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Public Test For Launch Module April 24Th!


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#101 Jman5

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Posted 24 April 2014 - 11:58 AM

ok when I hit cancel and did all game types I found a match. If you're having trouble don't disable a game mode. Search for all.

#102 Helmer

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Posted 24 April 2014 - 12:05 PM

Match 5 in less than an hour. Lights and Meds, all game modes.



Cheers.

#103 LauLiao

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Posted 24 April 2014 - 12:07 PM

View PostHelmer, on 24 April 2014 - 12:05 PM, said:

Match 5 in less than an hour. Lights and Meds, all game modes.



Cheers.


Currently at 11+ minutes with a Medium, waiting to get my 3rd match. Maybe I just need to let this free day go...

#104 Kibble

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Posted 24 April 2014 - 12:08 PM

In order to get the proper amount of data you need more people obviously. These tests are going from 12-6pm PST and mostly everyone is at work. Naturally with so few people on the test client you will have much longer wait times.

PGI says "ok we had X amount of people on test, each person waited Y amount of time. That means when we go live peoples average wait time will be Z...acceptable." That might work.

Unfortunately I'm still patching and just about to leave for work. Test server should be open from 12am--12pm at least that way I can get in at work and those that get off at normal hours participate.

#105 lollibast

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Posted 24 April 2014 - 12:16 PM

View PostKibble, on 24 April 2014 - 12:08 PM, said:

In order to get the proper amount of data you need more people obviously. These tests are going from 12-6pm PST and mostly everyone is at work. Naturally with so few people on the test client you will have much longer wait times.

PGI says "ok we had X amount of people on test, each person waited Y amount of time. That means when we go live peoples average wait time will be Z...acceptable." That might work.

Unfortunately I'm still patching and just about to leave for work. Test server should be open from 12am--12pm at least that way I can get in at work and those that get off at normal hours participate.


erm, westcoasters are not the only ones playing MWO, right here it's 10:16pm

#106 xCico

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Posted 24 April 2014 - 12:21 PM

BEST THING EVER! THANK YOU!!

#107 Arcturious

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Posted 24 April 2014 - 12:25 PM

Anyone know how to fix "version mismatch" error? Trying to get in but can't even log in. Downloaded client as directed in the OP, try to login and doesn't make it past entering password.

#108 Redshift2k5

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Posted 24 April 2014 - 12:28 PM

Searching...



#109 Buso Senshi Zelazny

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Posted 24 April 2014 - 12:29 PM

It is nice to see that the test servers will be up for 6 continuous hours, rather than two separate two hour blocks as has been done in the past. Also good to see giving Premium Time just for running a few matches on the Test server as a little motivation and reward.

#110 Goose

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Posted 24 April 2014 - 12:36 PM

Switched to a medium I can walk and chew gum in: Still searching for first game …

It's not hard to think I'm the lowest Elo bothering to test. Posted Image

#111 Jonathan Paine

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Posted 24 April 2014 - 12:41 PM

Suggested refinement for future versions:
For people who are willing to play different weight chassis to speed things up:
Let us ready up 2 or more mechs from different weight classes and then the matchmaker can decide which it wants.

#112 Arcturious

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Posted 24 April 2014 - 12:42 PM

Tried closing client, rebooting PC etc. Doesn't seem to want to patch either.

Looking at the build config file this is what I have:

<Build>
<BuildNumber>55</BuildNumber>
<BuildVersion>0.0.55.0</BuildVersion>
<BuildPlan>PUBLICTEST</BuildPlan>
</Build>

My Omicron log shows these versions - definitely running the Public Test install. Is it not able to run from a different drive or something perhaps? Anyone else running the public test from another drive other than C:\ ?

BackupNameAttachment=" Build(0) 25 Apr 14 (06 38 35)" -- used by backup system
Log Started at 04/25/14 06:38:35
Running 32 bit version
Executable: D:\Program Files (x86)\MWO Public Test\MechWarrior Online\Bin32\MWOClient.exe
FileVersion: 0.0.55.0
ProductVersion: 0.0.55.0
Using STLport C++ Standard Library implementation
Added MOD directory <engine> to CryPak
Executable Command Line: "D:\Program Files (x86)\MWO Public Test\MechWarrior Online\Bin32\MWOClient.exe" flowthru

Is there a Public Test repair tool like for the normal client, I could try to run that.

EDIT: Fixed it!

Was checking game files and comparing to version for general release. Noticed that there was two files missing from \Engine (Shadercache and shadercachestartup). Copied those from my normal install path. Game then patched something and started up in Public Test properly.

Now to find matches!

Edited by Arcturious, 24 April 2014 - 01:18 PM.


#113 lollibast

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Posted 24 April 2014 - 12:44 PM

View PostJonathan Paine, on 24 April 2014 - 12:41 PM, said:

Suggested refinement for future versions:
For people who are willing to play different weight chassis to speed things up:
Let us ready up 2 or more mechs from different weight classes and then the matchmaker can decide which it wants.


this. but for that to work moduloes should be made global, since you cant use more than one mech at a time anyway. no point in buying e.g. 2 zoom modules. would save a lot of clicking switching modules around too

Edited by lollibast, 24 April 2014 - 12:48 PM.


#114 Baron Wasteland

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Posted 24 April 2014 - 12:45 PM

Ok so far 40 minutes searching with Assault, cancelled.
10 minutes Searching in a medium, cancelled so I could afk a bit.
3rd try, 3 minutes searching in a medium and I got in the game, crashed to desktop when mech was powering up. *sigh*
4th attempt, Heavy mech searched for 20 minutes, had to cancel because I am off to work! :lol:
Good luck, I like this idea but hope it can be ironed out before release.

Edited by Karuman, 24 April 2014 - 01:05 PM.


#115 Airmikee

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Posted 24 April 2014 - 12:49 PM

An Error Occurred:

User is not valid.

#116 Goose

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Posted 24 April 2014 - 12:51 PM

Logged out due to inactivity.

:lol:

Fallowed by the permanent connecting screen …

#117 JesterMWO

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Posted 24 April 2014 - 01:20 PM

Time slot is ok for European players.

Only had time for one drop due to patch taking about 25 mins to download. Worked out fine dropping in a 3 man premade, took about 1 min to find a match. Ended up with another 3 man premade on our side and the same on the other.

#118 Mechteric

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Posted 24 April 2014 - 01:30 PM

View PostJonathan Paine, on 24 April 2014 - 12:41 PM, said:

Suggested refinement for future versions:
For people who are willing to play different weight chassis to speed things up:
Let us ready up 2 or more mechs from different weight classes and then the matchmaker can decide which it wants.


Doesn't sound like a good idea to put that on the matchmaker, I don't think its unreasonable to expect people to be able to sort this out through conversation.

#119 Clideb50

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Posted 24 April 2014 - 01:34 PM

I just thought of something. When you say 1 premade per team: do you mean 1 group period or only 1 full lance group per team (while rest could be solo or groups of 2-3.)? As for 3-3-3-3 and matchmaker; it's fantastic. I haven't had any steamroll games yet. Most have been close or at least 12-6.

#120 Gas Guzzler

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Posted 24 April 2014 - 01:38 PM

How do you sort it out through conversation when you can't converse until you have joined a match, in which case your mech is already chosen ( the mech you dropped with).





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