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Messages - Ravna

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1
The Hydlaa Plaza / Re: Let's Discuss Rigs
« on: June 22, 2017, 11:44:09 am »

Yea, expect mini ITX to show up when the R3 series hit the market. They're probably not expecting to sell many of those in combination with 8 and 6 core cpus. :)

2
The Hydlaa Plaza / Re: Let's Discuss Rigs
« on: June 22, 2017, 10:10:02 am »

In fact, it is not for overclockers, as can be seen on http://www.tomshardware.com/reviews/intel-core-i9-7900x-skylake-x,5092-10.html and http://www.tomshardware.com/reviews/intel-core-i9-7900x-skylake-x,5092-11.html
You need a water block to run it at even stock speeds, and minor overclocking will require even more serious cooling. There are regular i7 and i5 parts that support *far* better overclocking.
That being said, I do agree the market they target is very small. They're rushing this out to beat AMD to it, but anyone interested in these kinda things is most certainly going to wait a month for AMDs lineup before seeing what is what.

For anything that normal gamers, power users, etc can do, 8 cores is more than enough and should not age overly fast. 10~16 is just overkill.

3
General Discussion / Re: Death
« on: June 15, 2017, 05:48:41 am »

Well, just to add a reply to your suggestions (which are fair enough).

1) We are actually working on porting the game to a new engine (which is part of why there has not been any change to the current game engine wise since we changed a few things related to crafting months ago). That being said, we are indeed understaffed, but recruiting devs is not as easy as it sounds, especially on games with player base that is not that large in numbers.
point 3 is indeed already covered, we have great players, but we can indeed use more of them, which leads to point 4. This is a bit of a trick, since most players would be looking for a game that has a larger team behind it, meaning more frequent content changes. So this seems like a bit of a catch-22 with point 1, still, all the devs we have are actively working on bringing you more content, be it through quests, items or new engine developments.

TLDR: Your points (I've skipped #2 as you may have noticed) are certainly valid and being worked on, but fixing them is unfortunately not as easy or fast as identifying them.

4
Technical Help: Problems BEFORE entering the game / Re: PS and VPN
« on: May 04, 2017, 08:21:07 am »

I am not aware of any VPN specific issues. A properly set up VPN would be near impossible to detect anyway.

The term "kicked me out" implies the server is actively rejecting your connection, that could be caused by someone who used the same VPN address and got an IP ban against it.

If however by "kicked me out" you mean that the connection times out, or does not get initiated properly, well, that could be caused by a whole host of configuration issues where some of the traffic might not be sent through the connection properly. The issues there could range from the VPN not allowing certain ports, to traffic being sent back to improper (internal) addresses or anything else.

5
The Hydlaa Plaza / Re: Unreal
« on: May 03, 2017, 08:54:25 am »

Motion prediction (at least for regular moving character) is already included in UE4 and works fairly well.

The "not designed for MMOs" is referring to various other issues, for example, by default in UE4, if 1 players moves to another map, all players move. (This is typical shooter behavior, where the host of the match loads a new map, and everyone spawns in it.)

Another example would be the lack of any database connection code (most match based (and player hosted) games do not use a database for any of the game code anyway, so why add it?)

Now we already have a solution for these specific cases, but just to illustrate the kinds of problems you can run into when using a game engine designed for first person shooters/action games and try to transform it into an MMO. That being said, none of these problems are impossible to fix, it's just that you can't use any "out of the box" solutions.

6
Development Deliberation / Re: Compiling Crystal Space
« on: March 30, 2017, 12:59:48 pm »

This question is a duplicate of: http://207.244.96.64/PlaneShift/smf/index.php?topic=42174.0
As redhound mention there:
Quote
It seems that CrystalSpace 3D need to be configured with --enable-make-emulation="no" flag to skip Makefiles generation and use Jamfiles only. This solve configuration issue on Debian Jessie (for me).

So that would be the best advice probably. The fact he's using Debian shouldn't matter.

