Allegiance beta test september 20th

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MagisterXF94
Posts: 1935
Joined: Fri Aug 23, 2013 9:46 am
Location: Trieste, Italy

Post by MagisterXF94 »



INSTRUCTIONS: (READ!)

1.) Download our 1.3 installer from here https://www.dropbox.com/s/y1em8t09nk8l4 ... 1.rar?dl=0
2) Install, (this won't conflict with your normal 1.2 installation).
3) After you install be sure to launch the game from the shortcut that will manifest on your desktop. (launching the game from the directory will direct you to Imago's lobby and not ours).
4) Once the game is loaded click "Allegiance zone", and click "Current games listings".
5) log in with your ACSS credentials.
6) Play matches as you normally would.

If you encounter any bug/ crash, report it to me, with instruction on how to replicate it.
Last edited by MagisterXF94 on Sat Sep 19, 2015 9:46 am, edited 1 time in total.
QUOTE ^cashto@Elem (all): yeah, i imagine if you're rusty, you could build op short for no reason, build a naked ref, then go two techpaths even though your mining is by all objective standards $#@!ed[/quote]
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Dome
Posts: 4306
Joined: Fri Sep 08, 2006 7:44 am
Location: Portland, OR

Post by Dome »

THIS IS THE FUTURE OF THE GAME!

DOWNLOAD AND TEST IT!!!

SHOW UP AND PLAY ALLEGIANCE!
Wasp
Posts: 1084
Joined: Sun Aug 17, 2003 7:00 am

Post by Wasp »

Failed to connect to lobby
Last edited by Wasp on Thu Sep 17, 2015 3:08 pm, edited 1 time in total.
MagisterXF94
Posts: 1935
Joined: Fri Aug 23, 2013 9:46 am
Location: Trieste, Italy

Post by MagisterXF94 »

it's down because BT put it down.
it will be up by Sunday.
QUOTE ^cashto@Elem (all): yeah, i imagine if you're rusty, you could build op short for no reason, build a naked ref, then go two techpaths even though your mining is by all objective standards $#@!ed[/quote]
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Wasp
Posts: 1084
Joined: Sun Aug 17, 2003 7:00 am

Post by Wasp »

After testing (in training mission) I can still see that there is a problem with this game.

The sensitivity of the controller is still improper. It's faster than what it should be. As soon as the controller comes out of the dead zone, it is moving at a faster speed than what it was in R4. The farther the distance from the dead zone, the more difficult it is to manage. Because controllers use absolute values, this problem becomes impossible to cope with.

I believe the physics of this game is $#@!ed up and we should have a game programmer look into THAT instead of trying to implement "work a rounds" such as what was done for the mouse sensitivity and keyboard repeat rate issues. These are all indicators that there is something wrong (dt?) and it is THAT bug that needs to be identified and corrected.

Blacksun and I have already discovered another indicator that something isn't right and we will soon post video footage of what I and others have reported for years. Lag has always created problems with ships jumping around however, in the absence of lag we can replicate the jumping (skipping) ship movements.

Before releasing and even before testing, I think we should recognize and address this problem so as not to waste anyone's time testing something that is clearly still broken.
Last edited by Wasp on Thu Sep 17, 2015 4:29 pm, edited 1 time in total.
BackTrak
Posts: 2079
Joined: Thu Mar 08, 2007 4:52 am
Location: Chicago, IL
Contact:

Post by BackTrak »

PM sent to Wasp to find out more about the JS issue. Any help is appreciated!

Lobby is up, my server got MS curbstomped patched last night, and the restart was unsuccessful.

Thanks!
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Wasp
Posts: 1084
Joined: Sun Aug 17, 2003 7:00 am

Post by Wasp »

I'd like to respond in that this is not a JS issue. This is a CODE issue which is indicated in the behavior of game controllers, keyboard repeat rates, ships jumping and skipping around with what appears to be missing frames in their motion.
Wasp
Posts: 1084
Joined: Sun Aug 17, 2003 7:00 am

Post by Wasp »

BackTrak wrote:QUOTE (BackTrak @ Sep 17 2015, 01:00 PM) Lobby is up...
Still can't connect.
BackTrak
Posts: 2079
Joined: Thu Mar 08, 2007 4:52 am
Location: Chicago, IL
Contact:

Post by BackTrak »

I just hit it with the fickle stick of discipline. It's back up again. I also set the service to restart after failure so that it keeps rolling. Still checking into why it died.
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MagisterXF94
Posts: 1935
Joined: Fri Aug 23, 2013 9:46 am
Location: Trieste, Italy

Post by MagisterXF94 »

Wasp wrote:QUOTE (Wasp @ Sep 17 2015, 05:58 PM) After testing (in training mission) I can still see that there is a problem with this game.

The sensitivity of the controller is still improper. It's faster than what it should be. As soon as the controller comes out of the dead zone, it is moving at a faster speed than what it was in R4. The farther the distance from the dead zone, the more difficult it is to manage. Because controllers use absolute values, this problem becomes impossible to cope with.

I believe the physics of this game is $#@!ed up and we should have a game programmer look into THAT instead of trying to implement "work a rounds" such as what was done for the mouse sensitivity and keyboard repeat rate issues. These are all indicators that there is something wrong (dt?) and it is THAT bug that needs to be identified and corrected.

Blacksun and I have already discovered another indicator that something isn't right and we will soon post video footage of what I and others have reported for years. Lag has always created problems with ships jumping around however, in the absence of lag we can replicate the jumping (skipping) ship movements.

Before releasing and even before testing, I think we should recognize and address this problem so as not to waste anyone's time testing something that is clearly still broken.
Imago is our man in this. ill open an issue on FAO'S github with a link to the video footage that we already shot.
QUOTE ^cashto@Elem (all): yeah, i imagine if you're rusty, you could build op short for no reason, build a naked ref, then go two techpaths even though your mining is by all objective standards $#@!ed[/quote]
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