<!--quoteo(post=1814052:date=Dec 7 2010, 06:30 AM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Dec 7 2010, 06:30 AM) <a href="index.php?act=findpost&pid=1814052"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That would work for a majority of the issues but, If you create a pillar with geometry and it is near the hive wouldn't the eggs still get stuck in those spaces. I really don't want to be restricted on creating unique geometry near hives. I think the actual egg spawn locations placed by the mapper is a better solution provided it uses more than five spawn positions and rotates at random each new egg. I did notice the eggs regrow in or near the location where someone spawns from so in a since they are in the same location most of the time. After typing kill several times i noted that i spawned from the same location eight out of ten times, this may be different with more hives and players.<!--QuoteEnd--></div><!--QuoteEEnd-->
No, you just create multiple entityboxes and place them around the pillars/objects/etc and link them to the same hive.
i would guess 1 week, but with current progress (atleast what we can see through the tracker) seems closer to two weeks
UWE MUST make some NOTICEABLE improvements before they go on a long holiday (chr. + N-Y) so people will have improvements to focus on and enjoy during that time... (the alternative is that focus will be on lack of improvements over such a long time, and that would be nothing but detrimental to UWE!)
<!--quoteo(post=1814485:date=Dec 8 2010, 08:59 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Dec 8 2010, 08:59 PM) <a href="index.php?act=findpost&pid=1814485"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->can't wait for the server performance optimizations. i'm hoping we can get rock solid performance on 8v8+ servers.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1814182:date=Dec 7 2010, 12:17 PM:name=weezl)--><div class='quotetop'>QUOTE (weezl @ Dec 7 2010, 12:17 PM) <a href="index.php?act=findpost&pid=1814182"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ha! now that you mention it, ofc they must be planning some sort of "christmas present"!! :D
i think it's the ARC, since it's right now crucially needed for marines to get rid of buildings...
(edit: typo)<!--QuoteEnd--></div><!--QuoteEEnd-->
Not as much in tier 3, flamerthrowers = roast Kharaa, grenade attachment = splat structures.
<!--quoteo(post=1814489:date=Dec 9 2010, 12:53 AM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Dec 9 2010, 12:53 AM) <a href="index.php?act=findpost&pid=1814489"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not <strike>as</strike> much in tier 3 [at the moment but tear-gas, jetpacks, dual-minigun wielding heavies, and siege tank sound interesting], [currently] flamerthrowers = roast [and blind] Kharaa, grenade attachment = <strike>splat structures</strike> [pitfall for noob coms who should be researching flamethrower but instead choose this nerfed upgrade which is outclassed by the rifle, pistol, and shotgun when it comes to killing structures and is entirely useless at killing kharaa].
I do hope they have something planned though :)<!--QuoteEnd--></div><!--QuoteEEnd-->
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
I'm curious about the messed up texture lock and texture alignments in the current build. Does UWE know what's wrong exactly; will it be fixed soon then? Will the bugfix fix the mis-aligned textures in maps or can I fix the textures already and it will stick after the bugfix?
the interesting thing is that they are STILL replacing flash with LUA GUI, i thought the last bits were eradicated with the weapon displays (they were so small so could aswell be done later..)
@psykoman don't recognize this problem at all, maybe your files are broken somehow, try removing and DL:ing again...
<!--quoteo(post=1814506:date=Dec 9 2010, 09:02 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Dec 9 2010, 09:02 AM) <a href="index.php?act=findpost&pid=1814506"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm curious about the messed up texture lock and texture alignments in the current build. Does UWE know what's wrong exactly; will it be fixed soon then?<!--QuoteEnd--></div><!--QuoteEEnd--> Yes we know about the issues, and there is currently a large list of Editor fixes and additions that our mappers have put together for Max to address when he has some time. However, right now our focus is on the game itself, especially performance, not the level editor and other tools. So those issues are likely to stay in for some time. Its frustrating for our mappers but they are able to work around the issues.
McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
edited December 2010
Argh! *shakes fist*
Looks like two (potentially) big server optimizations were remove from build 159: "Optimize server physics performance" and "Instanced physics shapes (improve Hydra performance)'". *sigh* I realize they're wanting to push patches as fast as reasonably possible, BUT if a patch could contain something like server optimizations, then by ALL means take all the time required UWE.
That or it was deemed to not be a problem so they just closed it out (doubtful). I suspect we'll see that same item(s) come up and pushed back for the next two patches. I wish we could see the next planned version. Oh well.
Looks like two (potentially) big server optimizations were remove from build 159: "Optimize server physics performance" and "Instanced physics shapes (improve Hydra performance)'". *sigh* I realize they're wanting to push patches as fast as reasonably possible, BUT if a patch could contain something like server optimizations, then by ALL means take all the time required UWE.<!--QuoteEnd--></div><!--QuoteEEnd--> Disappointed by this too... but I guess it just wasn't something they could squeeze into a weekly patch. Must be a big issue.
<!--quoteo(post=1814764:date=Dec 10 2010, 05:53 AM:name=Asraniel)--><div class='quotetop'>QUOTE (Asraniel @ Dec 10 2010, 05:53 AM) <a href="index.php?act=findpost&pid=1814764"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i thinl it is only partialy not completed. If you look at the latest NS2HD movie, you see that he talks about hydra improvments.
