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MIKS AWESOME SERVER
Liero v1.0 – 50lt
IP: 70.26.207.192
Game Mode: Death Match
Lives: 100
Max Kills: 0
Version: OpenLieroX 0.58 rc3
Players:
Mik(96 lives, 5 kills)
The Second(94 lives, 1 kills)
LANfest.co.nz Openlierox
Modern Warfare1.0 – 20lt
IP: 114.134.0.138
Game Mode: Team Death Match
Lives: 0
Max Kills: 15
Version: OpenLieroX 0.58 rc3
Players:
[CPU] Worm(0 lives, 2 kills)
[CPU] Peter(0 lives, 3 kills)
[CPU] K1ll0r(0 lives, 4 kills)
[CPU] Kamikazee!(0 lives, 0 kills)
[CPU] Worm(0 lives, 0 kills)
[CPU] N00b(0 lives, 0 kills)
Cruel v0.96 (Dirt)
Cruel v0.96 – 40lt
IP: 98.218.156.136
Game Mode: Death Match
Lives: 5
Max Kills: 0
Version: OpenLieroX 0.58 rc3
Players:
The White Ninja(0 lives, 0 kills)
[CPU]I'm Not A Human(2 lives, 0 kills)
[CPU]I'm Not A Human(5 lives, 0 kills)
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Author Topic: [Release] OpenLieroX 0.59 beta  (Read 9202 times)

albert

Re: [Release] OpenLieroX 0.59 beta
« Reply #240 on: May 04, 2010, 06:52:21 pm »
Found no place then.

No other host you mean?

Quote
Btw that command is wayyy tooo long. If some new player, or even old, is supposed to remember such things then he/she will quit right away xD

Yea well, there is autocompletion so yo don't really have to remember it.

But I think newcomers really will not care about this option anyway. :)
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Tafka

Re: [Release] OpenLieroX 0.59 beta
« Reply #241 on: May 04, 2010, 07:23:58 pm »
I mean when I joined other servers I visually saw no option for 0.56 physics.
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albert

Re: [Release] OpenLieroX 0.59 beta
« Reply #242 on: May 04, 2010, 07:30:55 pm »
I mean when I joined other servers I visually saw no option for 0.56 physics.

The hoster controls it.

Only when the hoster has ForceSameLX56PhysicsFPS=false, you can set an own LX56PhysicsFPS (but only this option, nothing else). But it will do that automatically (just use the LX56PhysicsFPS from your config) so you don't really need to do anything when joining such a server.
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Lodur

Re: [Release] OpenLieroX 0.59 beta
« Reply #243 on: June 24, 2010, 03:28:26 pm »
So this one didn't work out so well. Just wanted to check up that are you doing any good progress Albert? 0.59 rc1 out soonish?

Lag problems are forcing oldskool players to play with new versions so I'd really like the next one to work properly so I might just get used to it!
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MAKE THE FREAING TOPIC NOOB *****

albert

Re: [Release] OpenLieroX 0.59 beta
« Reply #244 on: June 24, 2010, 06:26:22 pm »
Not much time currently to work much on OLX.

All stuff in OLX 0.59 which was there also before (0.58 or earlier) (i.e. LX gameplay) is already at least as stable as 0.58.

Gusanos gameplay is mostly stable I think. Gusanos network is not very good at the moment and probably need some major rework. Note that it is also laggy in original Gusanos, although it is still a bit worse in OLX because of some little overhead in network data. And there are some further bugs in Gusanos network handling in OLX. To fix all this, the best is probably to recode the whole network engine.

From the Gusanos code merge, there are some more parts in the code which need some cleanup. The initial loading time and the loading time for games could be much better.

Gusanos network (and related issues) and loading time are the main reasons why I consider it still as beta.

Some other problems were reported - most should be easy to fix. Check if the list is complete or if you now about other problems I have not mentioned here or in the list:
https://sourceforge.net/tracker/?group_id=180059&atid=891648

Independently from the Gusanos network issues, we have planned to do some major changes in the network engine since a long time. Not only planned -- Pelya has started to work on this since half a year or longer now. But it still is not finished and doesn't really work (afaik). I got also some new ideas for this but I haven't had time to implement them.

