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Guest Message by DevFuse
Submitter
File Information
- Submitted: Jul 27 2009 02:15 AM
- Last Updated: Aug 07 2009 04:36 AM
- File Size: 5.74MB
- Views: 898
- Downloads: 370
Download Release V Public Alpha 1 - 0.4.8 (Server & Client) (Unplayable)
Use only if you want to see some new features, do not try to play this one
This is the first alpha of OblivionOnline "Release V". Remember that it does not resemble "Release V" at all - it is for you to see what we are up to, for us to get an early look in various problems.
The features:
Mob Sync. That means that EVERY actors position is synched.
Mod Sync (revamp): all mods are supported , unless they are not
A chatbox
What is to be in V, and was intentionally disabled and will be reenabled in future betas:
Name Sync, Race Sync,Equip Sync,Stat Sync,Health Sync
What is broken and will be fixed before next beta:
Moving to outside cells.
Please report any problems you encounter with Google Code:
http://code.google.c...ine/issues/list
Bugs intentionally not fixed for additional happyness while testing:
appearing after every chat line
Also Remember:
THIS IS NOT PRODUCTION QUALITY CODE AND WILL LAG A LOT AND IS NOT TO BE USED FOR ENTERTAINMENT. USE 4.5-Repack instead if you want to have fun.
This thing will be improved a lot, and at the moment lags quite a lot over the internet (a LOT more actors synched) . Here are some tipps for performance:
- All clients should have 60fps. If you have more enable VSync in Settings. If you have less reduce settings or live with lag. This is because of the lack of interpolation (a.k.a. Data only gets sent out every frame, and the other clients do not reduce the lag any way) .
- Disable P2P applications
- Set Priority on Server and Client to high ( especially with server). You can do this in the taskmanager
The first client to connect will be master client ( he can see it in his console and on the server console) , the subsequent clients "passive clients".
These passive clients should open their console , enter "TAI" and press Enter for optimum performance and ideal conditions: This disables AI processing on them so that their own AI does not interfere with the master clients AI.
However, you have to note that at the moment the cells are not properly "purged"- some useless actors are still standing around without doing anything.
Please also note that this may look like a step back from 4.5 - it is feature-wise but coding and extendibility-wise this is a HUGE step forward. It constitutes thousands of hours of work by myself and countless nights spent in vain testing.
I spent a year on this and I hope to have it stable within the month.
This is the first alpha of OblivionOnline "Release V". Remember that it does not resemble "Release V" at all - it is for you to see what we are up to, for us to get an early look in various problems.
The features:
Mob Sync. That means that EVERY actors position is synched.
Mod Sync (revamp): all mods are supported , unless they are not

A chatbox
What is to be in V, and was intentionally disabled and will be reenabled in future betas:
Name Sync, Race Sync,Equip Sync,Stat Sync,Health Sync
What is broken and will be fixed before next beta:
Moving to outside cells.
Please report any problems you encounter with Google Code:
http://code.google.c...ine/issues/list
Bugs intentionally not fixed for additional happyness while testing:
appearing after every chat line Also Remember:
THIS IS NOT PRODUCTION QUALITY CODE AND WILL LAG A LOT AND IS NOT TO BE USED FOR ENTERTAINMENT. USE 4.5-Repack instead if you want to have fun.
This thing will be improved a lot, and at the moment lags quite a lot over the internet (a LOT more actors synched) . Here are some tipps for performance:
- All clients should have 60fps. If you have more enable VSync in Settings. If you have less reduce settings or live with lag. This is because of the lack of interpolation (a.k.a. Data only gets sent out every frame, and the other clients do not reduce the lag any way) .
- Disable P2P applications
- Set Priority on Server and Client to high ( especially with server). You can do this in the taskmanager
The first client to connect will be master client ( he can see it in his console and on the server console) , the subsequent clients "passive clients".
These passive clients should open their console , enter "TAI" and press Enter for optimum performance and ideal conditions: This disables AI processing on them so that their own AI does not interfere with the master clients AI.
However, you have to note that at the moment the cells are not properly "purged"- some useless actors are still standing around without doing anything.
Please also note that this may look like a step back from 4.5 - it is feature-wise but coding and extendibility-wise this is a HUGE step forward. It constitutes thousands of hours of work by myself and countless nights spent in vain testing.
I spent a year on this and I hope to have it stable within the month.
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