View topic - Jaz's massive list of general bugs and areas for improvement



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PostPosted: 05 Apr 2012, 19:13 
Spring Developer
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Joined: 28 Jun 2007, 06:30
zerver wrote:
Beherith wrote:
2. ZK reconnects slow as hell. MT BA reconnects at same rate as normal BA but retains good fps throughout. IMO reconnect is none slower than it was. Skewed perception on your side.

There is some new feature for ST spring that allows you to choose how much FPS you want during reconnect. I do not know the details, but if you have more than the good old 2FPS during reconnect, this is probably the reason. jK knows the full story.

abma already answered this. And no it doesn't define the FPS wanted, it defines how much time is spend in rendering code during reconnecting (it's 15% currently), so if you got a fast machine you get more FPS than a weak machine that renders always at the minimum of 2FPS.

And I don't see a reason why this should be configurable... if at all there should be a lua way to disable engine rendering during that time (so lua can draw a progressbar or something) and limit to 30FPS (w/o engine drawing the drawframe time is <<1ms).


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PostPosted: 05 Apr 2012, 20:22 
Spring Developer

Joined: 16 Dec 2006, 20:59
This is ST, and I never use that so I do not care really, but I think the ideal thing would be a slider control in-game to dynamically adjust it.

With the progressbar, you will alt-tab and porn surf instead, only to find out 1 hour later that you forgot about spring altogether.


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PostPosted: 05 Apr 2012, 20:26 
Tournaments Moderator
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Joined: 08 Dec 2007, 17:39
Location: UK - England
Just found that lag is happening not just on that [x] autohost, but happens everywhere. It seems to occur whenever somebody has a small CPU spike. Or at least, that's what it seems like. And this happens for all players, not just me.

zerver wrote:
With the progressbar, you will alt-tab and porn surf instead, only to find out 1 hour later that you forgot about spring altogether.


Easy enough to set it to pause the game or flash the taskbar icon when it's ready.


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PostPosted: 05 Apr 2012, 23:37 
Lua Coder
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Joined: 20 Feb 2007, 01:10
Jazcash wrote:
#6: Switching factions with initial queue
I think it'd be nice if initial queue switched faction according to the faction picked ingame. Initial queue made sense in this aspect before ingame faction switching became a thing.

Thanks to BrainDamage the InitialQueue that currently ships with BA works fine with ingame faction change. Just make sure you have not installed an outdated version locally.
Btw thats a good example why widgets should be included and updated in the game and not be maintained by the user.

PS.
You can press F4 while using InitialQueue to view metal map, no?


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PostPosted: 05 Apr 2012, 23:46 
Tournaments Moderator
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Joined: 08 Dec 2007, 17:39
Location: UK - England
very_bad_soldier wrote:
Jazcash wrote:
#6: Switching factions with initial queue
I think it'd be nice if initial queue switched faction according to the faction picked ingame. Initial queue made sense in this aspect before ingame faction switching became a thing.

Thanks to BrainDamage the InitialQueue that currently ships with BA works fine with ingame faction change. Just make sure you have not installed an outdated version locally.
Btw thats a good example why widgets should be included and updated in the game and not be maintained by the user.

PS.
You can press F4 while using InitialQueue to view metal map, no?


Oh nice! Thanks BD! And yeah, you can, I just think it'd be nicer if it did it automatically. That's probably the least important thing on the list though.


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PostPosted: 09 Apr 2012, 14:35 
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Joined: 17 Sep 2010, 14:49
What's the situation on pathing, would it be helpful for the devs to make a reference list of annoying stuff or would that just be rephrasing the obvious already known to them?


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PostPosted: 09 Apr 2012, 14:39 
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Joined: 26 Oct 2007, 15:21
Johannes, what helps is specific and reproducible bugs with a short (/cheated) replay outlining the exact error in the replay on mantis.


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