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Multiplayer Build Feedback Thread: Scissors

Discussion in 'Suggestions and Feedback' started by Drui, Nov 24, 2016.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. Drui

    Drui Keen Update Guy Staff

    Messages:
    1,415
    Multiplayer feedback thread for the Scissors Build
    Info: https://forums.keenswh.com/threads/7389525
    Note: Please make sure you are giving feedback from the right build. Also please consider leaving a crash-log. Thanks everyone for your help and reporting - it really makes a difference! :)
     
    Last edited: Nov 24, 2016
    • Like Like x 2
  2. Carlosmaid

    Carlosmaid Apprentice Engineer

    Messages:
    177
    Hi! I'm very pleased for this as an admin of a dedicated server and embedded in all the problems in MP. In addition to just trying it, it would be interesting to have a basic summary of the differences between of each multiplayer model to test them with more "accuracy"
     
    • Agree Agree x 1
  3. Drui

    Drui Keen Update Guy Staff

    Messages:
    1,415
    For now we want to do a "blind test" - its not the only test we will do with you guys, don't worry. :)
     
    • Like Like x 2
    • Friendly Friendly x 1
  4. VAArtemchuk

    VAArtemchuk Trainee Engineer

    Messages:
    4
    Guys, could you, please, create pinned topics in steam discussions for each of the mp versions? Most people don't use the forum.
     
    • Agree Agree x 4
  5. Archonious

    Archonious Trainee Engineer

    Messages:
    8
    First scissors test -


    No crashes. There was quick test.
     
    • Informative Informative x 1
  6. LocInt

    LocInt Apprentice Engineer

    Messages:
    264
    My client crashes before I enter the respawn menu:

    Code:
    2016-11-25 00:12:13.775 - Thread:  1 ->  MyGuiScreenGamePlay.LoadData - START
    2016-11-25 00:12:14.089 - Thread:  1 ->  MyGuiScreenGamePlay.LoadData - END
    2016-11-25 00:12:14.089 - Thread:  1 ->  MyGuiScreenGamePlay.LoadContent - START
    2016-11-25 00:12:14.090 - Thread:  1 ->  MyGuiScreenGamePlay.LoadContent - END
    2016-11-25 00:12:14.101 - Thread:  1 ->  Updating continues.
    2016-11-25 00:12:14.136 - Thread:  1 ->  GC Memory: 1,142,160,880 B
    2016-11-25 00:12:16.254 - Thread:  1 ->  RequestRespawn
    2016-11-25 00:12:19.154 - Thread:  1 ->  MyGuiScreenBase.UnloadContent - START
    2016-11-25 00:12:19.155 - Thread:  1 ->  MyGuiScreenBase.UnloadContent - END
    2016-11-25 00:12:42.645 - Thread:  23 ->  Exception occured: System.ArgumentNullException: Value cannot be null.
    Parameter name: key
      at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
      at System.Collections.Generic.Dictionary`2.TryGetValue(TKey key, TValue& value)
      at VRageRender.MyBillboardRenderer.GatherInternal()
      at VRageRender.MyBillboardRenderer.Gather()
      at VRageRender.MyTransparentRendering.Render(IRtvTexture gbuffer1Copy)
      at VRageRender.MyRender11.DrawGameScene(IRtvBindable renderTarget, IBorrowedRtvTexture& debugAmbientOcclusion)
      at VRageRender.MyRender11.DrawScene()
      at VRageRender.MyRender11.Draw(Boolean draw)
      at VRageRender.ExternalApp.MyRenderThread.Draw()
      at VRageRender.ExternalApp.MyRenderThread.RenderCallback()
      at VRageRender.ExternalApp.MyRenderThread.RenderThreadStart(Object param)
      at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
      at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
      at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
      at System.Threading.ThreadHelper.ThreadStart(Object obj)
    2016-11-25 00:12:42.646 - Thread:  23 ->  Hiding window
    2016-11-25 00:12:42.648 - Thread:  24 ->  External debugger: interrupted.
    2016-11-25 00:12:42.853 - Thread:  23 ->  Network readers disposed
    2016-11-25 00:12:42.869 - Thread:  1 ->  MyGlobalEvents.StartGlobalEvent: MyObjectBuilder_GlobalEventBase/SpawnCargoShip
    2016-11-25 00:12:42.978 - Thread:  1 ->  MyGlobalEvents.StartGlobalEvent: MyObjectBuilder_GlobalEventBase/MeteorWave
    2016-11-25 00:12:43.001 - Thread:  23 ->  Hiding window done
    2016-11-25 00:12:43.001 - Thread:  23 ->  Showing message
    2016-11-25 00:12:43.025 - Thread:  23 ->  ERROR: branch name cannot be resolved, services=
    2016-11-25 00:12:43.025 - Thread:  23 ->  ERROR: branch name cannot be resolved, services=
    2016-11-25 00:12:43.025 - Thread:  23 ->  ERROR: branch name cannot be resolved, services=
    
