Game Development Community

Play Testers needed

by Vince Gee · in General Discussion · 05/16/2005 (6:58 am) · 20 replies

Good morning,

I've finally hit the first tombstone for the build of my new RPGCore system which controls player inventory, skills, attributes, etc. I've incorporated a inventory gui "I" when in game which shows your inventory, skills, attributes etc. (It's not pretty it's just functional)

I'm chasing down bugs over the next week, and I could use anyones help in testing the system. I've found a couple bugs already where I was accessing null pointers, but I really could use help on load testing.

To make the game more interesting, I've added about 12 patroling AI's for you to shoot at (And get shot at by).

When this build is debugged, I will be posting all of the code mod's, C++, SQL Datamodels, etc as a FREE resource to the community. So the more testing, the more solid of a release.

The download is at www.geeconsulting.net.
Make sure you create an account too! Or you won't be able to log in.

I appreciate your time,

Vince

#1
05/16/2005 (7:37 pm)
Hmm, ok what does a guy need to do to get play testers?
#2
05/16/2005 (8:38 pm)
I'm downloading it as we speak. I've been waiting to playtest this, waiting on it to come out :).

Edit: I tried to play it. I entered my user/pass (yes I created a character), then it started loading, then crashed, and i was unable to login again, or create a server.

Edit: (OLD: Created a new account tried again and failed. ) As i was typeing this i thought the game crashed for the 2nd time, but it didn't. I alt-tabbed over to see why the game was still runnign, so i could kill it and access the console.log. AND I SPAWNED!. The grass kinda ate my fps/pcu/memory =\
#3
05/16/2005 (9:58 pm)
I'd be happy to playtest it when I get a chance, I've had a lot of experience with coding and designing rpgs as well, so hopefully I can give you some extra input, and I'm interested to see how you've done so far.
#4
05/16/2005 (10:22 pm)
Nice work Vince, I logged in & spawned in okay. Then logged out, & logged back in with the same inventory and location (the bottom of the lake which I had basejumped into). This will be a great resource.
#5
05/16/2005 (10:26 pm)
I didnt know you were making a resource out of it. Are you saving the player data on the user's computer or on the server?
#6
05/16/2005 (11:00 pm)
Hes saving it in a Mysql Database, on a main server.
#7
05/17/2005 (5:44 am)
Actually, the final resource will be database agnostic, right now I'm using ms sql for ease since I have it all over the place at the house, I finnally split the database onto another server so it's easier to manage.

The game takes a while to load up, if you kill the process while it's loading you take a chance that it won't flip you logged in flag back to 0. I'm in the progress of tracing that down. I'm still in good shape for an initial release for the end of the month. I want to put in AI Guard units, finish debugging, finish documenting, and then it will be released. Their won't be an admin interface initially for the database, but I'm gonna write a document of how to put data into it etc.

Vince
#8
05/17/2005 (10:06 am)
OSX version?
#9
05/17/2005 (11:01 am)
Windows only, just cause I can't compile cause I don't have a mac. Also when logging in please give the sim time to download everything to you.

Vince
#10
05/17/2005 (11:32 am)
Downloading the files now....really exciting about this =D

I'm really appreciating the way you're releasing this as a free resource. Thankees!


just a question though...
-it's taking me a rather long time to download the resources...one jpg took me like 2 minutes....is it possible to store all the stuff on the client side instead? (sorry, i'm still n00b at the networking stuff) Also, is this a one-time-only thing when downloading new maps and resources?


looking good looking good =D
#11
05/17/2005 (1:03 pm)
I'm going to be putting a patcher in next release into my build, most of the time I only change a couple files so making people have to download the whole thing is a pain. Also, it is better to just download the whole package off the website at www.geeconsulting.net then it is to use the built in game downloader



Vince
#12
05/17/2005 (1:17 pm)
Downloading now - will have a look when I am not at work ;-)

Great news that when finished you will be posting it as a resource. I am fairly new to TGE and T2D myself but slowly building up confidence
#13
05/17/2005 (1:35 pm)
I'm going to be putting a patcher in next release into my build, most of the time I only change a couple files so making people have to download the whole thing is a pain. Also, it is better to just download the whole package off the website at www.geeconsulting.net then it is to use the built in game downloader



Vince
#14
05/17/2005 (7:02 pm)
Well everything was working great, then my server spiked in memory and crashed... hmm gonna pull the logs in a second
#15
05/17/2005 (8:08 pm)
Well, think I found the last bug, and I'm slowly comming to the assumption that torque wasn't meant to be run for tons of hours, the best duration I've gotten is around 20 hours of people comming and going.

The good thing, is that most of the obvious bugs related to the C++ have appeared to be fixed. Now it's just back to adding more examples of how to use the engine.
#16
05/17/2005 (8:16 pm)
Quote:... and I'm slowly coming to the assumption that torque wasn't meant to be run for tons of hours

We've had uptimes of over a week with world + 8 connected zone servers. This isn't to say there aren't problems... and C++ isn't a very fault tolerant language.

-Josh Ritter
-=Prairie Games=-
#17
05/18/2005 (3:43 am)
I guess I have bugs then :) Back into the code lol
#18
05/18/2005 (4:23 am)
Same here, we sometimes had instances running for over a week.. some leaks here and there, but probably not that hard to fix and they were not that severe.

May I ask you Vince, what happened after those 20 hours passed?
#19
05/18/2005 (7:35 am)
Well, during that phase of testing, I had some bad pointer logic that was trying to reset a pointer to an object that was already destroyed (Multithreaded).

This latest bug is almost beyond me, the server was running great, no lag, nothing, then all of a sudden the memory usage of the server shot right through 4 gigs of ram and halted the server. I did find that something was spamming the message log (Error in AI script) and I fixed it, I will be interested to see if the server is still up this evening when I get home.

Vince
#20
05/18/2005 (9:10 am)
I got the memory bug (with the RAM shooting trough 1gig+) too but didn't trace it to the AI. Interesting.
Came to the server only to discover there was a message about physical memory errors, and the instance taking up well over 2 gig.

AI? Interesting. You got me curious, time to take a new look.