Author Topic: Multiplayer: Sun Sep 10th, and Tue Sep 19th  (Read 551 times)

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Online Simon

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Multiplayer: Sun Sep 10th, and Tue Sep 19th
« on: September 07, 2017, 11:08:24 pm »
Hi,

geoo and I plan a Lix multiplayer Session on Sunday, September 10th at 18:00 UTC (= 11:00 a.m. Pacific daylight savings, 12:00 noon in Utah, 19:00 in the UK, 20:00 in Germany or Austria, and 21:00 in Finland). Lix 0.8.5 is released; if you had the game crash on you, you might get more informative errors with 0.8.5. But any 0.8.x can join.

Since that's on short notice, and Flopsy works weekend shifts, I propose another multiplayer session for Tuesday, September 19th at 18:00 UTC. Flopsy, would that suit you? I didn't choose Monday 18th because it's Icho's night before exam.

Depending on your replies, I'll be fine with re-scheduling the Tuesday, September 19th session. Don't be shy to propose something else!

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-- Simon
« Last Edit: September 18, 2017, 12:21:42 am by Simon »

Offline Colorful Arty

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Re: Multiplayer: Sun Sep 10th, and Tue Sep 19th
« Reply #1 on: September 08, 2017, 12:18:42 am »
I should be able to make it to both sessions, although Tuesday I may be a little late because I have calculus 3 and lunch right beforehand. I also want to try my hand at making a multiplayer level in Lix. :-\
My Youtube channel where I let's play games with family-friendly commentary:
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Development Topic: http://www.lemmingsforums.net/index.php?topic=3166.0

Offline Flopsy

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Re: Multiplayer: Sun Sep 10th, and Tue Sep 19th
« Reply #2 on: September 08, 2017, 05:51:13 am »
I should be able to make both sessions Simon

Thanks for thinking of me this time when arranging sessions :)
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Offline Raymanni

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Re: Multiplayer: Sun Sep 10th, and Tue Sep 19th
« Reply #3 on: September 08, 2017, 09:47:58 am »
I can make it to both sessions too. :lix-grin:

Offline RubiX

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Re: Multiplayer: Sun Sep 10th, and Tue Sep 19th
« Reply #4 on: September 08, 2017, 12:44:34 pm »
So I might be able to make time to join on the Sunday session only, not too sure yet!   

Online Simon

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Re: Multiplayer: Sun Sep 10th, and Tue Sep 19th
« Reply #5 on: September 08, 2017, 03:29:07 pm »
Awesome, looking forward to playing with everyone!

-- Simon

Online GigaLem

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Re: Multiplayer: Sun Sep 10th, and Tue Sep 19th
« Reply #6 on: September 09, 2017, 12:19:54 am »
Expect me to make the 19th session, considering my sis will headin' to school
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Offline Ramon

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Re: Multiplayer: Sun Sep 10th, and Tue Sep 19th
« Reply #7 on: September 10, 2017, 08:24:36 am »
Aw, this is really on short notice. But 19th might work for me.

Online Simon

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Re: Multiplayer: Sun Sep 10th, and Tue Sep 19th
« Reply #8 on: September 10, 2017, 10:27:35 pm »
Again thanks everybody for such a diverse session! Finally, we're getting many maps for 5-8 players. Raymanni, and Colorful Arty are getting into multiplayer map design with unique ideas.

Looking forward to Tuesday, September 19th!



Some issues, largely the same as last week:

The game should terminate when everybody has pushed nuke, ignoring remaining overtime. We cancelled several maps by asking everybody to manually exit to lobby.

Flopsy had 0.8.5 crash during a race map. Flopsy, if you have a screenshot, please post it here, or PM it!

Akseli had 0.8.4 crash with out-of-RAM (apparently not out of VRAM) during 5-player Organ Symphony, but nobody else crashed. I'd love to make the gameplay largely independent from garbage collection. It's a tall order, but it's attackable working from the inside out, and the D compiler helps by guaranteeing no allocation within @nogc-tagged functions.

The game server application crashed once. It ran for 7 days and then crashed after we played on it for 2 hours. I ssh'd onto the machine and restarted the server app, worked fine afterwards again. Last week, the server app crashed before the session after it ran for 3-4 weeks. I have no idea what causes this, but it's likely my own code; the server hasn't crashed while nobody was on it. The code should be reasonably robust, but I plan at least one improvement anyway.

