It is currently Sat Apr 27, 2024 1:50 pm

RUNNING WITH RIFLES Multiplayer

test

Game servers 45 List provided by EpocDotFr | Players online 114


All times are UTC




Post new topic Reply to topic  [ 26 posts ]  Go to page Previous  1, 2, 3  Next
Author Message
PostPosted: Tue Jul 19, 2011 1:50 pm 
Offline

Joined: Tue Jun 28, 2011 11:12 am
Posts: 137
/orgasm

All I have to say.

_________________
Click.


Top
 Profile  
 
PostPosted: Tue Jul 19, 2011 7:06 pm 
Offline

Joined: Thu Jul 14, 2011 5:34 am
Posts: 22
Location: If only you knew! :P
This is awsome :D...!

_________________
We shall bump like no man has ever bumped before!!


Top
 Profile  
 
PostPosted: Wed Jul 20, 2011 5:35 pm 
Offline

Joined: Wed Jun 29, 2011 5:26 pm
Posts: 6
Brilliant update, and I'm absolutely loving the new AI and weapons. Keep it up!


Top
 Profile  
 
PostPosted: Wed Jul 20, 2011 7:02 pm 
Offline

Joined: Mon Jun 27, 2011 8:03 pm
Posts: 12
My journey.

1) Started game - we only have one base, agaisnt everybody else, or something like that.

2) Heroic stand. Shoot enemies. Regret not finding out how to pick weapons up.

3) Crash around 20 seconds into the game.

Sucks : /


Top
 Profile  
 
PostPosted: Fri Jul 22, 2011 12:44 pm 
Offline
Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Jacos wrote:
My journey.

1) Started game - we only have one base, agaisnt everybody else, or something like that.

2) Heroic stand. Shoot enemies. Regret not finding out how to pick weapons up.

3) Crash around 20 seconds into the game.

Sucks : /


Yeah, crashes happen sometimes, quite often frankly. That's what you get for trying out an alpha version, thanks for trying though :)

Any chance you would still have the rwr_game.log from that game session?


Top
 Profile  
 
PostPosted: Fri Jul 22, 2011 3:09 pm 
Offline

Joined: Fri Jul 22, 2011 3:04 pm
Posts: 70
mostly when my game crashes without a reason it was when i was dying and hiting "spacebar" to respawn, i have the .log file if u want to see its soo long :)
ok here are the last lines, im not sure u need the whole log.

17:14:29: Texture: grenade_crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
17:14:29: Texture: grenade_crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
17:14:29: Texture: farm_fence.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
17:14:29: Texture: zebracrossing.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
17:14:30: Texture: menusystem_control_focus_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
17:14:31: Texture: menusystem_control_selected_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
17:14:36: Texture: container_side.png: Loading 1 faces(PF_R8G8B8,181x256x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,181x256x1.
17:14:36: Texture: container_end.png: Loading 1 faces(PF_R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,196x256x1.
17:14:36: Texture: container_top.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,196x256x1.
17:14:36: Texture: security_fence.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
17:14:36: Texture: panel_side.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
17:14:39: Texture: mapview_baddies.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
17:15:00: Texture: crosshair_good.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
17:15:55: Texture: mapview_battle.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
17:17:32: Texture: panel_upright.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
17:31:03: D3D9 device: 0x[0338AA60] lost. Releasing D3D9 texture: Ogre/ShadowTexture0
17:31:03: Released D3D9 texture: Ogre/ShadowTexture0
17:31:03: D3D9 Device 0x[0338AA60] entered lost state
17:31:04: !!! Direct3D Device successfully restored.
17:31:04: D3D9 device: 0x[0338AA60] was reset
17:36:59: Texture: trench_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
17:46:02: D3D9 device: 0x[0338AA60] lost. Releasing D3D9 texture: Ogre/ShadowTexture0
17:46:02: Released D3D9 texture: Ogre/ShadowTexture0
17:46:02: D3D9 Device 0x[0338AA60] entered lost state
17:46:02: !!! Direct3D Device successfully restored.
17:46:02: D3D9 device: 0x[0338AA60] was reset
17:51:12: D3D9 device: 0x[0338AA60] lost. Releasing D3D9 texture: Ogre/ShadowTexture0
17:51:12: Released D3D9 texture: Ogre/ShadowTexture0
17:51:12: D3D9 Device 0x[0338AA60] entered lost state
17:51:12: !!! Direct3D Device successfully restored.
17:51:12: D3D9 device: 0x[0338AA60] was reset
17:52:35: : CHECK: virtualize character failed
17:52:35: : aabb=AxisAlignedBox(min=Vector3(625.778, -10000, 512), max=Vector3(682.667, 10000, 568.889)) vcposition=Vector3(625.696, 0, 523.857) block=10988512 vc=273174800
17:52:41: DefaultWorkQueue('Root') shutting down on thread 004016C8.
17:52:41: DefaultWorkQueue('Root')::WorkerFunc - thread 00413300 stopped.
17:52:41: DefaultWorkQueue('Root')::WorkerFunc - thread 004132D0 stopped.


