, 06:58:42 pm
i'm just saying they appear in different rates in the 0.6, they usually show up 2 at a planet in the first year (and i didnt had so much in so fast)


Title: Re: README: Common 0.6.0 problems
Post by: meep-eep on January 05, 2007, 07:03:06 pm
If you enter HyperSpace before you've done the story bit at the StarBase, you'll see them every day.
It is a device for forcing you to do the StarBase part first. It's nothing new.


Title: Re: README: Common 0.6.0 problems
Post by: darkheart on January 05, 2007, 07:10:08 pm
15 years I expend AFTER i finish with Sol ^_^

if its only me then maybe its just an anomaly, they don't annoy that much (Fwipo menages to kill all of them)
but maybe should look at the code again or make it more foolproof


Title: Re: README: Common 0.6.0 problems
Post by: JimBroadhead on January 10, 2007, 04:01:35 pm
Is there any kind of ETA on 0.61?

(I know, I know - that's the question no one ever wants to see; could you just give me a rough estimate eg. months/weeks/days/now ;) please?)


Title: Re: README: Common 0.6.0 problems
Post by: meep-eep on January 10, 2007, 11:13:35 pm
Now.


Title: Re: README: Common 0.6.0 problems
Post by: JimBroadhead on January 13, 2007, 03:31:25 am
Now.


I love you.

Thanks! ;D