Hint about next patch from Egosoft? CBJ just posted this...
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Angry non-professional fans ALLWAYS know best solution to everything! ^^
Still. ONE QUESTION STANDS and we deserve an answer.
"Fleet commands, when?"
This alone could be considored a "content patch" as it gives us something to do with things we have and can build. While there are station manager AI-issues etc, they work "somewhat" but OUR (COMBAT)SHIPS DO NOT WORK, AT ALL.
Still. ONE QUESTION STANDS and we deserve an answer.
"Fleet commands, when?"
This alone could be considored a "content patch" as it gives us something to do with things we have and can build. While there are station manager AI-issues etc, they work "somewhat" but OUR (COMBAT)SHIPS DO NOT WORK, AT ALL.
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I am not addressing you as a moderator nor as an employee of Egosoft. I want the CBJ the gamer answer.CBJ wrote:I see we are back to certain people thinking they know better and dismissing everything anyone from Egosoft says as lies or incompetence. Under the circumstances there is very little point in me engaging further in this thread.
Profilers have posted evidence contrary to your previous post, to the effect that 2/3 of all CPU utilization revolve around those XML files in some way on the main thread. Do you have a profile report that contradicts that?
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I have not looked into those posts, nor have I profiled the application myself.khartsh wrote:I am not addressing you as a moderator nor as an employee of Egosoft. I want the CBJ the gamer answer.CBJ wrote:I see we are back to certain people thinking they know better and dismissing everything anyone from Egosoft says as lies or incompetence. Under the circumstances there is very little point in me engaging further in this thread.
Profilers have posted evidence contrary to your previous post, to the effect that 2/3 of all CPU utilization revolve around those XML files in some way on the main thread. Do you have a profile report that contradicts that?
I can tell you however that both internal AND external profilers can be extremely misleading because they get in the way of execution of the threads they're profiling.
[Edit:] In fact I've seen this happen on XML loading processing more than anything else. Turned out that sans profiler the XML loading finished in less than a second and the actual problem was somewhere completely unrelated. [/Edit]
They are meaningless without diving into the code itself and toying with it until the truth unveils itself. Profilers are simply a clue, not the answer.
To say otherwise is to show your ignorance, as is saying CBJ doesn't know what's going on. I guarantee you as a senior developer myself that whatever profilers the gamers are running are a waste of time.
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Well I thank-you for explaining, I just put two and two together and thought that it was the XML causing the slowdown's. If youre saying thats not the cause, then I believe you CBJ. Thanks.CBJ wrote:I see we are back to certain people thinking they know better and dismissing everything anyone from Egosoft says as lies or incompetence. Under the circumstances there is very little point in me engaging further in this thread.
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That quote has nothing to do with you Roguey, CBJ post was referring to Kharths post. CBJ was referring to your posts in:Roguey wrote:Well I thank-you for explaining, I just put two and two together and thought that it was the XML causing the slowdown's. If youre saying thats not the cause, then I believe you CBJ. Thanks.CBJ wrote:I see we are back to certain people thinking they know better and dismissing everything anyone from Egosoft says as lies or incompetence. Under the circumstances there is very little point in me engaging further in this thread.
"The work alluded to in that post is related to reducing some memory overheads, not to the 64-bit version. We are, of course, working on the 64-bit version, as Bernd stated in the most recent update, but that's not slated for release as part of the next patch.
Regarding XML files, Roguey, I'm afraid you are quite simply wrong. Of course XML files are loaded and converted into internal formats for use in-game. We are not continuously reading data direct from XML thousands of times per frame"
and:
"The poster did say that that data needed to be taken with a pinch of salt, and he's right. I'm not going to go into detail but asynchronously loading files on asset management worker threads is pretty standard stuff.
Where you went wrong after that is when you made the leap from the game loading XML files to it continuously referencing data contained in those files in XML form every time it wants something from them, which quite simply isn't the case"
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Nearly the end of the month so I take it your squeezing out a beta for Friday/Saturday?
Or Next week?
Or Next week?
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My most annoying Bugs list 8.00 {Beta 1]
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I think Roguey was responding to the post where CBJ said he was "Wrong"santi wrote:That quote has nothing to do with you Roguey, CBJ post was referring to Kharths post. CBJ was referring to your posts in:Roguey wrote:Well I thank-you for explaining, I just put two and two together and thought that it was the XML causing the slowdown's. If youre saying thats not the cause, then I believe you CBJ. Thanks.CBJ wrote:I see we are back to certain people thinking they know better and dismissing everything anyone from Egosoft says as lies or incompetence. Under the circumstances there is very little point in me engaging further in this thread.
"The work alluded to in that post is related to reducing some memory overheads, not to the 64-bit version. We are, of course, working on the 64-bit version, as Bernd stated in the most recent update, but that's not slated for release as part of the next patch.