7
Development Deliberation / Re: PlaneShift as a start into game programming?
« on: February 07, 2017, 07:10:56 am »

just for the record, the developers channel is most certainly not the right place to go (restricted access).
the -build channel is a good place if you need help building the project (which would be pretty much a basic requirement if you want to play with the code).

If you want to contribute to the game, there are other channels, but if you want to just study it, #planeshift-build (or the forums) is pretty much it.

As for the original question, it depends on *what* you want to study. You could start at the netmanager and work your way through the various sections of code just as a package would, but if you mainly care for crafting, you could also fast-forward to that section (or follow crafting specific messages as they go through the code).

8
PlaneShift News and Rules / Re: An Unreal Arcade
« on: January 10, 2017, 01:47:20 pm »

Yes, 60 is what the FPS is capped at. So it may sometimes go up and touch 62 or 63, then go back to 59, but in general, you should be seeing mostly 60~62 when your system can handle everything the game throws at it. :)

9
Development Deliberation / Re: Regarding Mac development
« on: January 10, 2017, 06:05:31 am »

A very interesting question indeed. The issue is that you need a Mac to be able to compile for a Mac (license wise).

I should start by stating that I have never tried anything like this on a Mac, so I can only say that "in theory" the below should hold.

1) One would need a mac that meets the following requirements (for building a client, not running the game, those specs are waaay lower) https://docs.unrealengine.com/latest/INT/GettingStarted/RecommendedSpecifications/
2) One should obtain the Unreal sources: https://docs.unrealengine.com/latest/INT/GettingStarted/DownloadingUnrealEngine/DownloadZip/index.html
3) One should build those https://docs.unrealengine.com/latest/INT/Programming/Development/BuildingUnrealEngine/index.html
4) Obtain the Planeshift sources and package them for mac (should be an odd 4 instructions or so I don't recall from the top of my head).

For the crystal hunt arcade, we are currently working on trying if it does indeed work as easy as it sounds on a Linux machine. If it does, it would be a very viable option to have anyone who has a suitable Mac and some free time build the mac version.
Step 4 is the only part that is not obvious at the moment, because the crystal hunt source is not public. If you have a Mac that meets the system requirements and want to give this a go, I would say your best bet is to contact Talad on IRC. You would also need him to send the binaries back to the main page.


10
PlaneShift News and Rules / Re: An Unreal Arcade
« on: January 05, 2017, 10:27:18 am »
Regarding mac users:
Yes, UE does actually support Mac. However, due to Apples EULA's, one can only compile UE for Mac while running certified Apple hardware oneself. This means that we will need to compile the Mac release on a Mac. (As we do now with planeshift already.) A problem with that is that we will need to actually have a Mac using dev to compile it. For this demo, we did not. For the final UE port, we will certainly go out of our way to find one.

Regarding the system reqs:
So far I've seen the demo run at good speeds on a quad-core AMD running at 3.2 ghz and a 1gb mem ATI card, so I imagine it will still run (to some degree) on much slower/older systems, especially with the graphics turned down.
In this thread you should be able to see some results of what FPS people get using what hardware. Final reqs have not been determined, and won't be until the game is ready for release. We will try to support as many different configurations of course, and UE does seem to run faster than CS on average and high end system, but I have not seen enough data yet to tell you how it performs on low end systems.

11
General Discussion / Re: On Updates, Wipes, and Migrations
« on: January 05, 2017, 10:18:19 am »

As usual, the devs try to keep as many things as possible in working order. This means that obviously, we will try to keep user names, stats, items, etc. Most of this data we should have no problem with, but a few specifics can depend on how we implement them in UE.
Suppose for example we were to overhaul something while porting, this could lead to some data being reset/lost. Pretty much like some quests were partially reset in the past. Solid guarantees of any kind cannot be made until we actually ported those things, and we are not yet at that stage.

