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Version: OpenLieroX 0.58 rc5
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Author Topic: Liero Xtreme 2 Alpha Release  (Read 23809 times)

JasonB

Liero Xtreme 2 Alpha Release
« on: December 08, 2013, 06:07:12 am »
Hi all,

A very long, drawn out delay on this release. But i've finally put together the first alpha version of Liero Xtreme 2.

Windows: http://lierox2.com/files/LieroX2-v0.1.0a.exe
Mac: Coming Soon

Release Info:
A few features has been disabled from the release, including some game modes. The game mode available is free-for-all, a deathmatch type mode where people can join at anytime.
The purpose of the alpha is really to test out the networking and stability and get that rock solid first.
The next major versions will have more game modes re-introduced.

A master server is up & running. I'll be looking to setup a couple dedicated game servers soon.

BlueTiger

Re: Liero Xtreme 2 Alpha Release
« Reply #1 on: December 08, 2013, 01:07:41 pm »
I love you Jason! I'll keep this short so I can play quicker!!!!

Edit after playing: I know you were mainly focusing on the network side of things, but here's just a few things I got from the short time I played it (there were no one online, COME ONLINE PEOPLE).

    Add strafe! That is the ability to move backwards whilst aiming forwards by the use of holding a key down looking in one direction and then moving in the opposite direction.
    Faster aiming! We really need the option to change our aimspeed. Most players over at OpenLieroX play with high sensitivity on for fast gameplay.
    On that note, I noticed smooth aiming, which is pretty bad when you're trying to aim at someone and it slides over them.
    I guess it is possible to easily change this in a texture pack, but the aim GUI is quite large and kind of gets in the way at times.
    Button to enter/exit full screen? I found even when I selected 'full screen' in options, I had to restart the game for it to take effect :(.
    Any chance of an IRC chat? It's kinda pointless but it's nice to be able to talk to people outside your server.
[li]BUG: If I Alt-Tab or Windows out of the game, my cursor gets stuck at the top right of the screen. Previously, in LieroX, if I tab out, my mouse sometimes glitches to that position, or (if in windowed mode), my mouse will get stuck in the position it was in when I tabbed out. Easily fixed, but annoyingly, in order to use anything else other than LX2, I must close the game :(.
[/li][/list]

Thanks, and good luck! Looking forward to the outcome of your work! :).
« Last Edit: December 08, 2013, 01:57:44 pm by BlueTiger »
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Kurko

Re: Liero Xtreme 2 Alpha Release
« Reply #2 on: December 08, 2013, 03:43:42 pm »

    On that note, I noticed smooth aiming, which is pretty bad when you're trying to aim at someone and it slides over them.

Please someone correct if I'm wrong, but as far as I remember, aim movement was originally smoother in LX until it was changed for OLX-version-something. There's an option in OLX that sets aim parameters as they were back then.

"Strafe" was also added into OLX, old LX versions (and original Liero) didn't have it.


To JasonB: This may sound dumb but are the security problems (listed in CVEdetails) fixed now? That's especially important for dedicated servers.

edit:
===========================
Ok, some quick notes:

-Server hosting doesn't work properly, the server starts and you can hear bot sounds but the local client doesn't connect or something edit: Nothing, it seems to work now...

-There's something wrong with memory management - tried to host, memory usage was 400MB, cancelled and tried again -> 800MB, again -> over 1GB -> once again -> crash

-Dedicated server mode works however joining from the same computer is glitchy

-Some random crashes when joining server

-Message Of The Day is not displayed properly even though it is recognized by the game - a transparent window appears when someone joins the server. (Create "motd.txt" file to the config directory to use it.) :P

« Last Edit: December 08, 2013, 07:31:45 pm by Kurko »
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BlueTiger

Re: Liero Xtreme 2 Alpha Release
« Reply #3 on: December 08, 2013, 08:25:40 pm »

    On that note, I noticed smooth aiming, which is pretty bad when you're trying to aim at someone and it slides over them.

Please someone correct if I'm wrong, but as far as I remember, aim movement was originally smoother in LX until it was changed for OLX-version-something. There's an option in OLX that sets aim parameters as they were back then.

"Strafe" was also added into OLX, old LX versions (and original Liero) didn't have it.

I never said they were like that before, but a lot of people prefer them being in the game. I mean, I'm not saying "CHANGE THIS NOW!" but I'm doubtful I, and some others, will ever played LX2 competitively, and will probably stick to OLX. That will half the already failing community :(.
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Gaston

Re: Liero Xtreme 2 Alpha Release
« Reply #4 on: December 09, 2013, 12:37:46 am »
A few things I noticed playing single player:

There seems to be some sort of flicked in the middle of the level that is noticable when you go fast up and down. The avatar also keeps shaking for some reason making it hard to play without starting to feel sick.
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JasonB

Re: Liero Xtreme 2 Alpha Release
« Reply #5 on: December 09, 2013, 01:11:01 am »
Thanks for the feedback. Keep it coming.
If there are any issues with crashing, hanging, etc can you please let me know some of the details (local/join/host, level, mod, etc)

Quote
To JasonB: This may sound dumb but are the security problems (listed in CVEdetails) fixed now? That's especially important for dedicated servers.