Organ Symphony with 5 players still had lag spikes of several seconds because Lix's design amplifies lag: If I lag, you get my packets late, therefore you must recalculate more than usual, therefore you lag.

The dude-where's-my-exit button should highlight hatches, too.

-- Simon
« Last Edit: September 10, 2017, 11:00:00 pm by Simon »

Offline Flopsy

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Re: Multiplayer: Sun Sep 10th, and Tue Sep 19th
« Reply #9 on: September 10, 2017, 10:57:40 pm »
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Offline Flopsy

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Re: Multiplayer: Sun Sep 10th, and Tue Sep 19th
« Reply #10 on: September 10, 2017, 11:01:24 pm »
Was a brilliant session, it felt good to finally get involved.

Definitely look forward to the next session, despite being good at Lemmings it's a very steep learning curve!
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Offline Colorful Arty

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Re: Multiplayer: Sun Sep 10th, and Tue Sep 19th
« Reply #11 on: September 11, 2017, 12:20:43 am »
Lix multiplayer is so stressful. I'm good at Lemmings when I can be slow, methodical, and meticulous, which multiplayer does not allow. That said, I want to improve, and I'm eager to design more courses so we don't do "Downward Reduction" all of the time. ;P
My Youtube channel where I let's play games with family-friendly commentary:
https://www.youtube.com/channel/UCiRPZ5j87ft_clSRLFCESQA

My levelpack: SubLems
For NeoLemmix: http://www.lemmingsforums.net/index.php?topic=2787.0
For SuperLemmini: http://www.lemmingsforums.net/index.php?topic=2704.0

Upcoming levelpack: ArtLems
Development Topic: http://www.lemmingsforums.net/index.php?topic=3166.0

Offline Flopsy

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Re: Multiplayer: Sun Sep 10th, and Tue Sep 19th
« Reply #12 on: September 11, 2017, 02:16:07 pm »
Lix multiplayer is so stressful. I'm good at Lemmings when I can be slow, methodical, and meticulous, which multiplayer does not allow. That said, I want to improve, and I'm eager to design more courses so we don't do "Downward Reduction" all of the time. ;P

You seemed to be better than me at the race levels overall Arty!

Downward Reduction is just too random and down to luck, it depends who is near your trapdoor as well.
SEB Lems -My level pack RECENTLY RELEASED!
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Offline Colorful Arty

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Re: Multiplayer: Sun Sep 10th, and Tue Sep 19th
« Reply #13 on: September 11, 2017, 10:17:26 pm »
Due to the (ahem) copious amounts of swearing done in that first Lix session, editing my video is going to take some time. Would people prefer one giant video (~ 3 hours) or several shorter ones (around 30 minutes)? The shorter ones could get uploaded periodically as I edit it, but the giant one would keep it all in one place.
My Youtube channel where I let's play games with family-friendly commentary:
https://www.youtube.com/channel/UCiRPZ5j87ft_clSRLFCESQA

My levelpack: SubLems
For NeoLemmix: http://www.lemmingsforums.net/index.php?topic=2787.0
For SuperLemmini: http://www.lemmingsforums.net/index.php?topic=2704.0

Upcoming levelpack: ArtLems
Development Topic: http://www.lemmingsforums.net/index.php?topic=3166.0

Offline mobius

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Re: Multiplayer: Sun Sep 10th, and Tue Sep 19th
« Reply #14 on: September 11, 2017, 10:17:46 pm »
Lix multiplayer is so stressful. I'm good at Lemmings when I can be slow, methodical, and meticulous, which multiplayer does not allow. That said, I want to improve, and I'm eager to design more courses so we don't do "Downward Reduction" all of the time. ;P

You seemed to be better than me at the race levels overall Arty!

Downward Reduction is just too random and down to luck, it depends who is near your trapdoor as well.

downward deduction; isn't that the pillar level with miners? There's plenty of strategy to that one; I usualy do what IchoTolot did in the stream. But after a while people caught on then it doesn't work anymore. :P
it's like poker; you must keep shifting your methods if you want to upper hand your opponent.