It is a big task, it probably comes in pieces. There way already a improvment in 158, even if it wasn't on the list anymore.<!--QuoteEnd--></div><!--QuoteEEnd--> There were Hydra improvements in the past few patches.
I've noticed there is more in the patches than what shows up in the progress tracker, so chances are some server optimizations will slip in there, even if physics and large player count opts aren't fully finished to satisfaction.
<!--quoteo(post=1814822:date=Dec 10 2010, 11:36 AM:name=Avalon)--><div class='quotetop'>QUOTE (Avalon @ Dec 10 2010, 11:36 AM) <a href="index.php?act=findpost&pid=1814822"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've noticed there is more in the patches than what shows up in the progress tracker<!--QuoteEnd--></div><!--QuoteEEnd--> Not normally. They may be worded differently in the Changelog.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Make game countdown longer, cooler and allow limited late-join<!--QuoteEnd--></div><!--QuoteEEnd--> Wait, what? So people can't join games that are in progress?
If that's the case I hope they add a classic, "informal" server option. Join whenever, leave whenever, change team whenever.
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
in ns1 when the game started everyone spawned instantly instead of through the ip. there was even a limited late join type thing where if you joined a team within ~30 seconds of it starting, you'd still spawn instantly instead of through the ip. currently when 1 person is on each team, the game starts immediately and anyone who joins a team after that goes into the spawn queue
Comments
I really don't want to be restricted on creating unique geometry near hives. I think the actual egg spawn locations placed by the mapper is a better solution provided it uses more than five spawn positions and rotates at random each new egg. I did notice the eggs regrow in or near the location where someone spawns from so in a since they are in the same location most of the time. After typing kill several times i noted that i spawned from the same location eight out of ten times, this may be different with more hives and players.<!--QuoteEnd--></div><!--QuoteEEnd-->
No, you just create multiple entityboxes and place them around the pillars/objects/etc and link them to the same hive.
UWE MUST make some NOTICEABLE improvements before they go on a long holiday (chr. + N-Y)
so people will have improvements to focus on and enjoy during that time...
(the alternative is that focus will be on lack of improvements over such a long time, and that would be nothing but detrimental to UWE!)
hmm....Onos? Heavy Armour?
Coal for them if they don't give us anything! Coal I say!
<img src="http://xfa.xanga.com/3f8c355115730168241470/z127427398.jpg" border="0" class="linked-image" />
i think it's the ARC, since it's right now crucially needed for marines to get rid of buildings...
(edit: typo)
Me too
i think it's the ARC, since it's right now crucially needed for marines to get rid of buildings...
(edit: typo)<!--QuoteEnd--></div><!--QuoteEEnd-->
Not as much in tier 3, flamerthrowers = roast Kharaa, grenade attachment = splat structures.
I do hope they have something planned though :)
What's this new effects system?
edit
adding more noises/lightning/shadows to increase bit more scare would go along nicely with DI! hehe
I do hope they have something planned though :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Fixed :P
Does UWE know what's wrong exactly; will it be fixed soon then?
Will the bugfix fix the mis-aligned textures in maps or can I fix the textures already and it will stick after the bugfix?
@psykoman don't recognize this problem at all, maybe your files are broken somehow, try removing and DL:ing again...
Does UWE know what's wrong exactly; will it be fixed soon then?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes we know about the issues, and there is currently a large list of Editor fixes and additions that our mappers have put together for Max to address when he has some time. However, right now our focus is on the game itself, especially performance, not the level editor and other tools. So those issues are likely to stay in for some time. Its frustrating for our mappers but they are able to work around the issues.
--Cory
Looks like two (potentially) big server optimizations were remove from build 159: "Optimize server physics performance" and "Instanced physics shapes (improve Hydra performance)'". *sigh*
I realize they're wanting to push patches as fast as reasonably possible, BUT if a patch could contain something like server optimizations, then by ALL means take all the time required UWE.
That or it was deemed to not be a problem so they just closed it out (doubtful). I suspect we'll see that same item(s) come up and pushed back for the next two patches. I wish we could see the next planned version. Oh well.
EDIT: Yeah yeah, I know.... QQ, whaaa, etc.
Looks like two (potentially) big server optimizations were remove from build 159: "Optimize server physics performance" and "Instanced physics shapes (improve Hydra performance)'". *sigh*
I realize they're wanting to push patches as fast as reasonably possible, BUT if a patch could contain something like server optimizations, then by ALL means take all the time required UWE.<!--QuoteEnd--></div><!--QuoteEEnd-->
Disappointed by this too... but I guess it just wasn't something they could squeeze into a weekly patch. Must be a big issue.
It is a big task, it probably comes in pieces. There way already a improvment in 158, even if it wasn't on the list anymore.
It is a big task, it probably comes in pieces. There way already a improvment in 158, even if it wasn't on the list anymore.<!--QuoteEnd--></div><!--QuoteEEnd-->
There were Hydra improvements in the past few patches.
Not normally. They may be worded differently in the Changelog.
46fh2u dm22
pity that these two
Optimize server physics performance
Instance shapes for physics models (improve Hydra performance)
got pushed back to the next build but on the other hand: YAY for build 160 :D
EDIT: Server performance improved already! Can't wait for 160 when they fix that second cause for the issue :D
Wait, what?
So people can't join games that are in progress?
If that's the case I hope they add a classic, "informal" server option. Join whenever, leave whenever, change team whenever.