<!--quoteo(post=1822726:date=Jan 8 2011, 03:43 PM:name=Soylent_green)--><div class='quotetop'>QUOTE (Soylent_green @ Jan 8 2011, 03:43 PM) <a href="index.php?act=findpost&pid=1822726"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why do you care? The overhead of having a few more threads isn't particularly noticable.<!--QuoteEnd--></div><!--QuoteEEnd-->
I remember watching a webcast from Microsoft on the topic of multithreading, and it was stated that the ideal number of threads for an N-core process is N. Any more and it starts to hinder performance.
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Also here's a question:
<u><b>When can we expect to see some gorge nerfs???!!!!!!!!!!!</b></u>. I am referring to the ease at which <b>1</b> gorge can end the game simply by having a ton of plasma, and being in marine start.
Otherwise you can have turrets, but then the aliens cry about how we're turret farming. Some gorges even think this is justification to hydra the entire map. It's a classic "damned if you do and damned if you don't" situation that's begging for divine nerf-bat intervention.
Dropping a hydra should require almost all of a gorge's energy maybe? This would make it harder to plop down 10+ hydras around the command chair in a few seconds.
A room<i> full</i> of hydras is cleared in a moment by a few grenades or a flamethrower (which can shoot through walls).
So you want a single hydra to take all the gorge's resources? That hydra can be taken out in a few seconds at distance by a marine with a pistol. Then what? The gorge has nothing to do.
The best way to deal with that issue of gorge's spamming hydras in marine spawn would be to have a time delay of 10 or 15 seconds. If the marines have let a gorge run freely around their base for over a minute they deserve to lose :P
<!--quoteo(post=1822798:date=Jan 9 2011, 03:34 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jan 9 2011, 03:34 AM) <a href="index.php?act=findpost&pid=1822798"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A room<i> full</i> of hydras is cleared in a moment by a few grenades or a flamethrower (which can shoot through walls).
So you want a single hydra to take all the gorge's resources? That hydra can be taken out in a few seconds at distance by a marine with a pistol. Then what? The gorge has nothing to do.
The best way to deal with that issue of gorge's spamming hydras in marine spawn would be to have a time delay of 10 or 15 seconds. If the marines have let a gorge run freely around their base for over a minute they deserve to lose :P<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh boy...
<u><b>Energy =/= carbon or plasma... </b></u>its the stuff the gorge uses for healspray etc... it regenerates.
If you would need energy in addition to the res cost, it can restrict how fast a gorge can place hydras.
This is a great idea, best way to prevent gorges hydra bombing a room.
Id suggest making it around 50-80% of maximum energy to place a hydra. (cause we shouldnt forget adrenaline and structure or alien abilitys that buff energy regeneration - so bombing is still possible, just not 15 in 5 seconds by a single gorge with enough res)
<!--quoteo(post=1822760:date=Jan 8 2011, 05:26 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Jan 8 2011, 05:26 PM) <a href="index.php?act=findpost&pid=1822760"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><u><b>When can we expect to see some gorge nerfs???!!!!!!!!!!!</b></u>. I am referring to the ease at which <b>1</b> gorge can end the game simply by having a ton of plasma, and being in marine start.<!--QuoteEnd--></div><!--QuoteEEnd--> That is caused by the high plasma income rate rather than the gorge being too strong. I'm assuming it's purposefully faster than it should be for the sake of testing expensive lifeforms/weapons more frequently. I have yet to play a round where I've had to manage my plasma in a strategic sense. Also we don't know how structures will be tied to the DI system. There may be the case where you can't simply place hydras in the marine base at will.
"Aliens bleeding from feet for 3rd person effect"<!--QuoteEnd--></div><!--QuoteEEnd-->
I played around yesterday with "give fade" and "give marine" models etc. in cheat mode. When I shot the bot models, I noticed, that the blood sprayed always at the same point, no matter where I aimed. It was at the feet. Well, it was not only for aliens, it was for marines as well. Maybe that's what they mean? And if it doesn't mean that, they should get it on the to-do-list ;)
Edit: Could be effected by the "rediculous" setting I have to use as well....dunno.
Edit 2: It's on every detail level. And really not only for aliens...well you can only see it when ff is on and you shoot rines with a gun.
<!--quoteo(post=1822821:date=Jan 9 2011, 05:19 AM:name=countbasie)--><div class='quotetop'>QUOTE (countbasie @ Jan 9 2011, 05:19 AM) <a href="index.php?act=findpost&pid=1822821"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When I shot the bot models, I noticed, that the blood sprayed always at the same point, no matter where I aimed. It was at the feet. Well, it was not only for aliens, it was for marines as well. Maybe that's what they mean?<!--QuoteEnd--></div><!--QuoteEEnd--> Yes, that is the problem that the bug fix was referring to.
<!--quoteo(post=1822760:date=Jan 8 2011, 06:26 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Jan 8 2011, 06:26 PM) <a href="index.php?act=findpost&pid=1822760"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I remember watching a webcast from Microsoft on the topic of multithreading, and it was stated that the ideal number of threads for an N-core process is N. Any more and it starts to hinder performance.<!--QuoteEnd--></div><!--QuoteEEnd-->
What poses the greatest hindrance to performance, leaving 2 cores completely idle on a quad core or having 4 threads on a dual core(assume no hyperthreading, which could take some advantage of having 4 threads on a dual core processor by slightly better utilization of idle resources)?
Can you even compare the two? That's two different people. You just have to set yourself a benchmark (ideally the mode average), and develop for that benchmark.
