![]() Position data for players is now more rigidly under control of host. * New interpolation methods were introduced to reduce visible position and rotation jitter for remote players. * PC stream data revised to include orientation of remote players when running oblique (side run). This is to further reduce network traffic and match monster update frequency in potential support of possible future stream consolidation. * Revised default UPDPC frequency to 62ms = 16 updates per second (previously 28 updates per second). Previously, an old/late upd message could potentially be processed with invalid position data for the currently loaded scene. * Revised PCStream, MonsterStream, and PCAOP (PLAYER POSITION UPDATES) messages to reject older messages if a newer message has already been processed, and reject messages where scene (spoke number) does not match the currently loaded scene. Note that the game currently waits 60 seconds before disconnecting a player due to non-responsiveness, thus if a player does disconnect during scene transition or terrain loading, then host gameplay may be delayed this time before resuming action. Previously, if a player was disconnected during a terrain loading lock the host could wait indefinitely (hang) for a response never forthcoming. * FIXED: Host now repeatedly checks for valid player connections during terrain segment loading. Please read "IMPORTANT NOTES ABOUT MULTIPLAYER GAMES" further below for more information. For "late arrival" characters that did not initially receive the quest from Emmindor to deliver Galdryn's Horn, it may be necessary to engage Elderon and Emmindor more than once for completion. Elderon now enables the tower lift and opens the doors for everyone after Galdryn's Horn has been delivered to Talendor. * FIXED: Emmindor now awards completion for delivering Galdryn's Horn to Talendor for characters in the party that did not previously receive the quest. This issue was identified as the source of multiplayer gameplay failures in the initial Steam release. The NAT library code was specifically targeting (but not limited to) messages containing terrain block loading information and player position data in savegames, resulting in abrupt game session terminations, disconnects, and erroneous data exchanges. * FIXED: Invasive packet parsing in 3rd party NAT solver library was interpreting data in the game's DirectPlay messages as "internal" messaging intended for itself, corrupting network message exchanges between host and clients in multiplayer. Previously, if players clicked the sewer switch more than once when initially entering the Fargrove Sewers then these extra events were stored and could re-trigger Fargrove Sewers scene loading again when players tried to exit any Fargrove gates later in the game. NEW: Added "LOADING" pop-up bar that appears when outdoors and the game pauses to load uncached world data and objects from disk.įIXED: Added filtering on outdoor scene loading to remove any queued events crossing over into the Fargrove Sewers scene. REVISED: Tweak to new interpolation methods for improved rotation and movement. Players are recommended to always update to the latest version of the game. REVISED: The game now compares release version for displaying listed games in the Steam Lobby, and excludes games from showing that are not the same version. Previously, the game could disconnect players if they minimized the game window longer than 60 seconds, and network messages were not being handled. ![]() REVISED: When minimizing the application window, the game now continues to process network messages and send/receive heartbeats. An OList error now writes to log with object and caller id. Revised: Adding objects to game object list (OList) now checks if already inserted and performs removal prior to re-adding. In dungeon scenes this could potentially result in a stack overflow condition during recursive collision processing. Previously, DEAD STATIC monsters were reverting to MODE_DEATH when loaded, causing them to be actively processed again, including world physics and collision with invalid (floating point) position data. FIXED: DEAD STATIC monsters (fixed monsters that have been killed) removed from processing and placed in MODE_HOLD now remain removed when loaded from a savegame or scene file.
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