0.2.8.3_beta3 available!

Help test release candidates for the next release

Which of the three download services to you like most?

SourceForge
0
No votes
AABeta
3
75%
Launchpad
1
25%
 
Total votes: 4

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Z-Man
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0.2.8.3_beta3 available!

Post by Z-Man » Sat Mar 14, 2009 9:57 pm

As usual, fetch it from aabeta, SourceForge or Launchpad.

Code: Select all

Changes since 0.2.8.3_beta2:
- Fixed 'invincibility' bug. It really was cycles freezing in time.
- Fixed sporadic sound related crash at round end.
- setting rename: SILENCE_ALL -> SILENCE_DEFAULT.
- Sound no longer gets muted after you switch the sound settings.
- Fixed object collision detection that would sometimes pick a wrong
  wall to collide with, most likely the reason behind wrongly accredited
  kills.
- Fixed inability to switch viewport assignment in four player mode.
- Better handling of lag clusterbombs.
- Server disconnects now also take immediate effect even when you're
  in a menu or chatting.


The only unidentified bug left is an odd and rare server crash. All information welcome. It's not going to block the release because it is so rare, but it would be a nice bonus if we caught it before 0.2.8.3 goes final so we don't have to publish 0.2.8.3.1 right afterwards :)

Oh yeah, if anyone feels like helping with the French and Spanish translations, they are a tad out of date and your contribution would be appreciated.

And, before the usual questions come up: No new cockpit, no clock, no fancy fonts in this build.

I added a poll to get input on the download services we're offering. Uploading beta builds to all three of them is kind of a pain.
Last edited by Z-Man on Sat Apr 04, 2009 9:40 am, edited 1 time in total.

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Re: 0.2.8.3_beta3 available!

Post by XzL.Smart » Sat Mar 14, 2009 11:59 pm

Z-Man wrote:

Code: Select all

Changes since 0.2.8.3_beta2:
- Sound no longer gets muted after you switch the sound settings.

How would I mute all the sound from the game then?

And there are so many votes!

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Z-Man
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Re: 0.2.8.3_beta3 available!

Post by Z-Man » Sun Mar 15, 2009 12:35 am

XzL.Smart wrote:How would I mute all the sound from the game then?
You put the sound quality to 'Off'.

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-=VcL.Rajinn
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Post by -=VcL.Rajinn » Mon Mar 16, 2009 6:16 am

great! I missed this behind everyone else's "Mumble"ing :P

Thanks zmayne!
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Post by madmax » Mon Mar 16, 2009 3:14 pm

Could 0.2.8.3 be a good time to introduce a "Suspend Menu" in the player police?
I think there's people who still don't know about '/vote suspend <player>'...
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Post by joda.bot » Mon Mar 16, 2009 3:22 pm

@madmax: I think it is a good idea to suspend players by default rather than kicking them. ... but AFAIK it requires some protocol changes, because the server needs to know about it OR needs to convert a kick vote into a suspend vote.

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Post by compguygene » Mon Mar 16, 2009 3:59 pm

I agree wholeheartedly with the idea of suspending vs. kicking. For 2 reasons.

1. Kicking seems to just exacerbate the trouble in the long term. The player who has been kicked, when for angry behavior, just gets angrier. This seems to just start a never ending cycle of bad behavior at times.

2. In my own servers, I have had limited success having unruly players agree to spectate a round or to instead of being kicked. I confront them with the fact that i can kick them but would rather have more players than less. This "cooling off"period, where they can still be in the server really seems to do the trick. It's a lot like giving a child a "time out", it seems to work, in some cases.
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Post by Z-Man » Mon Mar 16, 2009 11:47 pm

joda.bot wrote:needs to convert a kick vote into a suspend vote.
There's a serverside configuration option that does that for the first N kick votes against someone.

The way I see it, a separate menu item is
a) too late for 0.2.8.3
b) clutter. People complain about that already.
c) unnecessary.
To elaborate on c), you have to look at the reasons why people get suspended or kicked. On non-team servers, rudeness on chat is the usual reason, and a kick is still the best way to handle that (well, apart from silencing, but that's also not an option to implement). On team servers, the kick reason generally is the rude I'm-too-lazy-to-teach-you n00b kick. Do you think the trigger happy players issuing that will switch to suspend votes just because they're in the menu? I think not. Therefore, on team based servers, the automatic translation of menu issued kick votes to suspend votes is the best option.

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-=VcL.Rajinn
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Post by -=VcL.Rajinn » Tue Mar 17, 2009 1:29 am

Hi

With this version in sumo I experience one long pause and so does everyone else. I am getting smoothice to get a recording of it later when he can.

There is a long pause that you see no one moving, almost like a disconnecting of the server, and then everyone dies. Happened to me twice in 30 minutes...

I also experienced one time, when a user left, the game paused. I still do not know if that was me, or server side.
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Post by Sinn » Tue Mar 24, 2009 10:18 am

What happend to the map damnit!!

"mumble"ing? I hope you don't think were all stupid? 0.o

Your sooooo crafty, and you would have gotten away with it if not for us kids!!
The truth is out there.

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Post by Z-Man » Tue Mar 24, 2009 1:10 pm

Sinn wrote:What happend to the map damnit!!

Z-Man wrote:And, before the usual questions come up: No new cockpit, no clock, no fancy fonts in this build.
The map is part of the cockpit which is part of the 0.3.x release series.
Sinn wrote:"mumble"ing? I hope you don't think we're all stupid? 0.o
No, not all of you ;)

Rajinn: any preliminary info you can give would already help. Like, what server is affected? A clientside recording may already help, too. At least, it can be used to narrow down the cause.

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Post by -=VcL.Rajinn » Fri Mar 27, 2009 5:00 pm

Well,

Today I noticed that when a players ping jumps from 60 to 200+ the server freezes... this is in sumo running beta3...

i have max_in_rate 100 and max_out_rate 100

so it may have something to do with those settings?
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Post by Z-Man » Fri Mar 27, 2009 9:47 pm

The causal relation between the ping jump and the freeze may be the other way round, and the ping jump just an early indication of the upcoming freeze.

-=VcL.Rajinn wrote:i have max_in_rate 100 and max_out_rate 100

so it may have something to do with those settings?
No, those should not cause problems. No server settings should cause freezes.

Which *specific* server is affected the most? Oh yeah, right, probably yours :) Took me a while to find it.

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Post by -=VcL.Rajinn » Sat Mar 28, 2009 5:53 am

Z-Man wrote:The causal relation between the ping jump and the freeze may be the other way round, and the ping jump just an early indication of the upcoming freeze.

-=VcL.Rajinn wrote:i have max_in_rate 100 and max_out_rate 100

so it may have something to do with those settings?
No, those should not cause problems. No server settings should cause freezes.

Which *specific* server is affected the most? Oh yeah, right, probably yours :) Took me a while to find it.


I read over logs and saw you were playing there quite a bit, the freezes usually happens when 6-10 players are in the server. did you experience any freezing?
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Post by Tank Program » Sat Mar 28, 2009 8:35 am

I wonder if that might be you hitting some sort of resource limit on your VPS. Have you checked out cpu usage in top?
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