Regarding XML files, Roguey, I'm afraid you are quite simply wrong. Of course XML files are loaded and converted into internal formats for use in-game. We are not continuously reading data direct from XML thousands of times per frame"
and:
"The poster did say that that data needed to be taken with a pinch of salt, and he's right. I'm not going to go into detail but asynchronously loading files on asset management worker threads is pretty standard stuff.
Where you went wrong after that is when you made the leap from the game loading XML files to it continuously referencing data contained in those files in XML form every time it wants something from them, which quite simply isn't the case"
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I really do not understand why Egosoft can't (or wouldn't) inform us - customers - more often.
For example why in some topic (maybe in beta forum) at end of week some developer did not write progress about what is done?
Something like this:
WEEK 1:
• Added logbook entries for refuelling, trade and building.
• Added call from manager when a station is low on credits.
• Added ship name when player gets a call requiring a response from a player owned ship.
• Fixed a cause of occasional crashes when loading savegame.
• Fixed a cause of occasional crashes during large battles.
WEEK2:
• New Feature: Smalltalk reward allowing you to receive trade offer updates for a station remotely. • Added logbook entries for refuelling, trade and building.
• Added call from manager when a station is low on credits.
• Added ship name when player gets a call requiring a response from a player owned ship.
• Fixed a cause of occasional crashes when loading savegame.
• Fixed a cause of occasional crashes during large battles.
• Fixed another cause of the game hanging after Alt-Tab.
• Added prices for small ships so that these can now be sold.
• Cargo value is now taken into account when selling a ship; you get roughly half it's value.
• Fixed price calculations for intermediate wares.
• Fixed two causes of disappearing ships and one of ships ending up in strange places.
WEEK3:
• New Feature: Player-owned ships and stations can now be renamed.
• New Feature: Smalltalk reward allowing you to receive trade offer updates for a station remotely.
• Added logbook entries for refuelling, trade and building.
• Added call from manager when a station is low on credits.
• Added ship name when player gets a call requiring a response from a player owned ship.
• Fixed a cause of occasional crashes when loading savegame.
• Fixed a cause of occasional crashes during large battles.
• Fixed several other causes of occasional crashes.
• Fixed another cause of the game hanging after Alt-Tab.
• Added prices for small ships so that these can now be sold.
• Cargo value is now taken into account when selling a ship; you get roughly half it's value.
• Fixed price calculations for intermediate wares.
• Fixed two causes of disappearing ships and one of ships ending up in strange places.
• Fixed certain station elements being rotated incorrectly after loading a savegame.
• Fixed problem with random station elements being built and preventing further building.
• Fixed problem with small ships preventing building.
• Fixed problem with drones not being able to dock at certain mining ships.
• Fixed incorrect container amount being dropped from cargo drones.
• Fixed another issue with cargo collection.
• Fixed buy offers for more wares than can be stored.
• Fixed player being able to start multiple boarding operations on the same ship.
• Fixed abort button for boarding operations.
• Fixed info and comm options for externally docked ships.
• Fixed issue with operational range settings resulting in ships looking for trades in the wrong places.
• Improved station-owned mining ship AI to prevent station from filling with more resources than it wants.
• Improved shooting logic for NPC ships (more improvements to come).
• Fixed a problem resulting in inactive patrol ships.
• Fixed a problem with NPC beam weapons not firing correctly.
And so on.
Simply said - inform us about weekly progress on bug fixing, feature added etc. It will not take too much time - every developer company must create changelog. So why not to publish it weekly?
Month silence from developers is very ... scary. We thinks some worst scenarios why they are silent - Egosoft is going to bankrupt? Did some core developer died in car accident? Did Russia attacked Germany (after they annexed Ukraine) and started Third World War?
If answer is no, then why they are silent?
For example why in some topic (maybe in beta forum) at end of week some developer did not write progress about what is done?
Something like this:
WEEK 1:
• Added logbook entries for refuelling, trade and building.
• Added call from manager when a station is low on credits.
• Added ship name when player gets a call requiring a response from a player owned ship.
• Fixed a cause of occasional crashes when loading savegame.
• Fixed a cause of occasional crashes during large battles.
WEEK2:
• New Feature: Smalltalk reward allowing you to receive trade offer updates for a station remotely. • Added logbook entries for refuelling, trade and building.
• Added call from manager when a station is low on credits.
• Added ship name when player gets a call requiring a response from a player owned ship.
• Fixed a cause of occasional crashes when loading savegame.
• Fixed a cause of occasional crashes during large battles.
• Fixed another cause of the game hanging after Alt-Tab.
• Added prices for small ships so that these can now be sold.
• Cargo value is now taken into account when selling a ship; you get roughly half it's value.
