PA Alpha Build: 52168

Discussion in 'Support!' started by garat, August 17, 2013.

  1. Raevn

    Raevn Moderator Alumni

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    Here are the three Ctrl-P stat windows:

    Client:
    client.png
    Server:
    server.png
    Sim:
    sim.png
  2. ShottyMonsta

    ShottyMonsta Member

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    Raevn can you explain what easch of the 3 windows means?
  3. Raevn

    Raevn Moderator Alumni

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    It's a breakdown of how long the engine spends in each part of the code, per frame. At the very top of each, you'll see a Frames Per Second count, and a time in milliseconds (msec) or microseconds (usec) displayed. Below this is a hierarchy of sub-tasks within the frame, with each sub-task having it's own time too. Some tasks listed don't have a time, rather they have a count, such as the number of primitives. I can't tell you what every one of them mean, as I don't know the specifics of each item, but they are useful for Uber to determine where in the code the most time is spent - this allows prioritisation of cpde optimisation.

    Client is the engine running on your local computer, Server is the engine running on the server, and Sim is the simulation (non-graphical) aspect of the server. The Sim is locked at 10 Frames per second, meaning events happen at most every 1/10th of a second.
  4. Vernam7

    Vernam7 Member

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    i love the USE (Uber System Editor :p)
    is it just me that i get a "God Like" syndrome when i am creating solar systems? :)

    TOTALY love it.:D:D

    i was worrying first, but it seems you will make it in time! your progress is great, fast and solid!

    found some bugs though gonna report them asap.


    p.s next live stream request, you had back in june a very nice topic talking about how the p2p network no longer serves the RTS game needs, how PA is using the client/server simulations etc.

    i would love to see some demos and hear some more geeky stuff from an Network Engineer / Programmer from your team about that topic.
    not just gameplay and art :) for example path finding algorithms was great few months ago :)
  5. cola_colin

    cola_colin Moderator Alumni

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  6. cwarner7264

    cwarner7264 Moderator Alumni

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    Ahh dammit. the display name was something I was looking forward to.
    infuscoletum likes this.
  7. infuscoletum

    infuscoletum Active Member

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    It'll be all that much sweeter when display names work next patch :D

    EDIT: can't wait to use the system editor when I finally get up today :cool:
  8. cwarner7264

    cwarner7264 Moderator Alumni

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    Just submitted a bug for system editor - no orbiting moons yet :(

    FS#1958
  9. ghostflux

    ghostflux Active Member

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    I designate the mass when I make the planet, rather than adjusting existing planets. This does allow for moons, or even moons orbiting moons.
  10. nobrains

    nobrains Member

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    You have to set the mass before generating the planet.
  11. cwarner7264

    cwarner7264 Moderator Alumni

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    Eh, well then perhaps not a bug, but a less-than-obvious layout :p
  12. rallymoose

    rallymoose New Member

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    Have you submitted a bug report on that?
    Cant find anything on tracker about that...
  13. neutrino

    neutrino low mass particle Uber Employee

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    There is a very long detailed description of the networking architecture coming from one of our engineers around beta.
  14. cola_colin

    cola_colin Moderator Alumni

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    Oh YEAH
    I'd read whole books about it. I'd even pay for them.
    Vernam7 likes this.
  15. vl3rd5

    vl3rd5 Member

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    Nice! As an IT professional specializing in networking, I can't wait to hear this description :)
    Last edited: August 17, 2013
  16. RMJ

    RMJ Active Member

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    Awesome update, things starting to move forward towards multiple planets.

    Sadly it seems this update broke something. I wont make anything but earth planets for me, i mean i can create and save planets as lava metal whatever, but when i play them, they are just earth planets YAAR a minor setback lol
  17. cyprusblue

    cyprusblue New Member

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    Awesome.
  18. kryten42

    kryten42 Member

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    Seems the AI is broken too, I tried two games yet, but in none of them the AI built more than a few metal extractors and a power plant. Then it stands still and does nothing. When something gets destroyed, it rebuilds it somewhere else (unable to reclaim wreckage it seems).
    Also I had quite some pathing issues, with following units getting stuck and going in circles
  19. SXX

    SXX Post Master General

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    Run game with AI few hours ago, it's works nicely.
  20. tidus1492

    tidus1492 Member

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    construction units going in circles instead of assisting has been an ongoing issue for a while :/

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