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by Kevsoft
07 Jan 2020, 08:09
Forum: ESOC Patch Discussion
Topic: Bug Fixes for the ESOC Patch
Replies: 540
Views: 30482
Flag: Austria

Re: Bug Fixes for the ESOC Patch

Do you have any recs that uses the glitch?
by Kevsoft
26 Oct 2019, 12:32
Forum: User-created Content
Topic: ESO Tracker
Replies: 109
Views: 16928
Flag: Austria

Re: ESO Tracker

I think there is a bit of confusion what is actually counted here. So as far as I can see in the ESO Tracker source code, it does read the commands from the records file. So you cannot map mouse clicks directly to actions here. What is interesting here is how the BANG engine handles repeated clicks,...
by Kevsoft
17 Sep 2019, 08:15
Forum: User-created Content
Topic: UI 3.0 Design Suggestions
Replies: 136
Views: 5068
Flag: Austria

Re: UI 3.0 Design Suggestions

Kao wrote:Well I really not sure we can do proper stuff using timers, timers are quite hazardous things in multiplayer, correct me if I'm wrong @Kevsoft .
Timers are safe to use as long as gametime is used. Gametime and update length are synced between players.
by Kevsoft
14 Sep 2019, 06:52
Forum: General
Topic: The future of Escape
Replies: 90
Views: 6229
Flag: Austria

Re: The future of Escape

Just noticed it :( . I was really hoping that after the AOE2 & AOE3 tournaments it would attract enough attention to make it sustainable. Escape has definitely brought AOE tournaments to the next level.
by Kevsoft
11 Aug 2019, 12:52
Forum: Strategy
Topic: Tests to find the REAL Mill base gathering rates
Replies: 19
Views: 1177
Flag: Austria

Re: Tests to find the REAL Mill base gathering rates

I'm so baffled from all these inconsistencies, that I'm completely done testing. Should I only test this stuff online? Yes, you are going to get very random results outside of multiplayer. Why Read through this thread including all the posts: https://eso-community.net/viewtopic.php?t=17476
by Kevsoft
11 Aug 2019, 11:47
Forum: Strategy
Topic: Tests to find the REAL Mill base gathering rates
Replies: 19
Views: 1177
Flag: Austria

Re: Tests to find the REAL Mill base gathering rates

Keep in mind that vsync doesn't have a effect on gather rates in MP given that it uses dynamic update times that are synced between the players. Also gather rates in general are different between MP and SP due to the double gather bug, though farms have been mostly unaffected.
by Kevsoft
19 Jul 2019, 07:36
Forum: ESOC Patch Discussion
Topic: Poll: Crate gathering in batches
Replies: 35
Views: 1013
Flag: Austria

Re: Poll: Crate gathering in batches

Randomly you gather more res. Is it significant? According to Kev, it's roughly 4% more in multiplayer. Can we consider that both players are affected in the same way or there are possible inequalities? In this case, i prefer a bug fix even if you have to fuck crates There can be jitter so that pla...
by Kevsoft
10 Jul 2019, 08:38
Forum: User-created Content
Topic: ESOC-flavored UHC2
Replies: 7
Views: 3750
Flag: Austria

Re: ESOC-flavored UHC2

A quick not regarding selectionLimit: Depending on the value change it may break recs. Don't think that it would on an increase of the selectionLimit, but could break on an decrease of the value. We will do some tests to see if it is safe on an increase of the limit.
by Kevsoft
06 Jul 2019, 15:29
Forum: General
Topic: Gathering rate is not balanced!
Replies: 72
Views: 3588
Flag: Austria

Re: Gathering rate is not balanced!

Well, i tried a lot and i mean a lot of testings in this. Kevsoft do you have the oppertunity to see the logs in our game? Especially when bots are in the game the gathering rates rises up in different ages. In szenario or online. Against player's i tried it 5-10 times and it didnt worked out well....
by Kevsoft
03 Jul 2019, 06:58
Forum: General
Topic: Gathering rate is not balanced!
Replies: 72
Views: 3588
Flag: Austria

Re: Gathering rate is not balanced!

Sorry - can you please explain how to interpret the code? Not sure what it's showing. If you mean the last log line, it just shows the current number of double gathers per player (p0 = gaia [obviously 0], p1 = player 1, ect...) If you mean the last log dump: 29.06.2019 19:48:43.231953800 +02:00] [t...
by Kevsoft
02 Jul 2019, 06:16
Forum: General
Topic: Gathering rate is not balanced!
Replies: 72
Views: 3588
Flag: Austria

Re: Gathering rate is not balanced!

Any update on this? Also wondering if there's any impact on the mechanics if another multiplayer is present. Will the animations sync, or is it possible for Player A, villager 1 to gather at a different rate to Player B, villager 1, even if they're both going from the same source? Is the animation ...
by Kevsoft
29 Jun 2019, 19:11
Forum: General
Topic: Gathering rate is not balanced!
Replies: 72
Views: 3588
Flag: Austria

Re: Gathering rate is not balanced!

Nah, I didn't capture the gold values here in this log. I'll do a rerun of a test log later with the actual gold current value. For reference: Pos is the new anim position between 0 and the animation length. Clock is the time elapsed since the unit has spawned. Both values are seconds here as float ...
by Kevsoft
29 Jun 2019, 19:04
Forum: General
Topic: Gathering rate is not balanced!
Replies: 72
Views: 3588
Flag: Austria

Re: Gathering rate is not balanced!

