Development 20/02/17 - Post beta #2

Discussion in 'Patch Notes' started by Gil, Feb 21, 2017.

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  1. Gil

    Gil Project Manager

    Administrator # Beta Tester White Glove Society
    Joined:
    Aug 13, 2015
    Messages:
    133
    Location:
    the North West
    Ratings:
    +445 / -8
    Hey gang,

    Firstly, thanks to everyone who has managed to get online this weekend and test out the mod even with the connection problems! But we will get to that later on as here are the patch notes for this week..

    patchnote.png

    Mod Development
    Before Test:​
    • Entities will now recreate if C3DActor's are lost (prevention to bug with players dissapearing)
    • Added knife to starting backpack
    • NETTIK update
    • New launcher, using OAuth2.0
    • New authentication system for client and server
    • RestClient upgrade
    • ViPlayer class for VictorAPI polling
    • Added developer class for developer forum group
    • Fix respawn bug with non-faction players not respawning
    • Stability checks
    • NPC deletions
    Mid-Test/After-Test:​
    • Removed verbose logging in C3DActor
    • Removed verbose logging in AVEntity actor value updates
    • Removed verbose logging with fapi::core::tesref_valid()
    • Removed verbose logging with fapi_delegator
    • Removed pre-test quest disable code
    • Removed verbose logging in EvaluatePlayer routine
    • Removed verbose logging from CModel::SetModelLocalPlayer that was causing menu loading issues for slow execution CPUs
    • Fixed nullptr crash in CPlayerClient::OnItemRemoteUpdate
    • Fixed nullptr crash with evaluate line of sight routine
    • Fixed nullptr crash with cell purge routine DisableList()
    • Fixed deadlock with rescheduled script calls that failed
    • Fixed nullptr crash with NetworkUpdate routine trying to access null player
    • Added CPlayerClient::OnLocalPlayerSpawn()
    • Added hitmarkers
    • Added fapi::funcs:Lock_door()
    • Added fapi::funcs:unlock_door()
    • Added grapics timer to render thread
    • CPlayerClient::OnScheduleCheck now validates player is not in loading in state
    • Inventory will only be synced when RemoveItem call passes
    • Doors unlock on cell change
    • Respawn acknowlegements are now sent as seperate event calls
    • Disable input saving call is now executed before the startup delay invokes
    • Re-added actor value networking
    • Nametag system now accepts delta time for calls
    • Hit particle framework
    • Disabled console/batch window for release build
    Server:​
    • Fixed database deadlock with CPlayerServer::TryLoadVi()
    • Fixed bug where join messages would display the player's username as the receiving player's username
    • Fixed Lua crash with RunProcedureOnPlayer unwinding Lua stack. Now resolves the Lua top location.
    • Character::UpdateRoot now accepts isRetry, and constructs new character data for new users (instead of VictorAPI doing this).
    • Removed character display screen from debug mode which was causing huge delay in character load
    • CharacterStore::GetJSON() now throws exception if character data returned from database is invalid or no results were selected (instead of silently returning invalid data)
    • Messages now travel on channel 1 on reliable network
    • Developers now have a developer tag similar to gamemasters
    • Moved player load worker thread to end of load execution routine to prevent any memory violations with setup code
    • ViPlayer::GetForumData() will now throw a warning message if forum data fails to lookup.
    Shared:​
    • CBaseContainer::equip() has verbose logging removed
    • CServiceShared::kMaxInterpolationBandingDist increased
    • CServiceShared::kMaxInterpolationDistance increased
    • BaseContainer and PlayerBase refine
    • NETTIK update
    Lua:​
    • Extra logging for the test
    • Added developer command /gotobase
    • Changed /help command to return command name instead of a formatted name
    Deployment Tools:​
    • host-release.bat copies correct browser executable now

    Beta Wrap-up
    Again thanks to everyone who managed to get on, we had a lot of problems with the server and crashing when we initially launched the test. This was to do with a concurrency issue that ended up crashing the server every time it hit an error. From the fallout(hehe) of that it also crashed the client most of the time with it. But this is the reason we do these tests and while we know it isn't fun for you, it it just the way it works sometimes! That being said we did manage to roll out some updates which allowed the servers to stable out towards the night (gmt). We hope that people still had fun and we will be looking in to the bug reports and feedback given over the next few weeks.

    If you have found a bug and don't know where to report it, here is the link - https://nv-mp.com/forum/index.php?forums/bug-reports.7/
    We also have made a general feedback post here which you can voice your opinion on anything beta test #2 related. - https://nv-mp.com/forum/index.php?threads/post-beta-2-the-good-bad-and-ugly.1230/
    Jak has addressed some key issues here so to avoid duplicate postings on our end here is a link - https://nv-mp.com/forum/index.php?threads/in-commemoration.1222/#post-26672

    We did end up extending the testing period by quite some time and we found this to be very good for collecting information. From this the next beta test will more than likely be longer than a 24 hour period. We will be active for certain key hours during the test and for the other hours we will let it run with just some moderator support dealing with minor issues. This will give us more time to develop fixes for larger issues and means we still get to test them over the same beta test.

    Here is a really good thread displaying some screenshots taken throughout the test - https://nv-mp.com/forum/index.php?threads/nv-mp-test-18-02-2017-screenshot-thread.1199/
    Thanks to @Darius for starting that up and for everyone contributing to it. If you didn't manage to get into the beta then check it out and see what you could be involved in next beta (hopefully)!

