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en:games:star_trek_armada_1:de-sync_and_crash_test [2024-02-28-17-12] – [Using Transwarp Gate (Semi-Confirmed)] 7saturnen:games:star_trek_armada_1:de-sync_and_crash_test [2024-03-03-09-25] (current) – [IPX Server] 7saturn
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   * Using [[Transwarp Gate]]: This one is a little bit peculiar, as it does not happen right away and not always. Once a player uses the TWG, the game still continues. But at some point it just crashes. This may also happen at the very moment a TWG is used, but it is not a necessity.   * Using [[Transwarp Gate]]: This one is a little bit peculiar, as it does not happen right away and not always. Once a player uses the TWG, the game still continues. But at some point it just crashes. This may also happen at the very moment a TWG is used, but it is not a necessity.
   * Using a lot of [[Ultritium Burst]] cast at the same time (e.g. an entire 8 Diamond squad) is reported to cause crashes, but not always.   * Using a lot of [[Ultritium Burst]] cast at the same time (e.g. an entire 8 Diamond squad) is reported to cause crashes, but not always.
-  * [[Self-Destruct]] used after getting affected by [[Holo-Emitter]] is said to cause crashes (source is player //Nic4747//). Further testing should give information on how likely that is.+  * [[Self-Destruct]] used after getting affected by [[Holo-Emitter]] is said to cause crashes (source is player //Nic4747//). At the moment the evidence does not support that, but there is a smaller chance that this is real. 
 +  * Issuing alert status changes after getting affected by [[Holo-Emitter]] is said to cause crashes (source is player //Nic4747//). At the moment the evidence does not support that, but there is a smaller chance that this is real.
   * Changing the alert level while being affected by Holo-Emitter is also said to cause crashes (source is player //Nic4747//). This definitely requires some testing as changing alert level after being hit by Holo Emitter is actually a standard move, if the player still controls the affected units.   * Changing the alert level while being affected by Holo-Emitter is also said to cause crashes (source is player //Nic4747//). This definitely requires some testing as changing alert level after being hit by Holo Emitter is actually a standard move, if the player still controls the affected units.
 ==== Test Results Crashes ==== ==== Test Results Crashes ====
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 == Known Facts SD+HE == == Known Facts SD+HE ==
 A test was conducted on map //2duel.bzn// (//On The Ready Line//), eight [[Negh'Var]] ships were destroyed one by one, by using [[Self-Destruct]]. While the Self-Destruct was already under way, [[Holo-Emitter]] was cast by an opposing ship, leaving the Negh'Vars affected by and destroyed while so. The result was uneventful each time. The Self-Destruct took its normal course of action. A test was conducted on map //2duel.bzn// (//On The Ready Line//), eight [[Negh'Var]] ships were destroyed one by one, by using [[Self-Destruct]]. While the Self-Destruct was already under way, [[Holo-Emitter]] was cast by an opposing ship, leaving the Negh'Vars affected by and destroyed while so. The result was uneventful each time. The Self-Destruct took its normal course of action.
 +
 +Another seemingly successful attempt was made by player //nic4747//, as shown in this video: https://www.twitch.tv/videos/2079696018 But this time it was [[Shadow]] vs. [[Cube]] and the Holo-Emitter was issued twice after issuing Self-Destruct.
  
 **Important notice**: Self-Destruct could not be cast, while already under the influence of Holo-Emitter. So in a normal match, the order can only be like casting Self-Destruct and then being affected by Holo-Emitter. This leaves an interesting edge case that could be a race condition: If the Self-Destruct is issued at the same time while Holo-Emitter is cast, the player using Holo-Emitter might get the information a tad to late, so that from their perspective they issue Holo-Emitter and the opponent still casts Self-Destruct. Maybe this is the cause for the reports of that problem. But this would imply, that this is a rather rare event, as hitting this exact time frame, while casting Self-Desctruct may be a problem, is highly unlikely. **Important notice**: Self-Destruct could not be cast, while already under the influence of Holo-Emitter. So in a normal match, the order can only be like casting Self-Destruct and then being affected by Holo-Emitter. This leaves an interesting edge case that could be a race condition: If the Self-Destruct is issued at the same time while Holo-Emitter is cast, the player using Holo-Emitter might get the information a tad to late, so that from their perspective they issue Holo-Emitter and the opponent still casts Self-Destruct. Maybe this is the cause for the reports of that problem. But this would imply, that this is a rather rare event, as hitting this exact time frame, while casting Self-Desctruct may be a problem, is highly unlikely.
 == Recommendation Self-Destruct While Affected by Holo-Emitter == == Recommendation Self-Destruct While Affected by Holo-Emitter ==
 +At this time, no recommendation can be given, except that maybe further testing is required. Test-Suggestion: A clean match, Shadow vs. Cube and the Holo-Emitter gets issued at least twice after issuing Self-Destruct on the Cubes.
 +=== Changing Alert Status While Under the Influence of Holo-Emitter (Still Investigated) ===
 +== Known Facts AS+HE ==
 +A test was conducted on map //2duel.bzn// (//On The Ready Line//), two different [[Negh'Var]] ships were used to change the alert status (into random directions, simply pressing the buttons in a random order) while [[Holo-Emitter]] was already affecting them. The result was uneventful each time. The alert status was simply changed and the match went on.
 +== Recommendation Alert Status Change While Affected by Holo-Emitter ==
 At this time, no recommendation can be give, except that maybe further testing is required. At this time, no recommendation can be give, except that maybe further testing is required.
 === Using Other Super Weapons (Rebutted) === === Using Other Super Weapons (Rebutted) ===
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   - The [[en:gaming_platforms:world_opponent_network|WON]], which got shut down, so is not usable any longer.   - The [[en:gaming_platforms:world_opponent_network|WON]], which got shut down, so is not usable any longer.
   - TCP, which only works on the same network, making [[en:network_terms:VPN]] use mandatory for matches via the internet.   - TCP, which only works on the same network, making [[en:network_terms:VPN]] use mandatory for matches via the internet.
-  - IPX, similar to TCP but not available natively from Windows Vista on. See [[setting_up_matches#Using Ipx|]].+  - IPX, similar to TCP but not available natively from Windows Vista on. See [[setting_up_matches#Using IPX]].
  
 There are currently efforts made to determine how reliable the IPX-via-UDP wrapping method in conjunction with [[https://github.com/solemnwarning/ipxwrapper|Daniel Collins']] wrapper and [[https://github.com/steveschnepp/ipxserver|A Perl RFC 1234 IPX server]] is. There are currently efforts made to determine how reliable the IPX-via-UDP wrapping method in conjunction with [[https://github.com/solemnwarning/ipxwrapper|Daniel Collins']] wrapper and [[https://github.com/steveschnepp/ipxserver|A Perl RFC 1234 IPX server]] is.
en/games/star_trek_armada_1/de-sync_and_crash_test.1709136766.txt.gz · Last modified: 2024-02-28-17-12 by 7saturn

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