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 Post subject: Re: Onlink Progress (blog?) (Last updated 18 Feb - PM)
PostPosted: Fri Sep 28, 2012 3:55 am 
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Joined: Sat Jun 06, 2009 1:21 am
Posts: 581
Sweeeet

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 Post subject: Re: Onlink Progress (blog?) (Last updated 18 Feb - PM)
PostPosted: Sat Sep 29, 2012 10:49 am 
 

Joined: Mon Jul 02, 2012 7:20 am
Posts: 78
Very nice.


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 Post subject: Re: Onlink Progress (blog?) (Last updated 18 Feb - PM)
PostPosted: Sun Sep 30, 2012 4:14 pm 
 

Joined: Wed Feb 16, 2011 4:47 pm
Posts: 182
Here's the latest result on the new savegame speed:

first save goes down from [18-23] to [9-13] seconds on first synchronisation. Subsequent sync are still [0.007-0.015] seconds.

That improvement is all thanks to a bug fix.


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 Post subject: Re: Onlink Progress (blog?) (Last updated 18 Feb - PM)
PostPosted: Mon Oct 01, 2012 11:58 am 
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Joined: Tue Mar 02, 2010 4:55 pm
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AOL: superactor001
Location: Everywhere and nowhere... But also right behind you and watching you in your sleep >.>
Mc2m: any idea on a potential release date?

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 Post subject: Re: Onlink Progress (blog?) (Last updated 18 Feb - PM)
PostPosted: Mon Oct 01, 2012 1:50 pm 
 

Joined: Wed Feb 16, 2011 4:47 pm
Posts: 182
Not sure, Debug takes time. The best way to know is to check bugzilla. We are close though ;).


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 Post subject: Re: Onlink Progress (blog?) (Last updated 18 Feb - PM)
PostPosted: Wed Oct 03, 2012 12:38 pm 
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Joined: Tue Mar 02, 2010 4:55 pm
Posts: 265
AOL: superactor001
Location: Everywhere and nowhere... But also right behind you and watching you in your sleep >.>
Ok... Albeit i haven't had the best history in the forums, i'd be glad to help any way i can. I can beta test, or design segments of code (even if you just give me a task and not the entire source. I'm good at self-sustaining functions, albeit that obviously depends on knowing how you want it to interact with the code) And I don't think anyone addressed it, but when you release the new version, are you just gonna upload it to the forums since *mod.net is out?

(EDIT: ) I think i need to add: I'm perfectly willing to complete any tests you wish for me to do... Unless it involves OSX-specific code, although if my reading is correct, Miah has been compiling the versions for OSX. I do have a (slightly dated) MacBook Air with Snow Leopard... I refuse to upgrade to Lion. I need Rosetta for the moment, until i get my Powerbook back up and running (and probably after that. I love Snow Leopard... You can't run a lot of my applications on Lion... ZFor instance, Final Cut Pro 7. I'm at a trade school half day for the entertainment industry... Anyway, i think thats enough of an information flood... The operating systems i have at my disposal are (grouped by computer, with hardware specs):

unit 1: desktop, 3-ghz, 12-core AMD Phenom with 2 GB's of RAM, nVidia 6600 ultra graphics card, 3 hard drive setup (built by me)
systems:
linux: fedora 16 x86_64, kubuntu 12.04 x86_64, OpenSUSE 12.2 x86_64(my favorite)
unix: FreeBSDx86_64, OpenBSD x86_64
windows: windows 7 x86, windows 8 x64 (release preview. Total crap, btw. The only good thing was the increased XP compatibility), xp (pro and x64), 2000 pro (obviously x86. 2000 never had a 64-bit version) , and 98 (haha, this was just for giggles, but it's usable... Just in case you want to test backwards compatibility)

unit 2: ASUS K73E (unmodified.)
windows: windows 7 x86, windows xp x64
linux: OpenSUSE (always at factory. This is always testing Dev packages)

unit 3: Macbook Air 3 (13 inch)
OSX: 10.6.8
rEFIt installed, and 128 gigs of free space on the hard drive.

All of these have a development environment, but i usually use my desktop under OpenSUSE with gcc...