Despite all this, if you just play LX games, I think the network should work as good as in LX56. Some people reported it was even better. Some others reported it was worse. Maybe it also depends much on the settings (as MaxUploadBandwidth) or on other stuff.
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DarkChaos

Re: [Release] OpenLieroX 0.59 beta
« Reply #245 on: August 11, 2010, 11:02:56 am »
Is there a way to sort the mods list and level list so the gusanos levels/mods are all above/below the LieroX levels/mods?
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albert

Re: [Release] OpenLieroX 0.59 beta
« Reply #246 on: August 11, 2010, 02:00:28 pm »
Is there a way to sort the mods list and level list so the gusanos levels/mods are all above/below the LieroX levels/mods?

No. Actually it was like this in earlier versions (we put a prefix [LX] or [Gus] or [Liero] or [CK] or whatever in front of it, so it was automatically sorted by that) but people don't liked it so we removed it again.

But just curious: Why do you want that? Gus levels shouldn't make any difference in gameplay at all (only if they use some dynamic elements but not all of them do). And the difference between some LX mods is not much smaller compared to the difference of an LX mod to a Gus mod. You may be annoyed by the different weapon selection screen or the pixelized worm skin (in fact, Gus is more consistent here because everything, i.e. the level, the worm and all the other game objects have the same resolution) but that are issues which will probably be solved in future versions. In any case, there is no reason (or should be no reason) that the user/player have to differ between them.

I guess it is because of some problems you have noticed. Can you state those?
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DarkChaos

Re: [Release] OpenLieroX 0.59 beta
« Reply #247 on: August 11, 2010, 02:19:50 pm »
Is there a way to sort the mods list and level list so the gusanos levels/mods are all above/below the LieroX levels/mods?

No. Actually it was like this in earlier versions (we put a prefix [LX] or [Gus] or [Liero] or [CK] or whatever in front of it, so it was automatically sorted by that) but people don't liked it so we removed it again.

But just curious: Why do you want that? Gus levels shouldn't make any difference in gameplay at all (only if they use some dynamic elements but not all of them do). And the difference between some LX mods is not much smaller compared to the difference of an LX mod to a Gus mod. You may be annoyed by the different weapon selection screen or the pixelized worm skin (in fact, Gus is more consistent here because everything, i.e. the level, the worm and all the other game objects have the same resolution) but that are issues which will probably be solved in future versions. In any case, there is no reason (or should be no reason) that the user/player have to differ between them.

I guess it is because of some problems you have noticed. Can you state those?
Well, I like playing gus modes and gus levels,(for the special effects), and it is harder to find them now(I know it was sorted that way before, I didn't know why it was removed), also, I find it more clustered that way(where the gus modes and levels are mixed with the LX ones), maybe it is just me, maybe it is because of the [gus] [LX] postfix, maybe it is because I got used to the way it was sorted... I dunno.
And no, actually, the gus modes and levels works great for me, the only problem with a gus mode is with the Doom mode, the trip mine, it is hard to use, you have to be next to a wall/ceiling/floor and aim at it, and sometimes it will detonate the moment you place it, and the remote bomb is also a bit hard to use at first(took me a while to realise it has two states). Also, the Ion rifle and BFG blaster seem to require you to hold the fire button AND move a bit for them to load properly.
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Re: [Release] OpenLieroX 0.59 beta
« Reply #248 on: August 11, 2010, 02:41:49 pm »
when i used this version to host other people saw it NA. And when we played, some kills were not added to kills.
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DarkChaos

Re: [Release] OpenLieroX 0.59 beta
« Reply #249 on: August 11, 2010, 03:55:52 pm »
when i used this version to host other people saw it NA. And when we played, some kills were not added to kills.
I noticed that on a local play too, and when I was fighting some bots :P
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