Got a link? I'll check it out. LX2's core is significantly different, so hopefully i've fixed some of the security issues like string formats & buffer overflows.

Quote
There seems to be some sort of flicked in the middle of the level that is noticable when you go fast up and down. The avatar also keeps shaking for some reason making it hard to play without starting to feel sick.

I'll check it out. The level seam might be due to the level broken into tiles.
Does the avatar always flicker in local games for you?

Quote
Strafing / Aiming
I'm really keen to keep things standardised as far as the core game. If strafing and/or different aiming is used by the majority of people, i'll go with that.

SorZ

Re: Liero Xtreme 2 Alpha Release
« Reply #6 on: December 09, 2013, 03:26:40 am »
Mac: Coming Soon

Good job Jason, can't wait!

Kurko

Re: Liero Xtreme 2 Alpha Release
« Reply #7 on: December 09, 2013, 08:21:25 am »

Quote
To JasonB: This may sound dumb but are the security problems (listed in CVEdetails) fixed now? That's especially important for dedicated servers.

Got a link? I'll check it out. LX2's core is significantly different, so hopefully i've fixed some of the security issues like string formats & buffer overflows.

http://www.cvedetails.com/vulnerability-list/vendor_id-4150/product_id-7259/year-2006/Jason-Boettcher-Liero-Xtreme.html

That doesn't affect OLX, only 0.62b and earlier (LX2 is based on 0.62?). I did a quick test and at least the string format issue (the "%n%n%n trick") seems to be gone.
« Last Edit: December 09, 2013, 08:29:41 am by Kurko »
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JasonB

Re: Liero Xtreme 2 Alpha Release
« Reply #8 on: December 09, 2013, 08:42:42 am »
http://www.cvedetails.com/vulnerability-list/vendor_id-4150/product_id-7259/year-2006/Jason-Boettcher-Liero-Xtreme.html

That doesn't affect OLX, only 0.62b and earlier (LX2 is based on 0.62?). I did a quick test and at least the string format issue (the "%n%n%n trick") seems to be gone.

Interesting, thanks for that. I'll double check the specific exploits.
I do remember specifically going through fixing all string formats though.

Temari

Re: Liero Xtreme 2 Alpha Release
« Reply #9 on: December 09, 2013, 02:55:31 pm »
"-There's something wrong with memory management"

I had this problem too. I was running this via Wine though, and it could be something
related to Wine, but if Kurko had this too with Windows, i think, it seems not to be
Wine's problem, or only my problem. I ran it few times and it ended using way too much my memory.
At some point it was 700MB, and i had to kill that progress. I have only 2GB RAM, so
that was huge amount.

"Mac: Coming Soon"

Linux: Coming Never?
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Gaston

Re: Liero Xtreme 2 Alpha Release
« Reply #10 on: December 09, 2013, 04:28:40 pm »
I'll check it out. The level seam might be due to the level broken into tiles.
Does the avatar always flicker in local games for you?

Tried it again today, and the flicker is still there. There doesn't seem to be any flicker when I stand still. But once I start moving reasonably fast, the flicker gets noticable. Running this on Windows 7 x64 AMD Radeon 5870 if that makes a difference.
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Belle: woah, is that a neatly snuck in sexproposition? Could I ask you to take of your pants?

Wander

Re: Liero Xtreme 2 Alpha Release
« Reply #11 on: December 09, 2013, 10:49:30 pm »
I tried it while hosting (standard mode) and wasn't utterly enthusiastic yet.

- It shakes for me as well, whenever I move.
- It flips when I go to the player profile menu. It takes it ages to even calculate my mouse movement, as though it takes up all my CPU power.
- I can't change my aim while I change my weapon
- I can't aim properly (it keeps adjusting aim after I've released the button)
- My favourite weapon (napalm in classic) doesn't instakill anymore :'(

Also, if you want people to play this then maybe you should add some of the things that make OLX just that little bit more comfortable than LX, like changing options from the in-game menu, chat and such.

DarkCharlie

Re: Liero Xtreme 2 Alpha Release
« Reply #12 on: December 10, 2013, 06:18:43 am »
The flickering seems very similar to the originally released LX source. If you re-used some of that code, there was a problem with the way the worm was snapped to the 2x bigger pixel grid of the level. I don't remember the exact cause, I could dig it if needed.

