Discussion in 'Release 32 Bug Forum' started by Attenwood, Jul 28, 2016.
Thanks @Attenwood and @DarkStarr!
Hehe, fix it before it becomes a self-inflicted ddos
Potentially hell! This is already preventing me from being able to even search for a lot. If I can't even look, how am I going to actually get a lot when I can't even wait in a scene without being disconnected every minute or so.
If this isn't fixed/reverted soon, I'll be leaving completely. There is no way we can wait another three months for a fix.
I read in chat that a new version of Unity was merged into the code base, because the recent fixes from @oneandonly had been integrated into it. If this is true, then it would appear my half-joking fear that it would break something else while fixing previous Linux bugs, was well founded. :-(
@Archer, DarkStarr said in previous page that a fix for this would be coming tomorrow morning.
The devs are *all over* the QA on R32. I'm really impressed with the commitment to getting this right.
Not trying to be a ****, but waiting more than a full day to patch this breaking bug is disappointing. If Linux is not going to be treated as a full supported platform, maybe it should have been labelled an "unsupported test build" that would not be treated with the same intensity as Win64. Then we would know what to expect, and either choose to play the game in Windows or not play at all (especially considering people have paid good money for the land rush and potentially cannot get their money's worth).
For that to happen we'd have to own a copy of Windows.
Well, yeah, that's exactly my point. I actually do own a copy, and could disrupt my entire computer to avoid this BS, but I really don't want to. Some don't even have that choice.
I think Linux support has actually been excellent on Portalarium's side (thank you folks! keep up the good work). It's not really their fault that Unity3D (on which this platform neutrality is based entirely) has seemingly not quite lived up to all their promises, and even on Unity's side I think the recent Linux woes have been a honest mistake -- NO commercial game engine producer wants to get a reputation of substandard service or quality on one of their major platforms, and Unity has specifically marketed itself as being head above others in platform neutrality.
That said, I too am a bit puzzled about this case. I mean, I know many developers play the game daily, but how many of them play it on a Linux rig? (How about OSX for that matter?) This kind of category "Oh S**t!" bug would be very quickly revealed just by playing on the "target" platform, which leads me to deduce (perhaps incorrectly) that this was not the case internally. So maybe this presents some ideas for improvement later on, but support itself has been very good.
Looking excellent here. I've been watching the network traffic. When I enter a scene with no other players. When players arrive and leave again. There are some spikes however they don't seem to be an issue and dramatically drop down after a moment. I'll keep watching. So far so good!
Sky and connection are good.
@Attenwood, now I'd like to bring your attention back to a couple of long standing issues. This video shows what I see when I run through a town. At first the problem is the broken guard model but at the end of the video you see the issue with imp pet decorations (this also occurs in adventure scenes with yellow flowers). If I turn off camera bloom then the white blob goes away. I would love to just be able to turn off camera bloom and say it's good but as soon as I change scenes, camera bloom is back on (although the checkbox is still unchecked).
Already reported here. There's a couple of these in Owl's Head.
And before that I reported it here. Before that I reported it during R32 QA. I reported the broken guard model literally months ago. The point of my post was a reminder.
And the point of my post was to link in to existing reports of the same issues.
I am trying guys. Just takes some time to work through all of the issues. The network issue was caused by the same floating point issue from before, although through a different Unity function. (Mathf.Appoximately). I have replaced our uses of this, and have notified the other programmers to take heed in the future. I will now run with OpenGL as my preferred renderer so I should be able to knock off some the long standing visual issues as well. I am also going to have Chris make a rig I can throw Linux on so I can have a permanent test / debug machine.
I, for one, welcome our One and Only true overlord!
Your work and effort are extremely appreciated, good sir.
Now go and fix the guards! *cracks whip*
Thanks for all you're doing for the Linux users.
Thank you very much for working on Linux fixes.
I'll just confirm that I also have these glowing white blobs on the yellow flowers while adventuring in scenes and on the Imp pets in/around player homes.
User Specs: 64bit Linux 4.7.1, Nvidia drivers 367.35 and 370.23, Beautiful graphical settings, 2560x1440 resolution.
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