WinBolo 1.16 Released

Feb 17, 2009 05:19
by best i am only inferring that replicating macbolo may not always prove to create the greatest enjoyment and balance in the game. what i notice now from the decrease in speed/acceleration is that i tend to get stuck a lot more and no amount of skill will allow me to dogfight or manuever my way out of it. so the game no longer rewards skills in those areas. one thing the increased tank acceleration did was help overcome the tank "stickiness" that winbolo has and macbolo does not, so that when u got stuck to an ally or enemy you could use fast direction changes to try to twist away and survive. now its like mud and you just die. since one of my favorite things about bolo was just driving around i derive pretty much zero enjoyment from this version as a result. nothing will change this either but i thought id just offer the critique and see if others either now or later agree with me. if not then such is life. fortunately there are other games i like but i shall miss bolo even tho perhaps few shall miss me. ill still be around to chat with stimp and hell and perhaps a few more.

ciao boloers
Feb 17, 2009 06:30
For some clarification:

The current version mainly addresses some security concerns we had with the source code being available to everyone. After Min added client authentication, we added a few extra features while waiting for the official release to be built and released.

Things might be changed or removed in the next version (possibly due out this spring) but mostly I want everyone to know that 1.16 wasn't released just to show off the new tank slide and base refuel rates. Also we're taking everything into consideration and invite anyone who wants to help to join the dev team on IRC and winbolo.org.
Feb 17, 2009 07:47
if i can measure some good data on the the tank speeds in the different versions and btw macbolo i will, but if no one else feels negatively about the change then its merely an existential excercise. thanks for your rapid responses tho. since ive been learning some C++ using visual studio this past year i had considered assisting but i dont know enough at this time to be useful and if im not going to be playing the game my enthusiasm for coding it prolly wont be as high as it should be. ill be interested to hear how the new version evolves and of course if anyone else gives feedback here, especially other experienced players, (besides the coders) that would be interesting as well.

tschüss and pröst!
Feb 17, 2009 16:57
Lance for once I agree with you. I do feel that the acceleration has lowered my enjoyment as well. In fact I did request a legacy option (1.15 physics) be integrated into 1.16 because I knew that it would alienate a lot of people and I felt that Winbolo had evolved into it's own game which people enjoyed, but instead I was just labelled a bitcher/whiner/preventing the development so I dropped my protest. But I do feel that over time it's something that you will adapt to and subconsciously begin to not notice the longer you play 1.16. I find it a bit odd that you are quitting Winbolo over it since you played Mac Bolo for so long. I think that if you were to continue playing 1.16 you would feel that it becomes less of an issue for you.

I also mulled over how to get exact measurements from Bolo physics and I am curious as to your work with that. My idea was to record screen movies of the different versions driving the same distance and time it. You could also try asking wharf-rat on #bolo because I believe he acquired some concrete info for nubolo.
Feb 17, 2009 22:37
As I've said before lance, measure it, if there is a difference, we will adjust it. I tried to get it close, if its wrong, I'll fix it. Simple. Quitting because you think we got it wrong doesn't seem like a good solution.

I've spoken with wharf about it, I know a bit about the algorithm for acceleration/deceleration based on those discussions, and tried to use that information to get it close. I've tried to speak with him again about it, but he's rarely at his keyboard or watching the #bolo channel.

Min
Feb 17, 2009 22:57
You sound like a lawyer, and also thats just my opinion... im talking about the lgm bug where you can't send your builder.. and the other ones are pillboxes that won't die/living dead pbs
Feb 17, 2009 23:46
In fact I did request a legacy option (1.15 physics) be integrated into 1.16 because I knew that it would alienate a lot of people and I felt that Winbolo had evolved into it's own game which people enjoyed, but instead I was just labelled a bitcher/whiner/preventing the development so I dropped my protest.

I offered to code up a module system that allowed players to spawn games with a predefined set of physics, under the condition that you'd help document everything so I wouldn't have to spend time writing code comments.

In the mean time, I am going bring some bots into one of the irc servers soon that will be able to spawn your choice of 1.15 or 1.16 games, much like sheepbot used to do.
Feb 17, 2009 23:56
zet wrote:
You sound like a lawyer, and also thats just my opinion... im talking about the lgm bug where you can't send your builder.. and the other ones are pillboxes that won't die/living dead pbs


Sounds like your talking about lag, pure and simple, if you lose contact with the server because you have a ridiculous ping time, you will experience these problems, lgm won't send, pillbox's won't die, etc. You can still refuel, but alot of other things just won't work. This means your connection is bad. Sorry, but no amount of coding will fix that. When your connection is restored, you'll eventually be able to do things again, but the bolo world will have to 'catchup', and it will be a bit weird.

Min
Feb 18, 2009 00:19
jhood wrote:

I offered to code up a module system that allowed players to spawn games with a predefined set of physics, under the condition that you'd help document everything so I wouldn't have to spend time writing code comments.
Oh yeah! When you pasted some code and I had to guess what it meant? That was fun.
Feb 18, 2009 01:34
Sure, but no time in that game are you getting your lgm to send after this lag happens. Usually thats enough to piss someone off. :P
Feb 18, 2009 02:47
zet wrote:
Sure, but no time in that game are you getting your lgm to send after this lag happens. Usually thats enough to piss someone off. :P

I believe the pillbugs should be fixed by having the server handle who has possesion of what pills rather than the client dictating that and sending the server an update.

That LGM bug might be a similar fix, not sure. I'll have to check some of the reasons why an LGM won't "send".
Feb 18, 2009 03:10
Alright cool, it could also just be bottie.. you never know
Feb 19, 2009 09:15
Just wanted to give my appreciation to those of you who worked on this version and those who are giving it some feed back to help out as well. It's great to see this game still get the love it deserves < 3 I haven't really had a chance to get to intense with any game of the new version but i look forward to the games as i slowly make my way back into it. Thanks again
Mar 03, 2009 21:00
I'd like to say, lancelot, you were correct, winbolo had a top speed problem. Its had it for a very long time now though, and the new acceleration code probably just made the issue more prevalent. On some terrain winbolo is as much as 17 percent slower than it should be. This is fixed in the code now, and will be part of 1.17 when we've completed the other things on 1.17's list.

Min
Mar 08, 2009 00:57
Lancelot, you should come try 1.17 beta. The physics are totally different and the tank speed is faster along with other fixes.
Mar 14, 2009 00:45
hey glad to see a new version is in the offing with the speed adjustment. one of these days id love to try out the beta, been a little busy lately but as macarthur said "i shall return..."
Mar 14, 2009 03:12
Lancelot wrote:
hey glad to see a new version is in the offing with the speed adjustment. one of these days id love to try out the beta, been a little busy lately but as macarthur said "i shall return..."


Yep, join irc.boloserver.com and checkout the topic to get the updated version, boloserver.com has a bot running the code off the subversion so we can do more detailed testing during development, rather than having you guys find the bugs for us once we do a release. The speed changes are definitely a noticeable improvement, its amazing how much of a difference one function truncating off some decimals can make.

Min
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