Reply #1 Top

first !!!

 

no but really heres the changelog

 

Demigod v1.01
--------------------------------
- 1.01 update
- Added underlying code to attempt to rehost when players quit
- New automated handling of in game disconnects.
- Optimized upstream bandwidth to reduce load. This should help most on 128-Kbs conections.
- Connection refresh updates on player creation
- Changed disconnect back to 30 seconds.
- Single player games are now single player. Previously they were passing in the flag to be lan games.
- Bug fix for launching a game before it was ready when removing automatch players
- Disconnect dialog is no longer modal. It now allows player to access the menus and chat while it is showing.
- Modified exe version checking code so that both players need to use the /allowmismatch cmd line param in order to have mismatched exes play together.
- Fixed chat history and announcement text overlays interference with mouse clicks.
- Updated overlay text for localized versions
- Removed the Exit to Windows option in MP games. You have to quit the game first.
- Switched order of data calls after hosting.
- Teleportation effect failure handling.
- AI Players display AI instead of ping 0
- AI
1. Adjustments to caution and hazard detection and avoidance.
2. Adjusted health level flee percentage.
3. Demigods do not use minions when fleeing, may summon minions in combat.
4. Improved teleportation
5. Increased Demigod planning frequency
6. Improved item usage when endangered.
7. Tower tag improved.

And last but NOT least:..

- Moving targets in Ability task now properly handled (the famous 'Sedna bug'). A special thank you to bman654 for going beyond the call of duty and isolating the portions of script that were being problematic. Cleanup of this area of script

Reply #3 Top

hmmm nothing about ping spikes.

well I suppose a test and return is in order.

Reply #4 Top

also says nothing about netcode improvements, according to the patch log, only features and gizmo's are added

 

so.. still messing around with the proxy's then eh? ;(

Reply #5 Top

Yup, nothing about netcode improvements. "Optimized upstream bandwidth to reduce load. This should help most on 128-Kbs conections." - must be just a balance adjustment?

Reply #6 Top

Re sjien <3   I'm really fed up of this game which doesn't work at all with 1.01 as you saw tonight, maybe we can play toghether one day, who knows ?

_____________________________________________________________________________________________________________________

I'm waiting my last days to get a refund with 4 of my friends before doing it, last hope. We are really getting mad at this game !

It won't work in 4on4, connectivity problems, sudden disconnects, random crashes since 1.01 (never had that before !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!).


I should precise that ports are forwarded/opened, firewall is down when playing, nothing is running in the background and my Operating system is really fine, i have enough upload speed to play 4on4 (don't know for 5on5, not even tried as you know the problem).

I was supporting this game, I had hopes for it and was expecting a lot in 1.01, but it makes things even worse for me and i'm really angry.

I spent more than 1 hour to create a game and make ppl connect to each others, right after we successfully launched the game with ppl disconnecting on loading screen. Finally we went 2on2 on lan. Nice plan no ?

 

 

To froggyboy, if ever you will read this thread:

 

I know that you are doing a hard & great job imHO and I'm really impressed how you communicate with us, poor players, but now it's enough, spank GPG or do whatever you want but I want a game that works when I want ! When I want to play, I may be able to play without waiting 30 mins or more trying make this game working !

I have a long experience in gaming as a player, I'm loosing hope as time is running for your game, if you can't fix it rapidly it will be the beginning of the end, because a game in such state is a very bad advertising for it... I never see a game be successful with so much bugs, connectivity issues & co.

In less than 3 months, we will never hear something more about demigod as it will be deserted !

Sincerly,

 

eeka

 

 

Reply #7 Top

In less than 3 months, we will never hear something more about demigod as it will be deserted !
That's cute. Goodbye.

Reply #8 Top

Quoting ass128, reply 3
hmmm nothing about ping spikes.

well I suppose a test and return is in order.

I had a friend suffer from ping spikes whenever the game is 4v4. Turns out that he's on wireless, and packets were being dropped for him whenever it's 4v4. Not Demigod's fault. The smaller upstream bandwidth might help.

Reply #9 Top

Quoting bug, reply 5
Yup, nothing about netcode improvements. "Optimized upstream bandwidth to reduce load. This should help most on 128-Kbs conections." - must be just a balance adjustment?

 

yes, that is an adjustment, but most defenitely not a change.. i don't care a rats ass if the game is able to work on a 1 nano-bit per second connection.  it has to connect first before those bits are send. and it doesn't. :/ so your comment is moot.. MOOT i tell you

Reply #10 Top

I had a friend suffer from ping spikes whenever the game is 4v4. Turns out that he's on wireless, and packets were being dropped for him whenever it's 4v4. Not Demigod's fault. The smaller upstream bandwidth might help.

I'm not on wifi and my up is better than 128K

3v3s are playable now(1.01) they weren't before so i must assume its my up rate / demis netcode.

 

Perhapse when proxies are running well i'll give those another try.