• Fixed price calculations for intermediate wares.
• Fixed two causes of disappearing ships and one of ships ending up in strange places.
WEEK3:
• New Feature: Player-owned ships and stations can now be renamed.
• New Feature: Smalltalk reward allowing you to receive trade offer updates for a station remotely.
• Added logbook entries for refuelling, trade and building.
• Added call from manager when a station is low on credits.
• Added ship name when player gets a call requiring a response from a player owned ship.
• Fixed a cause of occasional crashes when loading savegame.
• Fixed a cause of occasional crashes during large battles.
• Fixed several other causes of occasional crashes.
• Fixed another cause of the game hanging after Alt-Tab.
• Added prices for small ships so that these can now be sold.
• Cargo value is now taken into account when selling a ship; you get roughly half it's value.
• Fixed price calculations for intermediate wares.
• Fixed two causes of disappearing ships and one of ships ending up in strange places.
• Fixed certain station elements being rotated incorrectly after loading a savegame.
• Fixed problem with random station elements being built and preventing further building.
• Fixed problem with small ships preventing building.
• Fixed problem with drones not being able to dock at certain mining ships.
• Fixed incorrect container amount being dropped from cargo drones.
• Fixed another issue with cargo collection.
• Fixed buy offers for more wares than can be stored.
• Fixed player being able to start multiple boarding operations on the same ship.
• Fixed abort button for boarding operations.
• Fixed info and comm options for externally docked ships.
• Fixed issue with operational range settings resulting in ships looking for trades in the wrong places.
• Improved station-owned mining ship AI to prevent station from filling with more resources than it wants.
• Improved shooting logic for NPC ships (more improvements to come).
• Fixed a problem resulting in inactive patrol ships.
• Fixed a problem with NPC beam weapons not firing correctly.
And so on.
Simply said - inform us about weekly progress on bug fixing, feature added etc. It will not take too much time - every developer company must create changelog. So why not to publish it weekly?
Month silence from developers is very ... scary. We thinks some worst scenarios why they are silent - Egosoft is going to bankrupt? Did some core developer died in car accident? Did Russia attacked Germany (after they annexed Ukraine) and started Third World War?
If answer is no, then why they are silent?
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The fact of the matter is most changelogs won't be that long. Especially right now, where most of their days are probably spend testing and re-testing features. Can you imagine how frustrated certain (nameless) forum goers may be if they looked and saw two weeks in a row of "Feature Testing?"
Honestly, I agree with you. I want to see the updates, and I'm okay with the idea that Egosoft may have accomplished nothing in a week. Because at the very least, they've spent a week finding ways to NOT improve the game. But I know a lot of people wouldn't react well to hearing that.
Honestly, I agree with you. I want to see the updates, and I'm okay with the idea that Egosoft may have accomplished nothing in a week. Because at the very least, they've spent a week finding ways to NOT improve the game. But I know a lot of people wouldn't react well to hearing that.
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One thing to realize, is a week, or even a month isn't all that long when it comes to working on software. Hell, a whole week can go by sometimes with barely anything being accomplished in terms of final result. On the other hand, there are times when a lot gets done in one day! It's hard to predict. It's not a linear thing.
One thing we can be sure of (I think), is they are working very hard, and probably long hours, bringing improvements to us. We just have to be patient. There's not much else we can do (aside from complaining).
As far as the discussion re. continuously reading XML files, this as has already been pointed out, is not correct. XML data is read, processed, and sometimes (not always) stored in memory for future use.
One thing we can be sure of (I think), is they are working very hard, and probably long hours, bringing improvements to us. We just have to be patient. There's not much else we can do (aside from complaining).

As far as the discussion re. continuously reading XML files, this as has already been pointed out, is not correct. XML data is read, processed, and sometimes (not always) stored in memory for future use.
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Agree. This is known as the Heisenberg effect. Any profiler always injects some modification that affects performance of the software you want to profile.graphicboy wrote: I have not looked into those posts, nor have I profiled the application myself.
I can tell you however that both internal AND external profilers can be extremely misleading because they get in the way of execution of the threads they're profiling.
[Edit:] In fact I've seen this happen on XML loading processing more than anything else. Turned out that sans profiler the XML loading finished in less than a second and the actual problem was somewhere completely unrelated. [/Edit]
They are meaningless without diving into the code itself and toying with it until the truth unveils itself. Profilers are simply a clue, not the answer.
To say otherwise is to show your ignorance, as is saying CBJ doesn't know what's going on. I guarantee you as a senior developer myself that whatever profilers the gamers are running are a waste of time.
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However, if the profiler shows long amount of time in the libxml library, then its nearly always because... its spending a lot of time there. If a profiler cannot get this right, its useless.