Regarding performance:
This demo is not optimized for anything, nor does it contain option menus. In the actual UE client you can expect checkboxes/etc to disable shadows, anti aliasing, certain light effects, etc. This should make it much more playable for players with low end older pcs. That being said, there will be some cut-off point, just like CS won't load under certain specs, UE will not either. I know it runs the game on 1gb vram, it will probably do so on less, but exactly where that line is will need to be determined. Basically, we will try to cater as wide as possible an audience by making things optional (like the shadows, and the light effects), but the quality of the textures and models used will at some points impose lower limits on the hardware capable of running it.
Over at http://207.244.96.64/PlaneShift/smf/index.php?topic=43264.msg481933#msg481933 you can see some options that could improve performance, at least the more important of them will likely make it to an ingame option menu.

12
PlaneShift News and Rules / Re: An Unreal Arcade
« on: January 05, 2017, 06:45:53 am »
I should probably post a few observations:

1) FPS is indeed capped at 60 (so won't go much higher than 62~64). Additionally, it would be really interesting to see a comparison between what you get inside this demo (without using any speed boosts) and what you get in the old client in Hydlaa at high graphic settings (type /fps ingame to show fps at the top left of your screen). Because basically, if you have 12FPS, that might not seem much, but if you only have 6 in the old client, that would still be an improvement. So far, on a few dev PCs it seems like the fps improves, but well, it would be interesting to see if that holds up to larger ranges of system specs.

2) The landscape was not copied from the old game since it does not have a landscape (all hills around Hydlaa are just textures). As a result, the landscape in this arcade release is not optimal, at a few places it might not line up perfectly with Hydlaa itself, in particular if you go outside the city this will be noticeable. This is being worked on, and will be fixed when the rest of the map is completed (places like the Winch, Arena and Hydlaa East still need to be placed, and until they are, landscaping will have to wait a little).

3) The crystals are spawned in partially random patterns (as far as I remember), so sometimes they might spawn at locations where they cannot be picked up properly (or only at great effort).

Edit: figured I should add some fps as well (note: this system is about 6 years old and wasn't top of the line back then) :)

UE-Arcade:
40 fps while looking at the windowless tower from behind the plaza fountain (which appears to be the lowest FPS I can get anywhere)
Regular client:
22 fps from the same point, and the tower + some other buildings were not rendered (half of the fountain water wasn't rendered either)

I can get 55~60 fps in most other places using the arcade client. In the regular client I can get about 65 fps when looking at something on the edge of the city, but when I look towards places where there are more buildings (even if obscured by others), I get around 30 FPS.
So while it seems like UE only draws what you can see, the current client draws *everything* in the direction you are looking at, even if you have a blank wall filling your whole screen (this is actually one of the reasons why the arena and hydlaa east are different maps).
In general, for me, the UE arcade demo performs far better in Hydlaa, and I get cool stuff like shadows as a free bonus.

Relevant System Specs:
AMD Phenom II X4 955.
16GB RAM  (not really relevant as long as one doesn't run out)
ATI HD 6870 (1GB) vid card
Windows 7

13
PlaneShift News and Rules / Re: Weapon Academies and quests
« on: December 21, 2016, 02:06:45 pm »

I have to add that while Venalan is close to the truth, it may not appear to be working like that directly. The server sometimes maintains cached versions of pets/mounts, and they will remain morphed as long as you keep them around. dismissing them and waiting for the cache to go away (in most cases, you'll find the morphs gone the next time you login) is all a player can do for now (or get a GM to respawn it). A patch is being made to fix this issue.

14

This issue has been confirmed, we are currently investigating what the exact cause is. Hopefully it will be fixed soon.

15
Development Team Blog / Re: PS launch news page
« on: December 18, 2016, 06:52:14 am »
I think it had been broken ever since the move to the latest server.  Now this fix will not only mean it's working again, but from this point it will be even easier to update the news.

As far as I know it has been broken since the last time the website (planeshift.it) got updated (which is quite a long time ago, though I'm unsure about the exact date) :)

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