Otherwise it seems pretty solid given it is an alpha version. Good work :)

Btw, is the source available for viewing anywhere?  ;)
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JasonB

Re: Liero Xtreme 2 Alpha Release
« Reply #13 on: December 10, 2013, 11:10:09 am »
The flickering seems very similar to the originally released LX source. If you re-used some of that code, there was a problem with the way the worm was snapped to the 2x bigger pixel grid of the level. I don't remember the exact cause, I could dig it if needed.

Otherwise it seems pretty solid given it is an alpha version. Good work :)

Btw, is the source available for viewing anywhere?  ;)

If you had a snippet of code with the fix (or even the gist of it) that would be much appreciated. I'll have a look into that bit though. That code is most likely from original LX.
Edit: Removed the '% 2' lines of code & seems to have fixed the flickering which makes sense. Is this the same as the OLX fix?

It's closed source. The UI was built & used for Cortex Command, so i had an agreement to keep it closed. Although Cortex Command is kind of dead these days, so we'll see.

"Mac: Coming Soon"
Linux: Coming Never?

Coming Later :)
The game should compile on linux without too much issue. It's just the prep/release on mac & linux that is holding things up. If anyone has experience with that PM me.
« Last Edit: December 11, 2013, 12:28:56 am by JasonB »
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DarkCharlie

Re: Liero Xtreme 2 Alpha Release
« Reply #14 on: December 12, 2013, 10:17:54 pm »
I don't remember exactly the OLX fix. Do you still have the original LX source zip anywhere? I would compare it to the first revision of OLX and tell you what exactly it was.

If you have a compilable Linux version, I might be able to run it on our dedicated server machine (Located in Europe). It's down right now as someone hacked it but I'll make it work again throughout Xmas.
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Re: Liero Xtreme 2 Alpha Release
« Reply #15 on: December 14, 2013, 02:05:08 pm »
Congrats JasonB! I'll test that game
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Ahmed

Re: Liero Xtreme 2 Alpha Release
« Reply #16 on: December 15, 2013, 11:10:03 am »
This seems promising if the network has been upgraded. Sadly since no one from europe or another country is online hosting (I am Canadian) it makes it hard to give the game a solid evaluation. The general GUI graphics need an update imo too. Besides that it looks great to me.

Do you have any plans to launch the game's popularity? At the current time it seems like not many people here are enough to support a gaming community (though better than maybe last year). Some fresh faces would be good. Maybe a partnership with another gaming forum like with the original LX and the GU?
« Last Edit: December 15, 2013, 11:11:41 am by Ahmed »
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Learning about chemistry all day is more fun than anything... sorry LieroX.

Kurko

Re: Liero Xtreme 2 Alpha Release
« Reply #17 on: December 25, 2013, 09:21:20 pm »
Some pics of memory usage...

Start LX2, then start a local game with 3 bots:
http://i39.tinypic.com/zus66q.png

End that game and start another, again with 3 bots:
http://i43.tinypic.com/256bt3s.png

CPU usage is quite high too when the window is open but it stays slightly below 100% (note: this computer is old) and the game seems to run quite smoothly. When the game window is minimized CPU usage drops to almost zero.


Dedicated mode didn't work under Wine, it gave an error popup saying "Unable to open Windows console". Normal mode almost worked (crashed) but the test computer is super sloooow and old so there's no point in playing on it. :P


The in-game console types every character twice: Once when you press the key and again when you release it.
« Last Edit: December 25, 2013, 09:23:07 pm by Kurko »
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Midnight

Re: Liero Xtreme 2 Alpha Release
« Reply #18 on: January 04, 2014, 10:28:33 pm »
Dear Developers,

thanks for your time u using to invent LX2. I think many are totally interested in the new modifications and new options or imprved old ones. :)

But one thing i have to add:
In my eyes it is senseless to announce that LX2 will be released to a special date, but at the end took about 1 or 2 years more than this. Be realistic.

I know developing takes so much time. And we are grateful. U are theee mastersss 8)

We await LX2- Jason and Co . :)
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Kemp

Re: Liero Xtreme 2 Alpha Release
« Reply #19 on: May 21, 2014, 08:59:20 am »
Nice work.
Adding more variables to mapmaking would, in my opionion, be a huge step in making the game more viable with just a small effort.
The three colors in the material file could easily be 5.

+1 color for choosing areas where you CAN spawn
This would open up to make alot more dynamic maps. Also the option to choose spawnarea in the reference of teamcolor for TDM would be good.

+1 color for "air" or background, with the difference that it is shown in the foreground of the worm/skin.
This would open up for different kind of styles, and i´m sure it wont be abused for camping since ppl simply wouldnt play maps that are overusing this. I think this possibility would make the game look better without adding anything to the graphical interface, the feel would be more threedimensional then flat as it is now.

This should'nt be a too huge deal in coding. Though adding one color for waterphysics would be huge, but fun.

Perhaps you had these thoughts already?


« Last Edit: May 21, 2014, 09:51:17 am by Kemp »
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