Top
 Profile  
 
PostPosted: Fri Jul 22, 2011 5:12 pm 
Offline
Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
That's enough of log, thanks, the last 10 lines or so usually tells everything that has any value.

This is indeed the most common type of crash there is. A soldier is detected to have moved outside the block he used to be at, and the new block is out of user player's immediate vicinity and so the soldier needs to become "virtual". Just before the soldier gets virtualized, there's a sanity check for soldier's position and the new inactive block that the soldier is indeed in this block -- for some reason, sometimes he's not anymore.

I've checked this area a lot of times that there shouldn't be a possibility for the soldier to move between the detection phase and the virtualization phase. What's also getting in way, is that I haven't found a way to reproduce the problem every time, in fact, I had my hopes up that some fix attempts that I had done around this area would have changed it for the better already.

Well, I've got my verbose logging prepared for this error now, so I should once again learn more about it the next time I stumble on it -- meanwhile, back to online mode implementation. :)


Top
 Profile  
 
PostPosted: Sat Jul 23, 2011 10:25 am 
Offline

Joined: Fri Jul 22, 2011 11:49 am
Posts: 42
Online mode shall be very interesting :D

Care to share some details? Will the be lag compensation elements, any anti cheat mechanisms or what about AI opponents? Just a few questions that come to mind. :roll: Please do share :)

_________________
Image
Oasis. Less Running, more rifle.


Top
 Profile  
 
PostPosted: Mon Jul 25, 2011 2:31 am 
Offline

Joined: Tue Jun 28, 2011 6:03 am
Posts: 51
Well, I've played a few games through, and I've got to say the new guns are a blast. The silenced MP5 is definitely my favorite, quiet and accurate is perfect for spec ops and even regular battles, I was actually sniping with it on my 1680x1050 monitor. C: While fun, I think the spread ought to be increased just a touch, just to make it more of a close quarters weapon.

The M240 I did not like at first, but that's because I was attempting to use it as a lone wolf weapon, which it is not. But in a large squad and with suppressive fire, it was awesome and it quickly got me up to a leftenent.

But my favorite new thing is being able to start with only one area, those are the fun fun games.

_________________
There's some things you just can't control in life...that's what telekinesis is for.


Top
 Profile  
 
PostPosted: Mon Jul 25, 2011 6:31 am 
Offline

Joined: Sat Jul 23, 2011 7:41 am
Posts: 44
Blink wrote:
The M240 I did not like at first, but that's because I was attempting to use it as a lone wolf weapon, which it is not. But in a large squad and with suppressive fire, it was awesome and it quickly got me up to a leftenent.


The M240 is a brilliant lonewolfing weapon. I have managed to conquer East Trench and Airport in one run, all alone. See here: http://www.youtube.com/watch?v=GYla3ZCwCeE


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 26 posts ]  Go to page Previous  1, 2, 3  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 40 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group