quartz wrote:I was a regular on the newsgroup back in the 90's, from the same era as gary simmons (aka battlecat), forrest cameranesi, loren petrich, and other people whose names I can't remember.
I posted a handful of times as Wolfy on a.g.m. I even made a map of the AGM compound hehe. Forrest is still around, but few others from those days still are. Welcome back!
can't copy a network saved game to another computer. same machines, ip addresses, player names, etc. app crashes with a "index < sNetworkPlayers.size" assert. might be related to the star business above, I forget if we ever tried this after switching to ring.
Is this a co-op game? Or something you saved in, say, Mars Needs Women?
quartz wrote:
a note on the floating x thing:
we're running a not-quite-standard version in that I turned the standard version into a plugin back when that feature was introduced. (ie; you don't use the "use solo script" option anymore). not sure if this has anything to do with it.
It's "Use HUD Script," not "Use Solo Script," and everyone needs to enable it locally. As a plugin, the script should be in a "hud_lua" attribute, not a "solo_lua" attribute.
in a net game, "overlay map" doesn't work (you get the classic map). it does however disable your crosshairs.
I think this is the intended behavior. It only works in single player.
some times in some places my framerate drops to the teens/twenties. it's not consistent and hard to pin down, but I can get it to happen more frequently in specific spots in certain maps. first open area with the jugs on "thing what kicks" is a good test spot. only happens when I have a lot of hires textures loaded (ie; goran's sets with the 4096 landscapes), but doesn't seem directly related to polygons-in-view or monsters-in-view or anything. comes and goes by the minute, get it three plays in the same spot but the forth time I load the map I don't get it, then it comes back again later. 23.2 does this too but the episodes are rare and short, so I never noticed until I went looking. in 1.0b2 it happens a lot if I'm using shader, less frequent in classic. turning bloom off doesn't help.
Shader is a lot more demanding, so it's no surprise you get lower framerates. Do things run smoother if you disable the 4K landscapes? If so, you could try enabling "Non-Power-of-Two Textures" in advanced graphics prefs, that will use less VRAM.
landscapes are misaligned in the shader. even with 'limit vertical view' you can still see over the top (although now it at least mirrors the texture rather than smearing).
This would be very difficult to fix, due to the new perspective in OpenGL (Shader). I believe they are correctly aligned at the corners, but squished in the middle. You can see past the bottom, as well as over the top, so they are correctly centered.
landscapes have permanent 100000% bloom. all mml values are ignored. you can override it with a custom shader plugin though, which is what I eventually had to do. this is a regression from 23.2
Enabling bloom on landscapes was intentional. If you don't want it, you can turn off bloom, or you can set the new "landscape_bloom" attribute to 0.0 in MML.
the "bloomtastic" shader plugin doesn't work right, and I've been unsuccessful modifying the frag code to fix it. bloom seems locked at max and ignores the intensity calculations in the code
the "awesome static" plugin
These haven't been updated for 1.0 yet.
quartz wrote:
re: star protocol being broke
I haven't noticed anything like this, and I've played a
lot of net games with Aleph One, including LAN with star. I don't ever use ring--I'm surprised it still works!
My only LAN experience recently was 2 player co-op, so I guess it's possible something broke. It would really surprise me that LAN wouldn't work when online play works smoothly, though. I still suspect something with your setup, I just don't know what.
Are you running any Lua scripts? We've suspected Co-op Lua of freezing the game here and there for a long time, but could never figure out why. Usually you can just command-Q out of that, though.
I'll leave the questions of overlay map translucency and the possibility of configurable bloom strength to Hopper, since he's worked on those features (relatively) recently. I will say, we have been fighting against adding more and more options, making the prefs and maintenance more complicated, for a while, so that's probably where I stand on those options unless someone shows me they can work really well with a simple control and simple code.