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Posted: Thu Sep 17, 2015 7:05 am
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.

Posted: Thu Sep 17, 2015 10:35 am
by Dome
THIS IS THE FUTURE OF THE GAME!

DOWNLOAD AND TEST IT!!!

SHOW UP AND PLAY ALLEGIANCE!

Posted: Thu Sep 17, 2015 1:59 pm
by Wasp
Failed to connect to lobby

Posted: Thu Sep 17, 2015 3:09 pm
by MagisterXF94
it's down because BT put it down.
it will be up by Sunday.

Posted: Thu Sep 17, 2015 3:58 pm
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.

Posted: Thu Sep 17, 2015 5:00 pm
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!

Posted: Thu Sep 17, 2015 5:43 pm
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.

Posted: Thu Sep 17, 2015 5:58 pm
by Wasp
BackTrak wrote:QUOTE (BackTrak @ Sep 17 2015, 01:00 PM) Lobby is up...
Still can't connect.

Posted: Thu Sep 17, 2015 6:26 pm
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.

Posted: Thu Sep 17, 2015 6:46 pm
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.