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WarLight in Unity Alpha now available: 4/23/2017 20:48:37

Fizzer 
Level 64

Warzone Creator
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Huh, I wonder why I've never needed to turn that off? Streaming Chrome works fine for me with OBS.

Edited 4/23/2017 20:48:50
WarLight in Unity Alpha now available: 4/23/2017 21:26:20

Mike
Level 59
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Have this box unchecked as otherwise I have too much coil whine (very noticable with full SSD on laptop at night), so hope Unity will work fine with this setting off. Current WL doesn't lag whatsoever (and have notice no slowing down while browsing in general since unchecked).

Edited 4/23/2017 21:27:27
WarLight in Unity Alpha now available: 4/23/2017 21:33:12


TBest 
Level 60
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@Fizzer, maybe you are doing Display Capture? That works for me too, but on a Laptop that is not something I want to stream. One misclick and I have shown my name etc. Since I only have one Display....Display capture is unfortunately not a solution. (Cropping the Display is also an ugly solution, that kinda don't work either. Again due to space issues)

What I want is to do either Game Capture or Window capture. For those to work, I need to uncheck that box.
WarLight in Unity Alpha now available: 4/24/2017 16:17:56


ViralGoat 
Level 60
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The more I play the unity version, the more I miss the feature to see how many territories a bonus has while in attack mode. Having to switch from attack mode to inspect mode and back to attack mode just to see how many territories a bonus has is a major inconvenience. I could count them myself but in the Flash version it was there when clicking the bonus.

Fizzer, could you please add this information either as a new screen or to the tooltip? I think adding this information to the tooltip (when you hover over a bonus in attack mode) would be very easy.

Currently it displays how many armies per turn the bonus has. But that information is already available without hovering over the bonus number. Could you

- add a line saying how many territories that bonus has:
"Bonus name"
"X armies per turn"
"Y territories"
or
- replace "X armies per turn" with "Y territories for X armies per turn" or something like that

Edited 4/24/2017 16:21:55
WarLight in Unity Alpha now available: 4/26/2017 14:53:00


muddleszoom
Level 59
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fizzer when are you gunna stream next
WarLight in Unity Alpha now available: 4/27/2017 14:54:57


Zephyrum
Level 60
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The unity=1 thing is so convenient! Thanks fizzer.
WarLight in Unity Alpha now available: 4/27/2017 15:25:50

Fizzer 
Level 64

Warzone Creator
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A new version is out! Here's what's changed:

3.19.0.3 2017-04-27:
- Adjusted the way double-clicking to attack works to be more reliable and not select territories underneath.
- WebGL: Since Unity WebGL doesn't support copy/paste, I added a hacky way work around it. Pressing Ctrl+C will copy the text into a <textarea> so that you can then press Ctrl+C again to copy it for real. Pressing Ctrl+V will pop up a blank <textarea> so that you can paste the text for real. It's not perfect, but it's better than nothing.
- Copying chat by long-pressing the message now flashes the message instead of popping up an annoying alert.
- Fixed a bug that sometimes caused the attack-transfer dialog animation to glitch and show the wrong size for one frame.
- Fixed the wiki button next to Overridden Bonuses and Teams. Thanks to Derfellios for reporting this.

You can now also turn Unity on by default on this page: https://www.warlight.net/ChangeUnityWebGL
WarLight in Unity Alpha now available: 4/27/2017 16:30:08


TBest 
Level 60
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HYPE!

Also, seems clan icons are not being loaded in the players tab-in game, for WebGL.
WarLight in Unity Alpha now available: 4/27/2017 17:20:16

Fizzer 
Level 64

Warzone Creator
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seems clan icons are not being loaded in the players tab-in game, for WebGL.

What browser are you using? If you clear your cache (Ctrl+Shift+Delete) and refresh, does it fix it?
WarLight in Unity Alpha now available: 4/27/2017 17:51:08


Rento 
Level 61
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They don't show on Chrome for me, but do for Firefox.

Clearing cache doesn't fix it.

Edited 4/27/2017 17:58:50
WarLight in Unity Alpha now available: 4/27/2017 21:57:58

Fizzer 
Level 64

Warzone Creator
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They don't show on Chrome for me, but do for Firefox.

Clearing cache doesn't fix it.

Can you try this, on the page with the broken clan icons:

1. Clear your cache (ctrl+shift+delete, check the "cache" box and be sure it's set "for all time")
2. Press F12 to open the debugging tools
3. Click to the Console tab
4. Refresh your browser

Once the page loads, assuming the clan icons again don't appear, please copy/paste everything in the console tab and send it to me at fizzer@warlight.net. This will allow me to see why the request for the icon image is failing.
WarLight in Unity Alpha now available: 4/27/2017 22:33:14


Zephyrum
Level 60
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@fizzer:

Doing shift+enter (as in, enter a line) acts as just hitting enter in the chatbox.