    Using followed mods:
    Code:
    297357201
    298550266
    305329302
    305414143
    306344578
    307174894
    312976851
    313079164
    319035393
    337774723
    388525350
    402836950
    410678202
    415051704
    416810412
    421640222
    429025139
    436025957
    435719931
    451486869
    472832143
    473306528
    478935145
    484504816
    490036307
    491325999
    492072079
    496566389
    523270912
    530693136
    545165681
    551854023
    565845846
    584967882
    600062079
    642589539
    643820962
    646664083
    681276386
    684618597
    686270335
    693253011
    758615128
    780234985
    792286153
    794721226
    
    I have one ship spawned on the dedicated server.
     
    • Informative Informative x 1
  7. Hunter1753

    Hunter1753 Trainee Engineer

    Messages:
    3
    We (two players hosted via steam) have tested all the builds and this one was the best of them.

    • standing on a moving ship: not really noticeable
    • rotors on moving ship: works
    • rotors on standing ship: works
    • pistons on moving ship: works
    • pistons on standing ship: works
    • rubberbanding: not noticeable

    ranking #1
     
  8. mccorkle

    mccorkle Trainee Engineer

    Messages:
    26
    Scissor build seems to be good running / testing locally. I'm going to switch my dedicated server "Whiskey and Cookies" over to scissors for the next week and let you know how things go.
     
  9. zw98

    zw98 Trainee Engineer

    Messages:
    4
    This version basically fixed rotors and pistons! The only downside is the off and on server sync and sim speed issues. Also, interior lights get an issue where they seem to turn off and on when I look in various directions.
     
  10. Carlosmaid

    Carlosmaid Apprentice Engineer

    Messages:
    177
    Only 4 slots server? me and my team try to enter but cant. The test server must be of more player capacity like Rock server. If they want to do mass tests ...
    --- Automerge ---
    Scissors seems more stable than rock (paper was down, i could not prove it)

    steam://connect/149.56.29.216:27022

    Lander cant move, I need to turn it off and on so it can move.

    Vainilla test server (crash only on my client side):