Sorry, my bad, the first 12 lines were from the walking animation. Skip these. The gathering begins at L13 @ [29.06.2019 19:48:43.231953800 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.021] with [old-pos = 1.5830, pos = 0.0039, old-clock = 38.6679, clock = 38.6889]
by Kevsoft
29 Jun 2019, 18:31
Forum: General
Topic: Gathering rate is not balanced!
Replies: 72
Views: 3588
Flag: Austria

Re: Gathering rate is not balanced!

Is self-calc-new-pos the new position from which each animation starts again? Or does the animation sometimes end earlier without completing? Totally irrelevant here. The relevant value here is pos = x.xxx . Concerning MP I did some test with musk. Here is the result: m Good news: Because the clock...
by Kevsoft
29 Jun 2019, 17:48
Forum: General
Topic: Gathering rate is not balanced!
Replies: 72
Views: 3588
Flag: Austria

Re: Gathering rate is not balanced!

Well, given that it uses floats internally it can happen that it doesn't update for a swing. I also noticed that if there is that double gather you also hear. Especially on a mine you will hear it twice in a row.
by Kevsoft
29 Jun 2019, 16:36
Forum: General
Topic: Gathering rate is not balanced!
Replies: 72
Views: 3588
Flag: Austria

Re: Gathering rate is not balanced!

u2012 I'm kinda shocked right now, because I haven't tested it for a longer duration. But now having one vill collecting at one mine for like 5 min, that is the result here: m Every time the pos is at 1.59** there will be a duplicate call directly behind it. Currently tested on RE with Portuguese. ...
by Kevsoft
29 Jun 2019, 14:23
Forum: General
Topic: Gathering rate is not balanced!
Replies: 72
Views: 3588
Flag: Austria

Re: Gathering rate is not balanced!

Okay, so the whole gathering mechanic in this engine is just a mess. I've spend now some time in looking deeper into this issue because those spikes are interesting indeed. To qoute: Very rarely, if one vill gathers on a tree, that trickle of incoming wood seems to jump by 2 So yea, that's an engine...
by Kevsoft
29 Jun 2019, 06:52
Forum: General
Topic: Gathering rate is not balanced!
Replies: 72
Views: 3588
Flag: Austria

Re: Gathering rate is not balanced!

dunno if the rates are different between EP and RE, but the test was done on RE. I've played as the ottos if that makes any difference. What I kinda find weird however is this: [29.06.2019 08:13:45.004388000 +02:00] [thread 6060] [trace] Animation Loop Update with gather state! --> Gather value upda...
by Kevsoft
29 Jun 2019, 06:17
Forum: General
Topic: Gathering rate is not balanced!
Replies: 72
Views: 3588
Flag: Austria

Re: Gathering rate is not balanced!

u2012 sure, one euro settler on wood: [29.06.2019 08:10:15.636104000 +02:00] [thread 6060] [trace] Animation Loop Update with gather state! --> Gather value update (from 302.6667 to 303.3333) [29.06.2019 08:10:16.710467000 +02:00] [thread 6060] [trace] Animation Loop Update with gather state! --> G...
by Kevsoft
29 Jun 2019, 04:22
Forum: News
Topic: ESOC Patch 6.1.1.0 released with multiplayer save/restore!
Replies: 61
Views: 6881
Flag: Austria

Re: ESOC Patch 6.1.1.0 released with multiplayer save/restore!

Kaiserklein wrote:People are getting logged off randomly all the time atm, not sure what's going on

Like crashing or dc from the game?
by Kevsoft
29 Jun 2019, 04:21
Forum: General
Topic: Gathering rate is not balanced!
Replies: 72
Views: 3588
Flag: Austria

Re: Gathering rate is not balanced!

u8825 So what are we seeing in that log? One villager gathering which resource? Is the villager updating the gathered resource from 0 to 5.3 at second 2? Is resource quantity actually counted by the game engine using floats? Then converted to integers to display in the UI? Basically, resources are ...
by Kevsoft
28 Jun 2019, 18:45
Forum: General
Topic: Gathering rate is not balanced!
Replies: 72
Views: 3588
Flag: Austria

Re: Gathering rate is not balanced!

seems like this couldn't possibly be caused by animation-length inconsistencies as dawn_ has seen dramatic increases in work-rate where animation inconsistencies could only cause you to collect more slowly. and these cycles should definitely average out considering the lengths of his measurements. ...
by Kevsoft
28 Jun 2019, 18:03
Forum: News
Topic: ESOC Patch 6.1.1.0 released with multiplayer save/restore!
Replies: 61
Views: 6881
Flag: Austria

Re: ESOC Patch 6.1.1.0 released with multiplayer save/restore!

u348 u8825 would it be possible to include a "savegame" button in the drop-player screen as well? That way you can save the game before the other player drops and resume when they reconnect. In case we're talking about the same thing: - The "Unresponsive Player" dialog now allow...
by Kevsoft
28 Jun 2019, 13:53
Forum: General
Topic: Gathering rate is not balanced!
Replies: 72
Views: 3588
Flag: Austria

Re: Gathering rate is not balanced!

I just tested it regarding the farm: m When a vill is gathering on the farm and walks around it has the GotoState and then no food is actively gathered. Also, if the animation doesn't get complete before the switch to the goto state, then the resources are lost too. So that would probably explain th...
by Kevsoft
28 Jun 2019, 11:02
Forum: General
Topic: Gathering rate is not balanced!
Replies: 72
Views: 3588
Flag: Austria

Re: Gathering rate is not balanced!

Interesting enough the gathering of resources is bound to the animation loop rather than the update loop.

For those who are interested how the gather resource update is calculated:
Animation Length * Target Unit Work Rate (Farm, Berries, ect...) * Global Work Rate * Handicap

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