    Thanks again,
     
    • Like Like x 7
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  2. Aurelius_Of_Phoenix

    Aurelius_Of_Phoenix

    Beta Tester
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    Messages:
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    Ratings:
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    RIP key chances... ;-; There's another day.
     
    • Friendly Friendly x 1
  3. spacereaper

    spacereaper User

    Joined:
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    Ratings:
    +2 / -0
  4. sekrexie

    sekrexie User

    Joined:
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    Messages:
    15
    Ratings:
    +21 / -0
  5. LilDanceBot

    LilDanceBot

    Beta Tester The Auxilia Company
    Joined:
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    Location:
    The Mysterious City of Ronto
    Home Page:
    Ratings:
    +300 / -15
    Noice Gil, Very Noice.
     
  6. Crusader Caner

    Crusader Caner Banned User

    Joined:
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    Location:
    Turkey
    Ratings:
    +2 / -20
    no keys guess ?
     
  7. doctor 0

    doctor 0 User

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    Messages:
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    nope no fucking keys YET AGAIN
     
    • Disagree Disagree x 7
    • Winner Winner x 1
  8. Jack of Hearts

    Jack of Hearts

    Beta Tester
    Joined:
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    Messages:
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    Location:
    The Mojave Desert
    Ratings:
    +304 / -2
    Chill, the next beta test isn't going to be for like 5 months so all keys do right now is give you a different name colour.
     
    • Agree Agree x 1
  9. Red1995

    Red1995

    Forum Dweller Beta Tester
    Joined:
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    Messages:
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    Ratings:
    +555 / -16
    Nice work as always. Thanks for the beta test. It was really fun (when it wasn't crashing ;))
     
  10. Tycho

    Tycho Banned User

    Khans
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    Messages:
    321
    Ratings:
    +595 / -32
    Good beta test fam. Can't wait for the next one in another 5-6 months xd.
     
    • Like Like x 1
  11. NCR Veteran Ranger

    NCR Veteran Ranger

    Beta Tester
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    Location:
    Mojave Wasteland & Capital Wasteland
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    Ratings:
    +140 / -7
    I expected keys,
     
  12. NCR Veteran Ranger

    NCR Veteran Ranger

    Beta Tester
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    Location:
    Mojave Wasteland & Capital Wasteland
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    +140 / -7
    I loved the beta!! thank you!!
     
  13. Poko

    Poko User

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    Dec 29, 2016
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    Ratings:
    +3 / -0
    Nice work guys sadly i didnt played the beta.........but hey i have ice cream !
     
    • Winner Winner x 1
  14. Marcus de Molay

    Marcus de Molay

    Beta Tester
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    Hidden Valley
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    +500 / -7
    Any steps towards deinstancing NPCs?
     
  15. LilDanceBot

    LilDanceBot

    Beta Tester The Auxilia Company
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    WHAT IF ALL WE WANT IS A BLUE NAME HMMM??? WHAT ABOUT THAT JACK HUH HUH?? (This is a joke plz don't kill me) Ps stop rating my stuff disagreed, I don't like meting meme'ed.
     
    Last edited: Feb 21, 2017
    • Disagree Disagree x 2
    • Dumb Dumb x 1
  16. Nitecloud

    Nitecloud

    Beta Tester
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    Ratings:
    +217 / -5
    It's always great to see these posts, it gives you hope that someday this mod will actually be released and not like other multiplayer mods like skyrim that was cancelled. KEEP UP THE GOOD WORK DEVS!!!
     
  17. Nitecloud

    Nitecloud

    Beta Tester
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    161
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    Gomorrah
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    +217 / -5
    I have a blue name so I'm a special snowflake! Move bitch get out the way.
     
    • Funny Funny x 1
  18. partenersintime

    partenersintime

    Beta Tester
    Joined:
    Sep 28, 2016
    Messages:
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    Location:
    Somewhere in the Mojave
    Ratings:
    +115 / -10
    Good stuff. It was my first beta and I ended up being online for like 90% of the beta. Although the hitboxes were still really bad(basically making guns impossible to use on a moving target), the Player Sync was actually p good in terms of movement and such and I did really like that. It was a shame that we didn't get to see any of the freeroam features be added but it's best to focus on perfecting one specific aspect of the game instead of working on multiple things and not finishing one. Honestly though inventory saving should've been added as it got really annoying having to tread halfway through the mojave to get good gear only to either desync, crash or get booted off from the server to respawn with nothing and have to do it again. It got so bad to the point where I just stopped getting good gear all together by the end of the beta. Another thing that kind of bugged me was the lack of NPCs. Personally, I find that the lack of NPCs removed a lot of good features that I would've liked to see in the beta. For starters, bartering was near impossible as all vendors were practically gone. This made it harder to get gear and annoying to some. It also made all the casinos inaccessible which is a shame as I would've loved to meme it up in the casinos. Overall, the beta did have a lot of issues but I'm glad I got to experience NVMP and help with the development of the mod. I hope that these issues are worked on by the next test and I appreciate the work you're doing. Cheers!
     
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  19. Sparkythewondersquid

    Sparkythewondersquid User

    Joined:
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    Location:
    Up Montana Way
    Ratings:
    +18 / -0
    This time waited, watching although no keys its good to hear everything is moving forward :wall:
     
    • Like Like x 1
  20. LilDanceBot

    LilDanceBot

    Beta Tester The Auxilia Company
    Joined:
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    +300 / -15
    Okay can you stop trollin me now?
     
    • Disagree Disagree x 2
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