    Code:
    2016-11-24 21:26:23.382 - Thread:  1 ->  Failed to create replicable ! Type : MyInventoryReplicable, Owner id: <inventory null>
    2016-11-24 21:26:23.382 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:23.382 - Thread:  1 ->  Failed to create replicable ! Type : MyInventoryReplicable, Owner id: <inventory null>
    2016-11-24 21:26:23.382 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:23.382 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:23.382 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:23.382 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:23.382 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:23.382 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:23.382 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:23.382 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:23.382 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:23.398 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:24.403 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:24.403 - Thread:  1 ->  Failed to create replicable ! Type : MyInventoryReplicable, Owner id: <inventory null>
    2016-11-24 21:26:24.403 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:24.403 - Thread:  1 ->  Failed to create replicable ! Type : MyInventoryReplicable, Owner id: <inventory null>
    2016-11-24 21:26:24.403 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:24.403 - Thread:  1 ->  Failed to create replicable ! Type : MyInventoryReplicable, Owner id: <inventory null>
    2016-11-24 21:26:24.403 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:24.403 - Thread:  1 ->  Failed to create replicable ! Type : MyInventoryReplicable, Owner id: <inventory null>
    2016-11-24 21:26:24.403 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:24.403 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:24.403 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:24.403 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:24.403 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:24.403 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:24.403 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:24.404 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:24.404 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:24.437 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:25.293 - Thread:  1 ->  Exception occured: System.Exception: Inconsistent objects and deserialized clusters
      at VRageMath.Spatial.MyClusterTree.Deserialize(List`1 list)
      at lambda_method(Closure , IMyEventOwner , List`1 , DBNull , DBNull , DBNull , DBNull , DBNull )
      at VRage.Network.CallSite`7.Invoke(BitStream stream, Object obj, Boolean validate)
      at VRage.Network.MyReplicationLayer.Invoke(CallSite callSite, BitStream stream, Object obj, EndpointId source, MyClientStateBase clientState, Boolean validate)
      at VRage.Network.MyReplicationClient.ProcessEvent(BitStream stream, CallSite site, Object obj, IMyNetObject sendAs, EndpointId source)
      at VRage.Network.MyReplicationLayer.ProcessEvent(BitStream stream, NetworkId networkId, NetworkId blockedNetId, UInt32 eventId, EndpointId sender)
      at VRage.Network.MyReplicationClient.ProcessEvent(BitStream stream, NetworkId networkId, NetworkId blockedNetId, UInt32 eventId, EndpointId sender)
      at VRage.Network.MyReplicationLayer.ProcessEvent(BitStream stream, EndpointId sender)
      at VRage.Network.MyReplicationLayer.ProcessEvent(MyPacket packet)
      at Sandbox.Engine.Multiplayer.MyTransportLayer.ProcessMessage(Byte[] data, Int32 dataSize, UInt64 sender, MyTimeSpan timestamp, MyTimeSpan receivedTime)
      at Sandbox.Engine.Multiplayer.MyTransportLayer.HandleMessage(Byte[] data, Int32 dataSize, UInt64 sender, MyTimeSpan timestamp, MyTimeSpan receivedTime)
      at Sandbox.Engine.Networking.MyReceiveQueue.ProcessMessages(NetworkMessageDelegate handler, MyTimeSpan delay)
    2016-11-24 21:26:25.501 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:25.502 - Thread:  1 ->  Failed to create replicable ! Type : MyInventoryReplicable, Owner id: <inventory null>
    2016-11-24 21:26:25.502 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:25.502 - Thread:  1 ->  Failed to create replicable ! Type : MyInventoryReplicable, Owner id: <inventory null>
    2016-11-24 21:26:25.502 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:25.502 - Thread:  1 ->  Failed to create replicable ! Type : MyInventoryReplicable, Owner id: <inventory null>
    2016-11-24 21:26:25.502 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:25.502 - Thread:  1 ->  Failed to create replicable ! Type : MyInventoryReplicable, Owner id: <inventory null>