So for example I can't send split messages like:

Zephyrum: hello
pretty
ladies

Instead, it sends like this:

Zephyrum: hello
Zephyrum: pretty
Zephyrum: ladies

Is it possible to make shift-enter work the old way?
WarLight in Unity Alpha now available: 4/27/2017 22:47:43


l4v.r0v 
Level 59
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Whoa. Just noticed there's a WebGL client. Awesome work, Fizzer!

Is there a way to disable the splash screen ("Made With Unity"?)
WarLight in Unity Alpha now available: 4/27/2017 23:11:38


Rento 
Level 61
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Strange thing. I cleared my cache and refreshed the first time - didn't help. Second time - didn't help. When I refreshed the page with console tab open, clan icons appeared.

But I'm sending you the log anyway, as they are 4 ERRORS of some kind, so it might be useful to you.
WarLight in Unity Alpha now available: 4/27/2017 23:38:57


Rento 
Level 61
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It worked for some time, now there's no icons again :( Do you want another log, Fizzer? If yes I'll send you one tomorrow.
WarLight in Unity Alpha now available: 4/28/2017 00:15:51

Fizzer 
Level 64

Warzone Creator
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Is it possible to make shift-enter work the old way?

Yeah, I should be able to do that. I'll add it to the list.

Is there a way to disable the splash screen ("Made With Unity"?)

Eventually this will go away, yes. This appears now since I'm using the free version of Unity, and it costs money to get rid of that. Before the official launch, we'll will upgrade to the paid version to get rid of the splash screen, since I care about making the game load quickly. It's a monthly fee though so I want to wait as long as possible :)

It worked for some time, now there's no icons again :( Do you want another log, Fizzer? If yes I'll send you one tomorrow.

Yes, please send me a log of the icons not loading. I see the log you sent but in that one the icons loaded fine.

Also, are you switching back and forth between the Flash version and the Unity version? I have a theory on why this happens, and it might be related to having Flash request the icon file, your browser cache it, then Unity tries to load them out of cache.
WarLight in Unity Alpha now available: 4/28/2017 11:10:35


Sephiroth
Level 61
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  • clicking on the back arrow on the top left of a game takes you to the unity game input dialog instead of the website's game browser
  • "Q" and "A" shortcuts work for moving through turn phases, but "Z" doesn't work anymore to commit
  • double clicking to issue an attack doesn't work
  • clan logos are not rendered correctly
  • the timer in RT games isn't noticeable enough
  • high resolutions (i.e. 1920x1080) the chat is ridiculously large. Also it is very hard to open it with the mouse because the button is at the very bottom of the page and it could trigger the start bar for the users that hide it. It would be nice to be able to unanchor it and resize it without having the map shrink



Btw this worked for me to load clan icons:

- open the Dev Tools (Ctrl+Shift+J or F12)
- go to the Network tab
- hit F5
- now right click on any file in the network tab and click "Clear Browser Cache"
- hit f5
- close the Dev Tools (Alt+F4)

Edited 4/28/2017 12:12:02
WarLight in Unity Alpha now available: 4/28/2017 12:35:27


Rento 
Level 61
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1. Clearing cache seems to solve the problem everytime now. I don't know why it didn't work for me before, I've probably ballsed something up.

Fizzer, your theory seems to be true. I checked it this way: cleared browser cache, then opened only some of my games on flash. Switched to Unity, loaded the same games. No clan icons. I load my other games: I see clan icons, but only those that weren't loaded in Flash.

I believe this error is the culprit:

XMLHttpRequest cannot load https://s3.amazonaws.com/data.warlight.net/Data/Clans/73/Icon/403542625.png. No 'Access-Control-Allow-Origin' header is present on the requested resource. Origin 'https://www.warlight.net' is therefore not allowed access.

2. Games in Unity load super long for me when entering from Dashboard. It's 20 seconds of looking at a grey screen (I watched the clock), then Unity logo, then it's loading the game and downloading the map. When I finally load the game and go to others via "next game" button, it loads quickly. With Console open, I realised it's probably because of these errors I sent you earlier in mail. Some stuff loads, few seconds pause, error, some stuffs loads, pause, error etc. I repost these errors here:

blob:https://www.warlight.net/31788829-3138-4391-812f-20fcf112fa83:2 Could not set cursor due to exception TypeError: Cannot read property 'length' of null

UnityLoader.js:1 writeStringToMemory is deprecated and should not be called! Use stringToUTF8() instead!

blob:https://www.warlight.net/31788829-3138-4391-812f-20fcf112fa83:2 Could not set cursor due to exception TypeError: Cannot read property 'length' of null

Edited 4/28/2017 12:37:22
WarLight in Unity Alpha now available: 4/28/2017 13:24:44

Fizzer 
Level 64

Warzone Creator
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clicking on the back arrow on the top left of a game takes you to the unity game input dialog instead of the website's game browser

Yeah, it's a temporary placeholder. This will eventually get fixed up.


