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Re:First impressions of Multiplayer

Posted: Sat Feb 13, 2010 11:49 am
by UglyElmo
Yup I don't think I have ever played an MP game of any type without having been dropped a time or two. It happens, and not necessarily because of the game. Now if the drops happen often, you have a problem, but it looks like with this game the net code is pretty solid.

Re:First impressions of Multiplayer

Posted: Sat Feb 13, 2010 11:52 am
by Shirkon
BOSTON wrote:
Shirkton

Did you try using Specific Targeting? If so, Did you notice any advantages or disadvantages over prior games?

BOSTON
Since I had no artillery I didn't do any specific targeting. There are many advantages to TC2M though that I hesitate to mention because I might be telling things that Norb would rather reveal himself. I will mention though that there are commands that allow you to do more then go straight forward or backward. I'll let Norb elaborate more if he likes. But for myself, I am very pleased with the new game. If you have played TC2M, you should like SOWGB.

In other testing I have done specific targeting though and I do like it. Especially useful when you have 3 or more batteries and can target one enemy battery. You can run them off rather quickly that way.

Re:First impressions of Multiplayer

Posted: Sat Feb 13, 2010 3:04 pm
by Rich Mac
Shirkon wrote:
BOSTON wrote:
Shirkton

Did you try using Specific Targeting? If so, Did you notice any advantages or disadvantages over prior games?

BOSTON
In other testing I have done specific targeting though and I do like it. Especially useful when you have 3 or more batteries and can target one enemy battery. You can run them off rather quickly that way.
That sounds great. I'd love to see some nice long range arty duels!

Re:First impressions of Multiplayer

Posted: Sat Feb 13, 2010 3:12 pm
by BOSTON
Shirkton

When you drove off (routed?) a art. unit from specific fire, did your art. units revert back (AUTO) to random fire? :dry:

BOSTON

Re:First impressions of Multiplayer

Posted: Sat Feb 13, 2010 5:52 pm
by BOSTON
BOSTON wrote:
Shirkton

When you drove off (routed?) a art. unit from specific fire, did your art. units revert back (AUTO) to random fire? :dry:

BOSTON
Another thought to my question; What if your art. unit that has been given specific fire order, get's retreated, does it still stay locked to the specific fire order?

Re:First impressions of Multiplayer

Posted: Sat Feb 13, 2010 7:52 pm
by Mark
multiplayer.... I'm excited........... :)

I'll be on my laptop in internet cafes in calvi playing you fellers:)


No chance this gets released by tomorrow at 6EST ??? :)

Re:First impressions of Multiplayer

Posted: Mon Feb 15, 2010 2:47 am
by Hancock the Superb
Norb: Just confused by why the dropping seems to be appearing so much on this thread. I'm afraid I assumed it happened quite often, but it sounds like it doesn't.

Good luck and keep going strong!

Re:First impressions of Multiplayer

Posted: Mon Feb 15, 2010 12:33 pm
by norb
We deal with these issues a lot, BUT it's usually due to user error. I am not placing any blame here, but the fact is that we do a TON of updates each week. If you miss one email then you have a bad build. The entire team tries to get in the fixes for the MP tests. Every Tues and Thur night we get together and play MP. We are very dedicated to making sure it's as stable as possible. What happens is that the game runs weird, seems sluggish, then it goes out of sync. I then have everyone post their logs. Then I have to go through literally megs of log files to find the problem. It usually is that someone missed an update. It's so easy to miss one email about some file you have to update.

Other cases are some bug fix of mine did not take into account MP. I can usually fix those pretty quick and I try to always listen in on the tests so that I can fix stuff like that. The other night we had a bad csv file. That we fixed right away. It made all the difference in the world.

We are pretty confident that the MP code itself is bug free. We have been running for a while now with no real issues at all. We just recently tracked down a pretty rare one and when you're at that point, you're in good shape. We did have one OOS (out of sync) the other night that we haven't been able to recreate nor explain. But it easily could have been bad files since it was the first time the new testers were playing. They didn't have the logging enabled so I wasn't able to track it down.

The file issues that we have cannot possibly happen in the release because everyone will have the same files. So that's just a test thing. Once we move to using the installer for all builds we should no longer have those problems ourselves. We'll do that on March 1st. That is when we are code freeze and it gives me the time I need to build the installer with all the options in there. Then we test that, test buying the game, and we can ship.

Re:First impressions of Multiplayer

Posted: Tue Feb 16, 2010 6:39 pm
by Hancock the Superb
Sounds like the release date is coming closer and closer! Glad for the information.