Jump to content

V1.0 b336 Hotfix


Recommended Posts

3 hours ago, Riamus said:

No, not until 1.1 is stable.  No news on how soon that will be.

1.1 experimental was about 6 weeks ago, so this got me worried since never before has an experimental build taken so long to become stable (or possibly in this case, another experimental build will be released... Too many bugs in the current one).

I know that some people are obviously on vacation (they need their time off too after all the hard work to get 1.0 out). Where's Fataal (after over a month of silence)?

I've read a bunch of negative comments about TFP being too focused on the TwitchCon after party and NeebsGaming anniversary party and Halloween party. I don't bother with those since people write that stuff because they're upset, waiting for fixes on consoles and all (and it's on X after all).

I just wish TFP was more transparent about what they are working on... Just wishful thinking I guess.

Link to comment
Share on other sites

  • 2 weeks later...
On 9/18/2024 at 3:36 PM, Space4Ace said:

1.1 experimental was about 6 weeks ago, so this got me worried since never before has an experimental build taken so long to become stable (or possibly in this case, another experimental build will be released... Too many bugs in the current one).

I know that some people are obviously on vacation (they need their time off too after all the hard work to get 1.0 out). Where's Fataal (after over a month of silence)?

I've read a bunch of negative comments about TFP being too focused on the TwitchCon after party and NeebsGaming anniversary party and Halloween party. I don't bother with those since people write that stuff because they're upset, waiting for fixes on consoles and all (and it's on X after all).

I just wish TFP was more transparent about what they are working on... Just wishful thinking I guess.

Agree. Stable still have the bug where players can't use vehicles otherwise crashes or lags the server. The solution has been on experimental since 6 weeks ago and still nothing...

Link to comment
Share on other sites

Little side note to the devs about the current fps loss. Some of it is due to chunk loading/saving. I noticed your WorldChunkCache class is using resource locks to prevent race conditions but the game itself is not written in a manner to take advantage of multi threading for the most part. Putting locks when accessing the generic data container will not prevent race conditions on the chunks themselves, only the data storage container access. If you are trying to avoid race conditions with the container, then I highly recommend using Concurrent Collections such as ConcurrentDictionary. This avoids the need for locks. It has some limitations but can be used in place of almost all the data collections within the WorldChunkCache class. Things like LinkedList would have to be rewritten to utilize the ToArray method built into the Concurrent Collections. Might be worth checking out because currently you are only locking the data storage to avoid race conditions, not the chunks themselves. The lock is disabled before the chunk is utilized. If a mod or event takes place that alters a chunk, there is still potential for a race condition

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...