"Q" and "A" shortcuts work for moving through turn phases, but "Z" doesn't work anymore to commit
double clicking to issue an attack doesn't work

It works, you just have to press "A" while in attack phase and then press "Z". It's set up to mimic the same hotkeys that Flash used so that people don't have to re-train themselves.

the timer in RT games isn't noticeable enough

How so? I thought it was the same as Flash.


clan logos are not rendered correctly

I believe this error is the culprit: No 'Access-Control-Allow-Origin' header is present on the requested resource

The confusion for me is that the Access-Control-Allow-Origin header is there. I've verified that when Unity requests the image, that header is there and set properly, yet this error still appears.

The thing is that the CDN only sends down that header when the "Origin" header is sent up by the client. Unity always sets the Origin header, so it shouldn't be an issue.

I think what's going on here is that when Flash requests the file, it doesn't set the Origin header. Therefore, Chrome caches the image and notes that the Access-Control-Allow-Origin header is not present in cache. Then when you switch to Unity, it notices it has it in cache so it doesn't do the request. The problem is the cached version is missing the crucial header, and Chrome isn't smart enough to realize that the cache is invalid due to the missing Origin header.

It might be this bug, which was reported to Google years ago but they refuse to fix: https://bugs.chromium.org/p/chromium/issues/detail?id=409090

I'll try to fix this by adding a querystring to the request only in Unity, ex: "?Unity=1". This way, as far as the browser is concerned, it's requesting a different file and won't use the cache.
WarLight in Unity Alpha now available: 4/28/2017 13:43:13

Fizzer 
Level 64

Warzone Creator
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Games in Unity load super long for me when entering from Dashboard.

There are a few components here.

First, there's the download speed, which is dependent on your internet speed. While the Flash download was 5mb, the Unity download is 27mb. This is because the Unity client is plugin-free, which means it must download the entire engine from the website, whereas with Flash a lot of the assets were already pre-installed on your PC when you downloaded Flash. Also the Flash download is currently delivered through a CDN, whereas the Unity app is delivered from S3, which isn't quite as fast or close to you geographically. It will be moved to a CDN before launch.

Just like Flash, this download only has to happen once per each time that I update the app, and it will be cached by your browser (plus Unity has its own caching system in IndexedDB even if your browser expires it).

Second is the "Made with Unity" splash screen which wastes a few seconds. This will be going away before launch.

Third is the loading time, between when the download finishes and when the splash screen starts. This is dependent mostly on your CPU speed. On my PC, it's about 4-5 seconds in FireFox and about 8-9 seconds in Chrome. I was pretty disappointed with theses numbers, but there are several things coming that will improve it.


  • Brace yourselves, WebAssembly is coming. WebAssembly is an emerging technology that promises to increase the loading speed of javascript-heavy pages drastically. But we have to wait for browsers and Unity to fully adopt and optimize it. They've all committed to the project so things are happening. See http://webassembly.org/ for more. FireFox, Chrome, and Unity already have experimental versions of this, but they're still buggy so I haven't enabled it yet.
  • As noted above, Chrome is about twice as slow as FireFox. So switching to FireFox is recommended. Make sure to get the 64 bit version if you're on a 64 bit OS.
  • Unity is optimizing more for WebGL. It's already gotten a lot better in the past couple releases (you should have seen how slow it was in 5.4, we're in 5.6 now), so I expect that it will keep getting better in future releases.
  • The Large-Allocation header is coming, which will improve the speed even further. Only FireFox supports it so far, but it won't be turned on until all the major browsers support it. https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/Large-Allocation
  • There are things I can still do that might make the app smaller and decrease the loading speed more.
  • You can try decreasing the memory allocation on the Settings tab. The more memory you allocate, the longer it will take to load. Feel free to experiment, but if you go too low you'll get Out of Memory errors.
  • Eventually the Unity app will have a full games browser, open games page, etc. This means you'll only have to load the app once and can navigate around everything within one session rather than having to load it once per game as you do on the website now. This won't help for the first load but it will make it so you only have to load it once.


The hope is that before it launches, it will load drastically faster.

Edited 4/28/2017 13:52:26
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