But, whilst I agree with CBJ that they read the XML files into memory data structures (of course they do, really, everyone does this), it doesn't mean that the worker threads aren't repeatedly reading the xml into the data strucctures (due to a bug - it checks, it noticed there's an xml file, it reads it... then it checks.. and sees an xml file and reads it... I have seen bugs where the check is supposed to only process when the file changes, but processes them regardless. this could be one of those occasions I guess)
Then there;'s the other concept that the libxml code is spending a lot of time there because its blocking, this would show up as spending a lot of time in the library, but would not show a large amount of CPU time being used. Whether this is by design or a bug is not for me to say.
But, whilst I agree with CBJ that they read the XML files into memory data structures (of course they do, really, everyone does this), it doesn't mean that the worker threads aren't repeatedly reading the xml into the data strucctures (due to a bug - it checks, it noticed there's an xml file, it reads it... then it checks.. and sees an xml file and reads it... I have seen bugs where the check is supposed to only process when the file changes, but processes them regardless. this could be one of those occasions I guess)
Then there;'s the other concept that the libxml code is spending a lot of time there because its blocking, this would show up as spending a lot of time in the library, but would not show a large amount of CPU time being used. Whether this is by design or a bug is not for me to say.
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The games own debug log might give some clue that this idea of constantly reading XML is complete rubbish. When the game loads the xml, it also checks your extensions folder; this can be validated by any player using mods as your mods would break if the game continued to reload without checking that folder too. So far so good
Any mods that modify the original xml via diff patch throw a debug log entry as unrecognised tags upon save game load or new game start; this is also good - we don't want this code to be actually run by the engine after patching. Which brings me to the nub of the evidence - these errors don't show again until another load/new start, and therefore pretty much disproves the idea that the xml is constantly reread in a manner that any player can verify with no need for profilers.

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Does the game not store objects in xml format? Wouldn't it then be plausible that anytime something is modified, destroyed or created the xml file in question would have to be read, processed, modified, reloaded into memory and validated? Smarter people than I seem to think so.YorrickVander wrote:The games own debug log might give some clue that this idea of constantly reading XML is complete rubbish. When the game loads the xml, it also checks your extensions folder; this can be validated by any player using mods as your mods would break if the game continued to reload without checking that folder too. So far so goodAny mods that modify the original xml via diff patch throw a debug log entry as unrecognised tags upon save game load or new game start; this is also good - we don't want this code to be actually run by the engine after patching. Which brings me to the nub of the evidence - these errors don't show again until another load/new start, and therefore pretty much disproves the idea that the xml is constantly reread in a manner that any player can verify with no need for profilers.
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I don't know how the objects are stored internally, I didn't write it. Nor did the guys making mistakes with profiling tools. Besides, if that was the case then again, mods in the diff patch format could not work.
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Is a new release planned ?
News from Paris / France
A month without release ....
Of course, the game is more stable, and personnaly i do not have major issues with it.
BUT
If a lot of works was done in january and february, i think big walls was forgotten :
IA for Business - Stations made what they want, and not necessary what could be expected. Ex: I have one URV station without Plasma cells , and a cell station full of it : but none of them shell or buy and they are full of credits and vessels.
I have seens Scaldies in Devries comming from Omycron or Albion for business, but i can't asl my stations to make business in others univers ..
Ennemis : Since the beginning fighting is too easy , and now with shunk upgrades, one/two shoots = One ennemy ....
Theyre is clearly no fight game .
Vessels : It's not possible to buy small ships, or repair them. Gigorum could be very usefull for owned station
A way to capture or destroy station could give a significant own strategy
A month without release ....
Of course, the game is more stable, and personnaly i do not have major issues with it.
BUT
If a lot of works was done in january and february, i think big walls was forgotten :
IA for Business - Stations made what they want, and not necessary what could be expected. Ex: I have one URV station without Plasma cells , and a cell station full of it : but none of them shell or buy and they are full of credits and vessels.
I have seens Scaldies in Devries comming from Omycron or Albion for business, but i can't asl my stations to make business in others univers ..
Ennemis : Since the beginning fighting is too easy , and now with shunk upgrades, one/two shoots = One ennemy ....
Theyre is clearly no fight game .
Vessels : It's not possible to buy small ships, or repair them. Gigorum could be very usefull for owned station
A way to capture or destroy station could give a significant own strategy
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If the game was written this way you'd know because you'd only be getting 1 FPS or less as the game got permanently bogged down in its own internal processing. No one in their right mind would constantly be hitting XML as you describe. That's not how software is written.khartsh wrote:Does the game not store objects in xml format? Wouldn't it then be plausible that anytime something is modified, destroyed or created the xml file in question would have to be read, processed, modified, reloaded into memory and validated? Smarter people than I seem to think so.