Author Topic: Multiplayer  (Read 2140 times)

dibu

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Re: Multiplayer
« Reply #30 on: March 03, 2017, 08:13:35 PM »
How about a test tomorrow at 3:00PM UTC/GMT+1 (Germany) - (6:00AM PST)?
...

Of course also all bikers are invited. ;)  Simply join the session and drive a bit or watch replays.

No pressure, no hotlap or race only netcode testing.  :)

« Last Edit: March 03, 2017, 08:55:11 PM by dibu »

dibu

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Re: Multiplayer
« Reply #31 on: March 04, 2017, 12:20:11 PM »

Please report if Beta11b improves the multiplayer.

I just ran the same test as here: http://forum.piboso.com/index.php?topic=4641.msg71321#msg71321

And it looks quite good. :) I could disconnect and reconnect multiple times and drive my laps without a single core.exe crash.


What's still happening is the strange memory behaviour.
 
server fresh started, no clients:  93,208K
server running with clients:  166,500K
all clients disconnected:  109,884K - memory is still not going back to the starting value.

PeterV

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Re: Multiplayer
« Reply #32 on: March 04, 2017, 12:24:45 PM »
what needs installing to participate in the test/race?

dibu

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Re: Multiplayer
« Reply #33 on: March 04, 2017, 12:31:40 PM »
what needs installing to participate in the test/race?

Only WRS beta11b. The track is Knoxville (open server #3) and one of the sprintcars - all included in WRS, no addons needed.

Optionally Teamspeak:   ts40.bargainvoice.com:7882

dibu

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Re: Multiplayer
« Reply #34 on: March 04, 2017, 05:54:41 PM »
WRS beta11b netcode is very stable compared to beta11, thank you PiBoSo. :)


We played more than two hours this afternoon. Don King, PeterV and myself. Together with my 2 dummy logins we were 5.

Everyone turned more than 150 laps. None of my PCs showed a single core.exe, Peter and Don King had one core.exe each. Disconnect/reconnect also worked.
Watching replays was fluid. Ping in chat window: Peter and I - 30-40ms, Don King - ~150ms


Thanks to Don King and PeterV for testing, it was real fun. :)
Peter, for a biker your laptimes were quite spectacular.  ;D


PiBoSo

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Re: Multiplayer
« Reply #35 on: March 04, 2017, 06:25:38 PM »

Thank you for the report.
It's sad to read about the two crashes, though, especially considering the low number of clients  :-\

PeterV

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Re: Multiplayer
« Reply #36 on: March 05, 2017, 12:24:17 AM »
Thanks to Don King and PeterV for testing, it was real fun. :)
Peter, for a biker your laptimes were quite spectacular.  ;D
Thank you very much, never drove these cars before, first attempts where horrible.
Was too gentle with the steering, needed too just chuck it in and countersteer like mad.
Still have a nek and hands that hurt, was good fun.

Thank you for the report.
It's sad to read about the two crashes, though, especially considering the low number of clients  :-\
I think the 2 core.exe are from selecting a car before we entered, we see this a lot with GPB as well.
They where both when we basically just had started playing.
I must say the deformation build up seems much smoother, in B11, before you could see it build, you could literally see
the different sections being made in previous betas.

Alby46

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Re: Multiplayer
« Reply #37 on: March 08, 2017, 08:59:00 AM »
Do you plan to do other tesst guys? I would like to take part too
Still riding a 50cc, but enjoying it :)

Don King

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Re: Multiplayer
« Reply #38 on: March 08, 2017, 08:38:09 PM »
 I am down to test anytime , i have a pretty free schedule , btw i am Central Standard Time. Just let some folks know when is good time & I will do My best to be there.
A clean race in the back is better than a dirty race up front. Feel free to join Me on TeamSpeak 3 : 69.61.11.59:9990