    2016-11-24 21:26:25.502 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:25.502 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:25.502 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:25.502 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:25.502 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:25.502 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:25.502 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:25.502 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:25.502 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:25.502 - Thread:  1 ->  Failed to create replicable ! Type : Sandbox.Game.Replication.MyTerminalReplicable
    2016-11-24 21:26:35.235 - Thread:  1 ->  GC Memory: 3,158,918,952 B
    2016-11-24 21:27:00.343 - Thread:  1 ->  MyGuiScreenBase.UnloadContent - START
    2016-11-24 21:27:00.344 - Thread:  1 ->  MyGuiScreenBase.UnloadContent - END
    2016-11-24 21:27:05.272 - Thread:  1 ->  GC Memory: 3,159,099,128 B
    2016-11-24 21:27:12.607 - Thread:  1 ->  MyGuiScreenBase.UnloadContent - START
    2016-11-24 21:27:12.607 - Thread:  1 ->  MyGuiScreenBase.UnloadContent - END
    2016-11-24 21:27:12.607 - Thread:  1 ->  MyGuiScreenBase.UnloadContent - START
    2016-11-24 21:27:12.608 - Thread:  1 ->  MyGuiScreenBase.UnloadContent - END
    2016-11-24 21:27:12.608 - Thread:  1 ->  MyGuiScreenGamePlay.UnloadContent - START
    2016-11-24 21:27:12.608 - Thread:  1 ->    MyGuiScreenBase.UnloadContent - START
    2016-11-24 21:27:12.608 - Thread:  1 ->    MyGuiScreenBase.UnloadContent - END
    2016-11-24 21:27:13.270 - Thread:  1 ->  MyGuiScreenGamePlay.UnloadContent - END
    2016-11-24 21:27:13.270 - Thread:  1 ->  MyGuiScreenGamePlay.UnloadData - START
    2016-11-24 21:27:13.271 - Thread:  1 ->  MyGuiScreenGamePlay.UnloadData - END
    2016-11-24 21:27:13.271 - Thread:  1 ->  MySession::Unload START
    2016-11-24 21:27:13.271 - Thread:  1 ->  AutoSaveInMinutes: 0
    2016-11-24 21:27:13.271 - Thread:  1 ->  MySandboxGame.IsDedicated: False
    2016-11-24 21:27:13.271 - Thread:  1 ->  IsServer: False
    2016-11-24 21:27:13.472 - Thread:  1 ->  MyConfig.Save() - START
    2016-11-24 21:27:13.473 - Thread:  1 ->    Path: C:\Users\Carlos\AppData\Roaming\SpaceEngineers\SpaceEngineers.cfg
    2016-11-24 21:27:13.496 - Thread:  1 ->  MyConfig.Save() - END
    2016-11-24 21:27:13.508 - Thread:  1 ->  Exception occured: System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
      at hkpWorld.removeEntity(hkpWorld* , hkBool* , hkpEntity* )
      at Havok.HkWorld.RemoveRigidBody(HkRigidBody rigidBody)
      at Sandbox.Engine.Physics.MyPhysicsBody.Deactivate(Object world)
      at VRageMath.Spatial.MyClusterTree.RemoveObjectFromCluster(MyObjectData objectData, Boolean batch)
      at VRageMath.Spatial.MyClusterTree.RemoveObject(UInt64 id)
      at Sandbox.Engine.Physics.MyPhysicsBody.Deactivate()
      at Sandbox.Engine.Physics.MyPhysicsBody.Close()
      at VRage.Game.Entity.MyEntity.Delete()
      at VRage.Game.Entity.MyEntity.Delete()
      at Sandbox.Game.Entities.MyEntities.CloseAll()
      at Sandbox.Game.Entities.MyEntities.UnloadData()
      at Sandbox.Game.World.MySector.UnloadData()
      at Sandbox.Game.World.MySession.UnloadDataComponents(Boolean beforeLoadWorld)
      at Sandbox.Game.World.MySession.Unload()
      at Sandbox.Game.World.MySessionLoader.UnloadAndExitToMenu()
      at SpaceEngineers.Game.GUI.MyGuiScreenMainMenu.OnExitToMainMenuClick(MyGuiControlButton sender)
      at Sandbox.Graphics.GUI.MyGuiControlButton.HandleInput()
      at Sandbox.Graphics.GUI.MyGuiScreenBase.HandleControlsInput(Boolean receivedFocusInThisUpdate)
      at Sandbox.Graphics.GUI.MyGuiScreenBase.HandleInput(Boolean receivedFocusInThisUpdate)
      at Sandbox.Game.Screens.MyGuiScreenMainMenuBase.HandleInput(Boolean receivedFocusInThisUpdate)
      at Sandbox.Graphics.GUI.MyScreenManager.HandleInput()
      at Sandbox.Graphics.GUI.MyDX9Gui.HandleInput()
      at Sandbox.MySandboxGame.Update()
      at Sandbox.Engine.Platform.Game.UpdateInternal()
      at Sandbox.Engine.Platform.Game.RunSingleFrame()
      at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass1.<Run>b__0()
      at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
      at Sandbox.Engine.Platform.Game.RunLoop()
      at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
      at SpaceEngineers.MyProgram.Main(String[] args)
    2016-11-24 21:27:13.509 - Thread:  1 ->  Hiding window
    2016-11-24 21:27:13.511 - Thread:  24 ->  External debugger: interrupted.
    2016-11-24 21:27:13.714 - Thread:  1 ->  Network readers disposed
    2016-11-24 21:27:13.800 - Thread:  1 ->  Hiding window done
    2016-11-24 21:27:13.800 - Thread:  1 ->  Showing message
    2016-11-24 21:27:13.808 - Thread:  1 ->  ERROR: branch name cannot be resolved, services=
    2016-11-24 21:27:13.808 - Thread:  1 ->  ERROR: branch name cannot be resolved, services=
    2016-11-24 21:27:13.808 - Thread:  1 ->  ERROR: branch name cannot be resolved, services=
    