I apologize if this post is annoyingly long...
(edit 2:) I also forgot to state: i bought a DevCD off of ebay... So i DO have a legal DevCD

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 Post subject: Re: Onlink Progress (blog?) (Last updated 18 Feb - PM)
PostPosted: Fri Oct 05, 2012 7:57 am 
 

Joined: Wed Feb 16, 2011 4:47 pm
Posts: 182
Two reasons for why we won't recruit you:

1. viewtopic.php?p=16509#p16509 . And yes, that sticks forever.
2. we have enough of "give me something to do" people.

I could add a lot more but this is enough for one day.

We'll see about the release of the next version later but I bet we'll just update the updater ;).

Now the good part. I fixed the game loading and have the current speed results. we have a nice 0.5-0.8 seconds for a new savegame (that the speed you'll get). I didn't do any optimization yet but I have some in mind ; we'll see how that goes.I don't currently know the curve over long term but it'll come around soon.

Also, I apologies to the professional for not giving something better than time estimation on my computer but I haven't come up with better performance measurement yet. All I can tell is that there's around 25000 rows being saved/loaded on that time which is satisfying.


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 Post subject: Re: Onlink Progress (blog?) (Last updated 18 Feb - PM)
PostPosted: Fri Oct 05, 2012 2:15 pm 
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Joined: Tue Mar 02, 2010 4:55 pm
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AOL: superactor001
Location: Everywhere and nowhere... But also right behind you and watching you in your sleep >.>
Fine. Your loss. I'm a great programmer. But at least the savegame issues were fixed...

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 Post subject: Re: Onlink Progress (blog?) (Last updated 18 Feb - PM)
PostPosted: Sat Oct 06, 2012 7:15 pm 
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Quote:
Fine. Your loss. I'm a great programmer.
"It takes a lifetime to build a good reputation, but you can lose it in a minute."

-Will Rogers

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 Post subject: Re: Onlink Progress (blog?) (Last updated 18 Feb - PM)
PostPosted: Sun Oct 07, 2012 9:41 pm 
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Joined: Tue Mar 02, 2010 4:55 pm
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AOL: superactor001
Location: Everywhere and nowhere... But also right behind you and watching you in your sleep >.>
Quote:
Quote:
Fine. Your loss. I'm a great programmer.
"It takes a lifetime to build a good reputation, but you can lose it in a minute."

-Will Rogers
"you never lose what you never truly had in the first place"

-Me. If thats a real quote, i'll eat my pants.

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 Post subject: Re: Onlink Progress (blog?) (Last updated 18 Feb - PM)
PostPosted: Fri Oct 12, 2012 4:27 am 
 

Joined: Wed Feb 16, 2011 4:47 pm
Posts: 182
Some quick news...

mouse's wheel can be used in interfaces with a scrollbox now.
Right clicking on an interface at the right of the screen closes it (or return to the previous screen for missions and messages).

Fixed a lot of bugs already. I still haven't manage to go through the whole game without a crash but we're close.


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 Post subject: Re: Onlink Progress (blog?) (Last updated 18 Feb - PM)
PostPosted: Fri Oct 12, 2012 5:26 am 
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Joined: Sat Jun 06, 2009 1:21 am
Posts: 581
Quote:
mouse's wheel can be used in interfaces with a scrollbox now.
I LOVE YOU :D

This was seriously my biggest bone to pick with Uplink. EVER.

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 Post subject: Re: Onlink Progress (blog?) (Last updated 18 Feb - PM)
PostPosted: Sat Oct 13, 2012 12:43 pm 
 

Joined: Wed Jul 20, 2011 3:23 pm
Posts: 40
I'm very excited and I'm sure the rest of us are too to hear that there's so much development happening with Onlink! Thanks very much to m2cm and all other devs.


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 Post subject: Re: Onlink Progress (blog?) (Last updated 18 Feb - PM)
PostPosted: Tue Dec 04, 2012 3:23 pm 
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Joined: Sat Nov 17, 2007 8:45 am
Posts: 203
*prepares the bottle of champagne* ^v^ Yay!


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 Post subject: Re: Onlink Progress (blog?) (Last updated 18 Feb - PM)
PostPosted: Fri Dec 07, 2012 11:31 pm 
 

Joined: Fri Dec 07, 2012 11:09 pm
Posts: 2
Doing my kinda-annual Onlink checkup, thrilled to see stuff has been happening! It's great that there's been progress.

Strangely (or not so strangely) enough, it seems my old forum account disappeared at some point in the years of not posting. Confused me when I went to log in.

By the by, is there any IRC channel you guys are using these days? 2600 was empty when I popped in a second ago.


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