We got a really good new build from GPG this evening that has a cure for those people who have experienced in-game disconnects along with some in-game exploits and a few other things (favor points, achievements, etc.). So we spent a lot of time this evening working on that.
Meanwhile, I turned over the Proxy server setup to the enterprise team at Stardock to speed that up (for those of you not familiar with Stardock, we’re 70% an application company, 30% games with very distinct development teams). Basically I turned over the Proxy server work to the Impulse development team since they already have built the infrastructure around Impulse.
The connection servers, which is one of the areas some people (and we have reproduced this) are having a lot of pain with is something we’re still working on (2:30am as I write this) but we’re nearing the end of productive work on this. Basically, it’s a problem of scaling. The classic what works for 500 people falls apart when used by 5000 people at once. But a lot of progress has been made there as well.
Anyway, we’re going to call it a night and come back tomorrow to continue on the integration.
Now, as some people have heard, we are going to release this update as a “beta”. Impulse has an option for users to be able to try out pre-release software on it. Warning though, if Demigod MP is already fine for you, don’t mess with this.
Here’s how you make use of this feature:
We expect to have this up tomorrow. But I’m not making any promises as we don’t want to take a chance of putting something up that leaves people stranded (or having to re-download the whole release game again).
Update: Friday afternoon
We've finished integrating GPG's changed with the Raknet changes with the CVP changes. But we have still not resolved the issue of why it takes so long for 2 people, after being connected, to get into the lobby when there's a heavy load as the database seems to now be able to handle it (we set up a bunch of new servers) but there is still a random several second delay between when it says someone is connected and when it actually even attempts to insert them into the game lobby.
lol still can't join a game
Status Update:
So last night we ended up having to push the button to put the integrated components of the update out.
Unfortunatley, the connectivity update we had been working on was not able to be inserted into it because while it worked a lot better, it still didn't scale well enough to be released.
We expect a small update on Monday that will improve things considerably.
Favor point are still broken with current beta.
Tx for status update tho
Olorin: Thanks! We'll be looking them over to see what can be seen.
BigBad: Yeah, unfortunatly the logs get wiped when a new game is started Hopefully* the problem happens again.
* I actually hope problems don't occur, but you know what I meen.
I sent 2 logs...hope they help.
Edit: Nevermind. Apparently the connectivity fix wasn't included in this beta patch.
Well... Still can't join. Getting the exact same problem as v105 and earlier. I get stuck at connecting to other players when joining games. If I host a match, I'll get one player in my lobby. In my connection info it will say I'm connected to him but he's attempting to connect to me (and his info shows the exact opposite). I can see his ping in the lobby and we can talk. If a third player tries to join, he'll show up as attempting to connect to the second player in the second player's connection info. He won't show up at all in my connection info, and it doesn't even show him attempting to connect to me in the second player's info. He'll never make it into the lobby. FML.
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