The return of the son's vengeance*** skip to the next section if you just want development news ; this is the Calimero section ***Calimero.jpg
So so so, more than 1 month since the last post in this mini-blog... I'd want to say that time flies, but actually it feels like many months since the last post for me, as I always have a ton of things to do...
Let's have a look at my agenda for these past 2 months, with on the right, for comparison, the one from September last year :
2020-11 - Agenda.jpg
To be fair, now I try to also mark down when I go to the supermarket so I get a better idea of how much time I'm losing with all these appointments, errands, and this kind of stuff...

Each blue line makes me lose on average more than 1 hour, so as you can see my development work time has been seriously hit in these pasts 2 months. I have less stuff planned for the upcoming months though, partially thanks to the new lockdown in place since a few days in France...

And so on top of that it still doesn't get much better with my sons : the big one is still a rebel without a cause nor a pause, although he calmed down a bit, mostly because he can play for a longer period of time by himself. During the holidays, it's still far from enough, so he took a lot of my time, and tired me like hell, especially as his grandmother couldn't take care of him too much, coz he starts to make her too tired too.

(so I direly hope they won't close the schools during the lockdown)
The smaller one isn't that small anymore and he really very wants to discover the world, which is good for his development but not for mine (third league pun intended

), so I try to take care of him a bit more than before to make him walk around & stuff (as his mum doesn't like to do that much

).
And to top all that, my work SDD died last week. It was a Crucial 2TB. I had bought 3 of them 1 year and half ago (so I could do a ton of backup in silence

). The 1st one died in last April. This is the 1st time I get such a high rate failure, and now I expect the 3rd one to die within a few months (likely after the 2-year warranty will have ended, though

). But that last one is only a backup of the 1st one, so its loss will not impact me like the 2nd one loss.
For that one, fortunately, I backup most of my work in several different places, so I could restore most of it very quickly. After I had to reinstall several softwares, with some of them being really not happy to not find the files that were supposed to be still installed, so I had to sweat to find a way to reinstall them : I ended installing some of them on my 2nd PC and then copying over the files to my main PC. The software engineers who have designed install software that can fail as soon as the installed files are lost should be tarred and feathered..!

And finally, I found out I didn't really back up everything correctly, so I had to dig into my old work PCs & drives to restore a few special files & setup...

So I lost likely a bit less than 2 days on all that.
And all in all, with all the sh*t coming at me, I'm getting f*cking exhausted. Also probably because I took like 1 or 2 half-days of rest since I got sick on last January, which is clearly not enough...

So I rested another 2 half-days... I can't afford to rest a full day as long as I have kids at home...
"Hello, I'm Darren Kilfara ! Next !"So anyway, since the last post, I did everything planned (except for the updating system), but it took me more time than hoped, like very often.
The main part was of course to put the basic system in place for the commentaries.
It has met an unexpected problem, though (of course !) : despite recording everything in relatively similar conditions, there were some big discrepencies in the sound volume of the different comments. There are more than 10'000 of them, so it'd have been a titanic stack, if not impossible, to level them manually.
Fortunately, after have scratched my head for a couple of days, I found out tools to do loudness normalization. If you're an sound engineer you might be well aware of that, but for me it was a relatively foreign domain. I knew only MP3gain and it was not perfect. Nor are the results here, but it's damn pretty close : now, I will only have to boost a bit the biggest exclamation comments and it should be ok.
So now if you launch the game and go to the Audio menu, you'll see this :
2020-11 - Menu - Commentary Download.jpg
The system is very rudimentary, as I organized the comments only by their winner / error / service context, which means if you try them you'll hear greatly inappropriate things ; eg: "
this was a very well touched drop shot" right after a 150-km/h forehand acceleration winner.
But it's enough to get a sense of the final result, and it should be pretty nice as
Darren put great care in crafting all his comments.
However, to reach that final result, I likely have 1 big month of hard work to add the many, many cases to handle all the different specific comments, so I'll do that next year, because right now, the priority is on the Online mode.
Network LimboBut of course, here again, it's sh*tty land.
Unity, the engine I'm using, has been quite poor on the network side for a decade, and now it's probably in its worst state ever.
The last solution they implemented is not supported since more 2 years, and the new one isn't done yet. At 1st, I thought I'd just pick up a 3rd-party solution : they are plenty of them, and one seems to do pretty much what I need (something very low level but still handling correctly all the basics).
But there was a catch : the network library shipped in the game has to be certified by Sony & Microsoft to allow the release of the game on their console..!

It seems I could get that certification by myself, but I have 0 idea of how long it'd take ; maybe it's 2 weeks of work, maybe it's many months. So I'm stuck.
The only reasonable solution in sight thus is to use the previous Unity network library, as it's still accepted by Sony & MS. However, it may change in the near future if the new library is finally done by Unity. And there's a problem with this one : it's pushing a server-client architecture and completely dropped the P2P support of their previous solution, which is the architecture I'm using for TE. It wouldn't be a total show-stopper as it might be possible to stick the TE protocol over the server-client structure without performance cost (if their stuff is well designed, which is not a taken), but that would still put uncertainity on the whole thing on one side, and on the other one, it'd be the doom of the online doubles with 4 separated PCs/consoles ; not that I intended to do it, but still, I'd like that possibility to be still open if I ever want to do it one day...

Anyway, that's where I stand today.
I'm going to try to get a bit more info to see where I'm going to head, but there's 1 sure thing right now : I have to design my code so it'll support as easily as possible a change of network library...

And right now, I'm finally going to try to integrate that patch system so it'll be easier & faster to update the game, which is indispensable for the online mode to survive more than 2 days of gameplay update...

Cu next time for more headache news..!
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