     
  11. Forcedminer

    Forcedminer Senior Engineer

    Messages:
    2,227
    alright lets give this one a try...i kinda wished for some explanation as to what each one would be like...lets be a lab rat and explode a couple of times.
    honestly if the server sim speed is above 0.60 i'll immeasurably happy. launch this and play Scissor Sisters - I Don't Feel Like Dancin'

    EDIT

     
    Last edited: Nov 25, 2016
  12. jtreiman

    jtreiman Trainee Engineer

    Messages:
    24
    All test done in vanilla

    - Walking in moving ship 9/10
    - Rotor movement (Large Ships) 9/10
    - Structural Collapse 9/10
    - Server Loading time 10/10
    - Missile flight path / proper hit detection 8/10
    - Host Tab in / out client performance 9/10
    - Client pasting larger ships 0/10 (No result)
    - Client pasting smaller ships 9/10
    - Formation flying 10/10

    Edit:
    - Particle effects not properly placed
    - F7 glitch. (Places cam where F8 left off)
    - No ship damage to larger ships when crashing into planets
    - some hangar doors do not open when opening a large amount
    - lights turn off ship when ship is being moved by a rotor (custom made hangar doors)
     
    Last edited: Nov 25, 2016
  13. tjohnsonhvac

    tjohnsonhvac Trainee Engineer

    Messages:
    14
    I started a new vanilla server with the solar system map loaded in creative. It starts you in the planetary lander hovering over the planet. the ship will turn with the gyros but will not move in any direction with the atmo thusters. if i turn off power to the ship then turn it back on, it will start to fall and fly properly.
     
  14. Malware

    Malware Master Engineer

    Messages:
    9,867
    If you knew anything about the servers it wouldn't be a blind test ;)
     
    • Agree Agree x 1
  15. mccorkle

    mccorkle Trainee Engineer

    Messages:
    26
    Crashed both in client and on server at least once, but overall Scissors is my pick.

    On the server, the crash was related to wolves -- so I turned them off -- specifically:
    2016-11-24 22:37:31.035 - Thread: 1 -> Exception occured: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object.
    at SpaceEngineers.Game.AI.MyWolfActions.GetTargetWithPriority(Single radius, MyBBMemoryTarget& outTarget, MyBBMemoryInt& priority)

    Full log on my dropbox here:
    https://www.dropbox.com/s/jo9poj6f50y2jwn/SpaceEngineersDedicated-scissors-wolf-exception.txt?dl=0

    I am running mods, but nothing that should have affected the wolves.
     
  16. Bad Humour

    Bad Humour Apprentice Engineer

    Messages:
    116
    Again like the others we tested this locally hosted with 16 ppl sometimes I hosted sometimes someone else this version is maybe the least buggy out of all of them. This review will not be extensive as it was only 1 hour of testing. The biggest problem with scissors though is the random lag spikes which caused the game to feel like an ice skating rink and gently rather than violently like the original multiplayer teleport me from side to side, which is a great improvement although there were times when my internet had a hiccup and started phasing through grids and teleporting out of the ship which was annoying but again at least better than bashing me into walls and jump driving me all the way to the moon. So when lagging this would be my choice if that makes sense :woot:. It didn't try to kill me when I lagged. Other than that copy/pasting worked and pistons and rotors performed beautifully. I don't know what they did but I'm experiencing the pistons and rotors as if I was in single player which was great. We stress tested the server by again exploding 3500 warheads and pasting in 2,000,000 triangles. It took the 3500 warheads like a champ the number of warheads themselves didn't cause much of an issue and when exploding them it only caused an initial simspeed drop which quicky rebounded and it worked fine. The pasting of triangles was a different story however the game struggled a bit and when removing the ship I crashed everyone's game. I forgot to save the log after switching versions so sadly I don't have a log file.

    Overall I think scissors is the most refined out of the three but the connection isn't as good as papers. For me its a tie between scissors and paper, rock being last.
     
  17. EasternGamerYT

    EasternGamerYT Trainee Engineer

    Messages:
    36
    p
    For me, the connection on paper is pretty much non-existent. It took the longest to join, when I did I couldn't even join. There is nothing wrong with my connection. Can you tell me the distance of each player from each other? (Are they across an ocean or effectively local. If they are local then there was no stress testing at all)
     
  18. Bad Humour

    Bad Humour Apprentice Engineer

    Messages:
    116
    yeah there is anissue with paper where if you join in later lets ur the 10th guy ur performance is horrible where as if you are the second or first guy in ur performance is perfect, which is quite a big issue but since I was one of the first ones in I had little issues.
     
