Login
Username:

Password:

Remember me



Lost Password?

Register now!

Sections

Who's Online
24 user(s) are online (14 user(s) are browsing Forums)

Members: 0
Guests: 24

more...

Support us!

Recent OS4 Files
OS4Depot.net




« 1 2 (3)


Re: Atomic Bomberman Fan Rewrite
Home away from home
Joined:
2006/12/2 3:55
From Italy, Perugia
Posts: 3335
Thanks for the update!
Downloaded again and retested this 2.8, the litte bug in comp version still here

_________________
Sam440ep Flex 800Mhz 160GB HD + AmigaOS 4.1
   Report Go to top

Re: Atomic Bomberman Fan Rewrite
Not too shy to talk
Joined:
2015/6/11 9:51
From Cologne
Posts: 357
@samo79
yes, unfortunately I didn't have time to look for and fix this one yet. It would have been in the release info

   Report Go to top

Re: Atomic Bomberman Fan Rewrite
Home away from home
Joined:
2006/12/2 3:55
From Italy, Perugia
Posts: 3335
@Daytona675x

My fault, this time i didn't read the changelog

   Report Go to top

Re: Atomic Bomberman Fan Rewrite
Not too shy to talk
Joined:
2015/6/11 9:51
From Cologne
Posts: 357
New Atomic Bomberman version 2.9 (network protocol version 12) is now available (first via auto-updater, manual downloads will follow asap, or get it from my homepage)
Contains all the stuff that has been noticed yesterday evening

- Fix, networking: the master was allowed to continue even if not every connected client selected at least one color. This in turn resulted in a deadlock when starting a level. This bug could be trigger only if multiple players shared one client machine.
Thanks to aPEX for tapping into it yesterday

- Fix, networking: the master was still listening when the game had already started. This could cause undefined behaviour on the server if another client made a connection attempt on an already running match, which in turn resulted in the clients to appear frozen (in fact the clients survived when the server was restarted, but well, academic ...).
Thanks to nujack for tapping into it yesterday

- Fix, cosmetic: the last used text input field remained active (cursor blinking) even if you already moved the row-selection to another input field, controls and network menus.

- the win screens are now being displayed for at least 2-3 seconds. Before that it was possible to practically skip them by an "accidential" button-click...

- "About Atomic Bomberman" section extended

- networking: the master can now hit F9 to toggle some sort of "on the toilet" or "baby doesn't want to let daddy play a few rounds" mode... This has the effect that the win-screens etc. are auto-skipped after some seconds so that the session can go on without delay.

- networking: for joining there's no need for a password anymore. The password is now meant as a key for the master only - so that only he can start new sessions for that game name. Otherwise somebody who wanted to join the game but accidentially hit "start" effectitvely hijacked the session.
Note: the web-server component has been modified, older versions won't anymore!

- when we now played the first online matchs yesterday I found it pretty hard to get people to join in time. And sometimes one client connected but soon quit again when nobody else joined. Most of all this is a matter of timing: we tried to arrange our sessions via Facebook events, not by direct live chat. So naturally people would join at slightly different times. To make it all a bit easier I added a timer: the master can set a countdown which every client sees. When it drops to zero the game begins.

Tchatching!
Daytona675x / Inqui / Daniel


   Report Go to top

Re: Atomic Bomberman Fan Rewrite
Not too shy to talk
Joined:
2015/6/11 9:51
From Cologne
Posts: 357
Valentin made a live recording on Youtube of a 5 player network session
In other news: in addition to the atomic Facebook group I just created a Discord channel to simplify teaming up for online matchs.
Tchatching


Edited by Daytona675x on 2020/5/25 10:47:27
   Report Go to top

Re: Atomic Bomberman Fan Rewrite
Just popping in
Joined:
2013/10/23 15:18
From Kuusamo, Finland
Posts: 92
@Daytona675x

Thank You for the update!

Hey guys, show your support by donation


_________________
\o/....X1000....\o/
   Report Go to top

Re: Atomic Bomberman Fan Rewrite
Quite a regular
Joined:
2008/4/10 14:57
From Northern Ireland
Posts: 942

_________________
AmigaOne X1000.
Radeon R9 270X

http://www.tinylife.org.uk/
   Report Go to top

Re: Atomic Bomberman Fan Rewrite
Not too shy to talk
Joined:
2015/6/11 9:51
From Cologne
Posts: 357
@Breed
thanks & cheers, mate

@ddni
I watched on 2nd screen

@all
New Atomic Bomberman version 2.10 (network protocol version 13) is now available (via auto-updater or get it from my homepage )
This update mostly contains the first pile of stuff which we noticed yesterday evening when doing an intense atomic session

- new gameplay option: no sleepy players. If a player has been inactive for 15 seconds, it will auto-drop a bomb... Highly recommended, especially for network games!

- networking: the master can now manually increase / decrease the waiting-for-clients-countdown by tapping left / right. Yesterday we had a situation where I missed exactly that feature: ErnstEiswürfel was about to join but only 15 seconds remained, so he just missed it and everybody had to quit and rejoin.

- Fix (was uncritical, but...): "toilet mode" isn't a configurable input mapping anymore Forgot to set the non-editable flag for this fixed mapping, which is why the auto-configuration system of my framework made it configurable in the controls menu.

- (maybe) fix, networking: ddni and ErnstEiswürfel reported a weird issue that to me looks as if their network connection was sometimes so instable that some crucial state change packages would pile up - and then suddenly be executed one after the other without any delay. That resulted in situations where it looked as if the scenery was changing all of a sudden - although other players experienced it as what it was: matchend, result-screen, next round. But for them it was more like matchend (or shortly before matchend) -> next round, the result-screen would essentially be skipped or visible as a black screen for one frame. Well, that's my guess because I don't have another explanation So to work around that I extended the network protocol by dedicated sync-commands for those screen-changes. Crossing fingers, untested
Thanks to ddni for recording a video of that phenomenon!

- (maybe) fix, networking: for some Amiga players at least a hard master drop would result in their client to appear frozen. It didn't crash though, it was simply waiting for a TCP timeout on the socket which was closed by the master. Apparently it's no good idea to rely on the TCPIP stack's error handling here. Therefore the master now sends an explicit "server-death"-message to all clients before shutting down. Only tested on Windows so far.
Thanks to ErnstEiswürfel and ddni for reporting!

- made 4711 the default network port for no particular reason other than that I chose it for testing Yes, I know that it's used by other services (just like probably every TCP port) and I don't care at all.

- Windows, auto-updater: the self-deletion of the update installer eventually triggered some stupid antivirus software :P Disabled the self-deletion step, hope that does the trick.
Thanks to Valentin for reporting and analyzing!

- Windows, auto-updater: now 64 bit executable.

Cheers to Krusher, amosian, ErnstEiswürfel, ddni and aPEX (who was a bit too late, but there was a will!), kill you soon!

Tchatching,
Daytona675x / Inqui / Daniel


Edited by Daytona675x on 2020/5/27 13:36:41
   Report Go to top


« 1 2 (3)



[Advanced Search]



Powered by XOOPS 2.0 © 2001-2016 The XOOPS Project