Public Multiplayer Testing
July 29, 2011 @ 4:26 pm
I'm happy to announce that we will start public multiplayer testing on Monday, 1st of August.
Fixing the multiplayer code has been going on since March, and during the past four and a half months a lot of progress has been made. We have reached a stage where most of the showstopper problems have been fixed and actual gameplay can happen without major errors.
However, there is still a number of glitches that show up as visual artifacts and other small annoyances. There may also be some errors that occur only seldom, and require lots of playing time to pinpoint. Thus we need your help in finding out what is still broken.
For now, the setup will be as follows. We are running 4 public servers, each of which can host a maximum of 15 players. The servers should appear automatically in the client connection screen on Monday. Each server is running a different game: Ultimate Doom, Doom II, Heretic (with episodes 4 and 5) or Hexen.
You will need to use the latest unstable build to join the game. The servers will be updated frequently with new builds, so in addition to occasional crashes you should expect to do a lot of installing of new builds. As usual, the unstable builds can be accessed via the Doomsday Build Events RSS feed.
When you encounter a bug, let us know here on the forums. (Less overhead than with the SourceForge bug tracker.) You should also keep an eye on the known issues.
I will post more details on Monday when the servers are open.
PS. Even though we will be hosting a number of public servers during the testing phase, we still haven't made definite plans about public servers for the stable release.
THE SERVERS ARE OPEN
Build 332: http://code.iki.fi/builds/build332
Current status: http://dengine.net/master.php
Fixing the multiplayer code has been going on since March, and during the past four and a half months a lot of progress has been made. We have reached a stage where most of the showstopper problems have been fixed and actual gameplay can happen without major errors.
However, there is still a number of glitches that show up as visual artifacts and other small annoyances. There may also be some errors that occur only seldom, and require lots of playing time to pinpoint. Thus we need your help in finding out what is still broken.
For now, the setup will be as follows. We are running 4 public servers, each of which can host a maximum of 15 players. The servers should appear automatically in the client connection screen on Monday. Each server is running a different game: Ultimate Doom, Doom II, Heretic (with episodes 4 and 5) or Hexen.
You will need to use the latest unstable build to join the game. The servers will be updated frequently with new builds, so in addition to occasional crashes you should expect to do a lot of installing of new builds. As usual, the unstable builds can be accessed via the Doomsday Build Events RSS feed.
When you encounter a bug, let us know here on the forums. (Less overhead than with the SourceForge bug tracker.) You should also keep an eye on the known issues.
I will post more details on Monday when the servers are open.
PS. Even though we will be hosting a number of public servers during the testing phase, we still haven't made definite plans about public servers for the stable release.
THE SERVERS ARE OPEN
Build 332: http://code.iki.fi/builds/build332
Current status: http://dengine.net/master.php
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Re: Public Multiplayer Testing
July 30, 2011 @ 7:05 pm
I will try to participate.
If I understood correctly - servers will be launched in co-op mode? How many days will continue testing?
In any case - will be glad to see someone in jHeretic game!
RUSSIAN DESCENT OUTPOST-
Re: Public Multiplayer Testing
July 30, 2011 @ 11:27 pm
Whoo-hoo!-
Re: Public Multiplayer Testing
July 31, 2011 @ 7:18 am
PVS wrote:If I understood correctly - servers will be launched in co-op mode? How many days will continue testing?
There will be both deathmatch and co-op testing, but we might as well begin with co-op... The testing will continue as long as necessary, most likely a couple of months.-
Re: Public Multiplayer Testing
July 31, 2011 @ 10:44 am
Before we open any co-op servers we'll need to fix the map progression/intermission issue which can result in a server getting stuck on the intermission.-
Re: Public Multiplayer Testing
August 1, 2011 @ 12:16 pm
Which version of Doomsday we must us for Public Multiplayer Testing ?- Joined: July 30, 2011 @ 12:15 pm
- Posts: 2
Re: Public Multiplayer Testing
August 1, 2011 @ 12:20 pm
skyjake wrote:You will need to use the latest unstable build to join the game. The servers will be updated frequently with new builds, so in addition to occasional crashes you should expect to do a lot of installing of new builds. As usual, the unstable builds can be accessed via the Doomsday Build Events RSS feed
However there seems to have been an issue with the Windows build this time (missing external symbols). Presently Windows clients can't get involved.-
Re: Public Multiplayer Testing
August 1, 2011 @ 1:47 pm
DaniJ wrote:However there seems to have been an issue with the Windows build this time (missing external symbols). Presently Windows clients can't get involved.
I'm taking care of it. I had already exported the missing symbol on Friday, but forgot to push the commit to SourceForge... The Windows build will be available shortly.-
Re: Public Multiplayer Testing
August 1, 2011 @ 2:41 pm
Thanks for Windows version.
Where are enemies ?- Joined: July 30, 2011 @ 12:15 pm
- Posts: 2
Re: Public Multiplayer Testing
August 1, 2011 @ 3:09 pm
They are deathmatch servers, you'll have to wait for some human opponents.Users online
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