It looks like a demonic tentacle monster made of sprites.
Fuck!
EXU2: Batshit Insane - Demo 3
- Mister_Prophet
- Red Nemesis Leader
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Subject: Re: EXU2: Batshit Insane - LHGVKLH#HKLGfhkgkfghk4fgh 3b4ghgh
Post Posted: 19 Jul 2010, 06:43
- Buff Skeleton
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Subject: Re: EXU2: Batshit Insane - LHGVKLH#HKLGfhkgkfghk4fgh 3b4ghgh
Post Posted: 19 Jul 2010, 06:50
That pretty much sums it up quite accurately, actually.
At one point, UA and I both died while getting gangraped by Demon Gasbags right in front of the fortress gate, so he deployed a horror flare (as you can see) to clear them out. What this really did was make it almost impossible to find the EnergyAR on the ground, so I kept running around blind in this fog or sprites trying to grab a weapon so I could shoot the other Demon Gasbags that kept killing me over and over :p
At one point, UA and I both died while getting gangraped by Demon Gasbags right in front of the fortress gate, so he deployed a horror flare (as you can see) to clear them out. What this really did was make it almost impossible to find the EnergyAR on the ground, so I kept running around blind in this fog or sprites trying to grab a weapon so I could shoot the other Demon Gasbags that kept killing me over and over :p
- Son
- Pupae
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Subject: Re: EXU2: Batshit Insane - LHGVKLH#HKLGfhkgkfghk4fgh 3b4ghgh
Post Posted: 19 Jul 2010, 09:33
Sound so delicious.....
- UB_
- Nali Priest
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Subject: Re: EXU2: Batshit Insane - LHGVKLH#HKLGfhkgkfghk4fgh 3b4ghgh
Post Posted: 19 Jul 2010, 10:49
HentaiFlare.
- Buff Skeleton
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Subject: Re: EXU2: Batshit Insane Forever
Post Posted: 20 Jul 2010, 20:21
Update:
I ran through a crash course on proper netcode all day yesterday with UA's help. After hours and HOURS of messing with code (at least 6-7 hours worth throughout the day), I have managed to update about 250-300 of EXU's old, outdated code with improved dedicated sever/client support. Various effects will only spawn on clients now, while projectiles and other game-critical things will only spawn server-side to ensure there are no weird visual glitches. This should, at least in theory, help improve dedicated server performance and reduce bandwidth usage.
I still need to be sure all my changes actually did what they intended, but I'm not going to wait forever to test every single class. I'm just going to continue the coop campaign run with UA throughout the week, writing down any issues I find as I see them. Once we've fixed anything else that crops up as well as a few minor lingering things, we'll release. I don't know when that will be, though, and I don't have any good estimate (all my previous estimates were wrong, after all) but I absolutely DO NOT want to wait until August to get this out. I'm itchy to resume work on... other things, things that have been on hold until Demo 4 comes out. Don't ask.
Anyway, this is mostly good news. I'm still annoyed with myself for missing the deadline, but I think it will be worth it in the end with far better net performance and functionality. Cleaning up years-old code is a pretty nasty business
However, there is one downside: I haven't explicitly built in any support for listen servers. Every time I tried to do that, my classes would break on dedicated server clients, which is what the vast majority of people play EXU online as. Listen servers are much less useful and far rarer, so I don't think I will bother trying to support them, as I'd rather have solid offline and dedicated server performance instead of buggy code for dedicated servers and functional listen server code. If I can't get all three to work, I'll at least take the most-used two (and especially offline, of course, which has always been and always will be the single most important mode for me).
This doesn't mean EXU won't run on listen servers, of course. You just might have issues if you join one: you might see some effects twice instead of once, for example, or you might see fake projectiles that were spawned server-side but not client-side, or something like that. Nothing that completely ruins the game experience, but little nagging bugs.
At any rate, assuming all my optimizations have helped, EXU should perform lightyears better in Demo 4 than it ever did in Demo 3. I mean, Demo 3 didn't have proper support for ANY kind of online play; it just barely worked at all. All kinds of issues should be resolved now. I just need to do a lot more testing to be sure I didn't break anything on a massive scale (And if I did, well, at least I have tons of backups)
I ran through a crash course on proper netcode all day yesterday with UA's help. After hours and HOURS of messing with code (at least 6-7 hours worth throughout the day), I have managed to update about 250-300 of EXU's old, outdated code with improved dedicated sever/client support. Various effects will only spawn on clients now, while projectiles and other game-critical things will only spawn server-side to ensure there are no weird visual glitches. This should, at least in theory, help improve dedicated server performance and reduce bandwidth usage.
I still need to be sure all my changes actually did what they intended, but I'm not going to wait forever to test every single class. I'm just going to continue the coop campaign run with UA throughout the week, writing down any issues I find as I see them. Once we've fixed anything else that crops up as well as a few minor lingering things, we'll release. I don't know when that will be, though, and I don't have any good estimate (all my previous estimates were wrong, after all) but I absolutely DO NOT want to wait until August to get this out. I'm itchy to resume work on... other things, things that have been on hold until Demo 4 comes out. Don't ask.
Anyway, this is mostly good news. I'm still annoyed with myself for missing the deadline, but I think it will be worth it in the end with far better net performance and functionality. Cleaning up years-old code is a pretty nasty business
However, there is one downside: I haven't explicitly built in any support for listen servers. Every time I tried to do that, my classes would break on dedicated server clients, which is what the vast majority of people play EXU online as. Listen servers are much less useful and far rarer, so I don't think I will bother trying to support them, as I'd rather have solid offline and dedicated server performance instead of buggy code for dedicated servers and functional listen server code. If I can't get all three to work, I'll at least take the most-used two (and especially offline, of course, which has always been and always will be the single most important mode for me).