  19. Saquesh

    Saquesh Trainee Engineer

    Messages:
    6
    Tested on a dedicated server, vanilla. Pistons and rotors are still unchanged and unusable from clients perspective. I built 3 pistons on each other at 90degree angles with a rotor on the end and a set of drills, had them all reverse randomly using timers and watched as the platform tried to shake itself apart. I will say that it never exploded but it was by no means stable, after a while of violent shaking it would suddenly cease and be fine but then it would start all over again. There's no way I'm going to try and use pistons and rotors in any ship I build still.
     
  20. Petr.Minarik

    Petr.Minarik SE Producer Staff

    Messages:
    32
    Hi guys, we have updated Scissors version now (to version 1.999.690). All your reported crashes were fixed, thank you all for your feedback and reports!

    Please continue reporting, it helps us a lot, especially if there is STR (steps to reproduce) and log attached.
     
  21. Thedevistator

    Thedevistator Senior Engineer

    Messages:
    1,942
    Good to see you're updating these because it's important the smaller bugs don't distract from the bigger picture.
     
    • Agree Agree x 1
  22. TheWarMaster97

    TheWarMaster97 Trainee Engineer

    Messages:
    9
    premise: I played on all three versions as the host, i have a good pc and a good connection.

    I think scissors is the best (and rock the worst)

    Pros:
    - i was able to dogfight properly with other people
    - people could walk inside moving and rotating ships flawlessly
    - sim speed was really good even when crashing ships in the ground

    Cons:
    - crashed a lot, but it is fixable i guess.
    - Bug: inside planet gravity if i press C to go down inside a ship the down thrusters stop thrusting like they should but the ship does not move. to make it move i have to disable and re-enable dampeners OR alternatively press W to go forward and then C to go down.

    Overall it was a really good gameplay with this netcode.
     
    • Informative Informative x 1
  23. Petr.Minarik

    Petr.Minarik SE Producer Staff

    Messages:
    32
    If you provide log here, it can be fixed in several hours.
     
  24. TheWarMaster97

    TheWarMaster97 Trainee Engineer

    Messages:
    9
    I am sorry but i think the logs are lost (they are deleted when restarting the game right?).
    Every time it crashed i sent the info to keen with the crash dialog box. only thing i noticed happening more than one time is a crash when copying ships (ctrl + c), the other crashes seem to happen with warheads exploding or just randomly. The crashes do not happen every time i copy a ship or explode a warhead. for some reason i think it crashes when pressing ctrl + c aiming at the planet, but happened only once and i have not tested again so im not sure. keep up the good work.

    EDIT: another bug was: i was unable to pilot the ship if another player was in the cockpit, the main cockpit was not set. when the other guy left the cockpit i regained control, then he re-entered and lost again, also the other guy could not control the ship.
     
  25. iginho3d

    iginho3d Trainee Engineer

    Messages:
    25
    I did not received any crash in the Scissors build. But I noticed that when crashing ships into planet's ground it makes the server crash. I joined the official test server and crashed the respawn ships at earth, both times the server went down.

    I have tested the Paper build, but here is my overview of the Scissors:

    Time Played: 30 minutes before the server went offline. ( I was crashing ships in the Earth probably the cause )

    Ping: 170ms

    Server: Official Test Server


    Positive critics about this build:

    • Its running pretty smooth. I did crashs and fights with other players and its handling it pretty well ( In planets things sometimes get complicated when throwing ships at ground )
    Ex: A large ship crashing into ground continued to explode forever, funny thing that the server sim speed was high only our local sim speed was low. So I think this is positive right ? lol​

    • Walking in a moving ship at 90 m/s with 2 more players aboard with no problems ( It was somehow hard to walk in ramps inside ship but nothing harmfull )

    • Boarding an already moving ship was fine too. I managed to board the ship at 90m/s, grind a hole trought it and join the other players with no problems. ( This is impossible at the current mp as the ship keeps changing position due dysnc )

    • Mining appears to be smooth too. ( Did not mine but others claims to be mining and it was not dropping sim speed )

    • Rotors, Pistons and Landing Gear are working fine too. ( Did not test it but saw others testing )

    • Downloading the map was extremely fast as joining the server.