This doesn't mean EXU won't run on listen servers, of course. You just might have issues if you join one: you might see some effects twice instead of once, for example, or you might see fake projectiles that were spawned server-side but not client-side, or something like that. Nothing that completely ruins the game experience, but little nagging bugs.
At any rate, assuming all my optimizations have helped, EXU should perform lightyears better in Demo 4 than it ever did in Demo 3. I mean, Demo 3 didn't have proper support for ANY kind of online play; it just barely worked at all. All kinds of issues should be resolved now. I just need to do a lot more testing to be sure I didn't break anything on a massive scale (And if I did, well, at least I have tons of backups)
- Delacroix
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Subject: Re: EXU2: Batshit Insane Forever
Post Posted: 20 Jul 2010, 21:44
Relax. Just don't make any release dates - this will only stress you. This is NOT supposed to get you nervous, we all do this stuff for fun. Work your way out patiently and EXU2 will be a kickass game. I have full faith in you.
I am the Unreal archivist and historian. If you have something from the past of Unreal that I don't have, do tell.
- Buff Skeleton
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Subject: Re: EXU2: Batshit Insane Forever
Post Posted: 20 Jul 2010, 22:06
Yeah, don't take any of my posts too seriously :p
I wouldn't be doing this if I didn't enjoy it!
I wouldn't be doing this if I didn't enjoy it!
- jackrabbit
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Subject: Re: EXU2: Batshit Insane Forever
Post Posted: 21 Jul 2010, 07:08
I for one am looking forward to playing on an EXU server online. Is anyone willing to host? I could give it a shot but it would be a home connection.
- Buff Skeleton
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Subject: Re: EXU2: Batshit Insane Forever
Post Posted: 21 Jul 2010, 15:12
Mr. Loathsome has expressed interest in hosting a dedicated EXU2 server when it comes out, so that would probably be the place
- MrLoathsome
- Skaarj Lord
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Subject: Re: EXU2: Batshit Insane Forever
Post Posted: 22 Jul 2010, 00:43
I have actually had a "test" EXU2 server online for a couple weeks now. Demo3.
Runs pretty good actually, but as Waff mentioned, a few things are broke.
An ending or 2 is borked, so you may need to use Mapvote to get to the next
level here and there. (mutate bdbmapvote votemenu)
Occasionally it does crash, and when that occurs it will restart on the
EXU2-BI01 map.
If you use some restraint with Alt-Fire on the Shitgun, this is less likely to happen.....
ATM it also has a number of extra maps on there, as well as extra EXU2 guns.
The DK maps, UTLNP maps, Drew's SkaarjTowerF/Castle maps and a
few others. They are fun with those EXU2 guns.
Shortly after the Demo4 release, I plan on having just that mission running on it without
any extra maps and fewer mutators, at least for a while. It is a bit on the crazy side right now.
EXU2 seemed a bit mild, so I had to turn it up a notch. BAM !
IP: 69.210.212.203:8777
Game: Unreal Tournament (1999)
Type: EXU2CoopGame2
Note, Demo 3 is also installed on both my other coop servers that run Core's excellent Ecoop
mutator.
The AKcoop/Ecoop server is at: 69.210.212.204:8877
The Oldskool/Ecoop server is at: 69.210.212.204:8887
So you actually got 3 ways to play EXU2 online, right now.
Runs pretty good actually, but as Waff mentioned, a few things are broke.
An ending or 2 is borked, so you may need to use Mapvote to get to the next
level here and there. (mutate bdbmapvote votemenu)
Occasionally it does crash, and when that occurs it will restart on the
EXU2-BI01 map.
If you use some restraint with Alt-Fire on the Shitgun, this is less likely to happen.....
ATM it also has a number of extra maps on there, as well as extra EXU2 guns.
The DK maps, UTLNP maps, Drew's SkaarjTowerF/Castle maps and a
few others. They are fun with those EXU2 guns.
Shortly after the Demo4 release, I plan on having just that mission running on it without
any extra maps and fewer mutators, at least for a while. It is a bit on the crazy side right now.
EXU2 seemed a bit mild, so I had to turn it up a notch. BAM !
IP: 69.210.212.203:8777
Game: Unreal Tournament (1999)
Type: EXU2CoopGame2
Note, Demo 3 is also installed on both my other coop servers that run Core's excellent Ecoop
mutator.
The AKcoop/Ecoop server is at: 69.210.212.204:8877
The Oldskool/Ecoop server is at: 69.210.212.204:8887
So you actually got 3 ways to play EXU2 online, right now.
Mooo !
- Buff Skeleton
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Subject: Re: EXU2: Batshit Insane Forever
Post Posted: 23 Jul 2010, 03:45
- ElectricIce
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Subject: Re: EXU2: Batshit Insane Forever
Post Posted: 23 Jul 2010, 11:40
Lol, Yeah.... Didn't the first thing lag the shit out of your serv AND comp?
- Buff Skeleton
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Subject: Re: EXU2: Batshit Insane Forever
Post Posted: 23 Jul 2010, 15:06
It did, but didn't crash it
[Edit] Ok OUT EVERYBODY OUT, THIS THREAD IS CLOSIn' DOWN GET THE FUCK OUT
viewtopic.php?f=4&t=1651
GO HERE JERKS
[Edit] Ok OUT EVERYBODY OUT, THIS THREAD IS CLOSIn' DOWN GET THE FUCK OUT
viewtopic.php?f=4&t=1651
GO HERE JERKS
Last edited by Buff Skeleton on 25 Jul 2010, 07:38, edited 1 time in total.
- UB_
- Nali Priest
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