    • No Desync or Rubberbanding or too little to bother or frustate me. ( Paper had a lot of desync and RubberBanding )

    Negative ones:

    • Sim speed drops everytime someone joins the server and give the warning that sim speed is low. ( Its more like a quicky spike nothing permanent ) when this occurs you start clipping and glitching on the ground or the ship.

    • Respawn ship thrusters are glitched and doesn't work until you turn off and turn on the ship again. The ship appears to not have any energy left but thats not it. ( Minor Bug doesn't change anything at all )

    Conclusion:

    For the time being I`ve tested Scissors and Paper. And I have to say that Scissors is doing great for me. Everything was a very smooth in Scissors even in Planets.

    Sure it have to be improved a lot more to be declared an stable multiplayer. But for a prototype it is doing fine.

    Please don't use this to take any conclusion of the builds. This is for the devs know what I'm thinking of it. Do your own tests and make your own conclusion for the sake of the Blind Test.
     
    Last edited: Nov 26, 2016
    • Informative Informative x 1
  26. zorgkirill

    zorgkirill Apprentice Engineer

    Messages:
    196
  27. LocInt

    LocInt Apprentice Engineer

    Messages:
    264
    Serverside & clientside sim-speed is terrible on dedicated servers. I am currently firing at a station and sim-speed ons server side is 0-25-0.4 and client-side is 0.25.

    My ship also received collision damage 50 meters before I even hit the ground.

    Server started really fast which is good.

    Edit: after testing all three this is the best branch but it is long way from the current stable branch.
     
    Last edited: Nov 25, 2016
  28. Vilhelm

    Vilhelm Trainee Engineer

    Messages:
    5
    I was landing with starting ship - during that time a lot of players were disconnected - some lags -> at the end I was not able to land with the ship.
    I was like 3-4 meters over the surface levitating. Ship couldn't reach the ground. Ship speed was variable 8ms->0->8ms->0 but was not moving. After all server crashed.

    Playing on official Scissors server.

    Moving with ship which contains rotors - we get "warp fest".
     
    Last edited: Nov 26, 2016
  29. mccorkle

    mccorkle Trainee Engineer

    Messages:
    26
    Random crash happened last night on my public server (running Scissors 01_999_689):

    • 2016-11-25 02:24:28.883 - Thread: 1 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
    • at Sandbox.Game.Replication.MyCubeGridReplicable.GetParent()

    I noted that earlier in the night, this (non fatal) exception also happened:
    • 2016-11-25 02:15:23.059 - Thread: 1 -> Exception occured: System.IO.EndOfStreamException: Invalid BitStream terminator

    Full log available here:

    Restarted the server, and I will continue to run Scissors for the rest of the trial.
    --- Automerge ---
    Seems like I (as an admin) am stuck in observation mode. When I bring up the space admin menu and try to select player control, it crashes to desktop. I have submitted my crashes each time. Verified that I am running 01_999_691 64-bit scissors (build 2016-11-25 09:43) on client and server. If I can find my local client log, I will edit this post and link it. Server just registers me as ''user left''.

    Found the log from the client crash:
     
    Last edited: Nov 26, 2016
    • Informative Informative x 1
  30. Forcedminer

    Forcedminer Senior Engineer

    Messages:
    2,227
    hosted public survival server for about 3 hours
    a friend was able to join though join game option at the main menu
    server ran fine only millisecond freezes every 30 minutes or so.


    locked landing gear on earth-like planet....small ship slowly started to float away even with thrusters on/off it floated away slowly....
    had to hop in give it a small amount of thrust and gravity would kick back in for the ship only for the exact same effect to happen once it touched ground. unable to make it a rover to save power...

    will the landing gear ship floating away thing ever be fixed? seem to get it every single time i play on a planet.
    I want to save power by turning atmospherics thrusters off
    but don't want ship sliding off mountain or lying at an angle
    ...lock landing gears...ship the floats away when i unlock...disappointed about that unable to continue...

    other than that it ran fine....usual massive freeze when coming in for landing right around 1000m when it loads trees in was a little big longer than normal ...could be because i was hosting server.
     
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