<!--quoteo(post=1823082:date=Jan 10 2011, 08:38 AM:name=Soylent_green)--><div class='quotetop'>QUOTE (Soylent_green @ Jan 10 2011, 08:38 AM) <a href="index.php?act=findpost&pid=1823082"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What poses the greatest hindrance to performance, leaving 2 cores completely idle on a quad core or having 4 threads on a dual core(assume no hyperthreading, which could take some advantage of having 4 threads on a dual core processor by slightly better utilization of idle resources)?<!--QuoteEnd--></div><!--QuoteEEnd--> There are no 2 cores idle. I have 4 cores and it uses them all at 50%. If you aren't interested in technicalities just wait for optimizations.
<!--quoteo(post=1823113:date=Jan 10 2011, 07:34 AM:name=MOOtant)--><div class='quotetop'>QUOTE (MOOtant @ Jan 10 2011, 07:34 AM) <a href="index.php?act=findpost&pid=1823113"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There are no 2 cores idle.<!--QuoteEnd--></div><!--QuoteEEnd-->
No, it's closer to 3 idle cores. I see about 30-35% CPU usage across all 4 cores.
<!--quoteo(post=1823113:date=Jan 10 2011, 07:34 AM:name=MOOtant)--><div class='quotetop'>QUOTE (MOOtant @ Jan 10 2011, 07:34 AM) <a href="index.php?act=findpost&pid=1823113"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have 4 cores and it uses them all at 50%.<!--QuoteEnd--></div><!--QuoteEEnd-->
That would be 2 idle cores. It doesn't matter which core the CPU schedules the thread on, it jumps around more or less at random(but for me it shows a stronger preference for core 0).
<!--quoteo(post=1823113:date=Jan 10 2011, 07:34 AM:name=MOOtant)--><div class='quotetop'>QUOTE (MOOtant @ Jan 10 2011, 07:34 AM) <a href="index.php?act=findpost&pid=1823113"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you aren't interested in technicalities just wait for optimizations.<!--QuoteEnd--></div><!--QuoteEEnd-->
Looks like we'll have to wait for B162+ for the server physics optimizations. Damn, I was really really looking forward to that one. Oh well<!--QuoteEnd--></div><!--QuoteEEnd--> On the gameplay side of the house there was a huge change that broke lots of stuff in the game. It was pretty clear early last week that we'd need to have all of the programmers working on bug fixes to be able to do a patch last week (which actually wasn't enough since we still had some bugs left on Friday), so I moved off physics for a few days to help with that. So the physics changes won't be in until after 161.
<!--quoteo(post=1823208:date=Jan 10 2011, 05:59 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Jan 10 2011, 05:59 PM) <a href="index.php?act=findpost&pid=1823208"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->On the gameplay side of the house there was a huge change that broke lots of stuff in the game. It was pretty clear early last week that we'd need to have all of the programmers working on bug fixes to be able to do a patch last week (which actually wasn't enough since we still had some bugs left on Friday), so I moved off physics for a few days to help with that. So the physics changes won't be in until after 161.<!--QuoteEnd--></div><!--QuoteEEnd-->
This I assume accounts for the unusual lag between the big playtest you guys had last week on ns2hd's vid and the build actually getting pushed?
<!--quoteo(post=1823318:date=Jan 11 2011, 09:23 AM:name=0m3r)--><div class='quotetop'>QUOTE (0m3r @ Jan 11 2011, 09:23 AM) <a href="index.php?act=findpost&pid=1823318"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->when the new patch will go?( 161) i bought ns2 about 2 weeks ago+- and i still cant play...<!--QuoteEnd--></div><!--QuoteEEnd--> What's the problem that you're having? There aren't any compatibility fixes in this patch.
<!--quoteo(post=1823319:date=Jan 11 2011, 07:31 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Jan 11 2011, 07:31 PM) <a href="index.php?act=findpost&pid=1823319"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What's the problem that you're having? There aren't any compatibility fixes in this patch.<!--QuoteEnd--></div><!--QuoteEEnd--> <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112212&st=0&gopid=1820234&#entry1820234" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry1820234</a> someone told me that maybe the new patch will fix it
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
<!--quoteo(post=1823327:date=Jan 11 2011, 10:02 AM:name=0m3r)--><div class='quotetop'>QUOTE (0m3r @ Jan 11 2011, 10:02 AM) <a href="index.php?act=findpost&pid=1823327"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112212&st=0&gopid=1820234&#entry1820234" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry1820234</a> someone told me that maybe the new patch will fix it<!--QuoteEnd--></div><!--QuoteEEnd-->
hey. send me a private message and we'll exchange emails and I'll do my best to troubleshoot it with you so that max spends his time squashing bugs and releasing the build. besides I'm pretty good with networking etc.
I know the game is the most important thing to be working on but does the editor ever get much love?
There's a few things that should be looked at but im mainly after a fix for the movement tool because sometimes things become misaligned, you drag and it seems to move from the center and not by faces, also the side view appears to be from the wrong angle, simple i know but the viewport orientation is a bit backwards, check the thread here for details and more...
Comments
"Aliens bleeding from feet for 3rd person effect"
"Aliens bleeding from feet for 3rd person effect"<!--QuoteEnd--></div><!--QuoteEEnd-->
it's stigmata on skulks ofc - a major fps limiter!
I remember watching a webcast from Microsoft on the topic of multithreading, and it was stated that the ideal number of threads for an N-core process is N. Any more and it starts to hinder performance.
----------------------------------
Also here's a question:
<u><b>When can we expect to see some gorge nerfs???!!!!!!!!!!!</b></u>. I am referring to the ease at which <b>1</b> gorge can end the game simply by having a ton of plasma, and being in marine start.
Otherwise you can have turrets, but then the aliens cry about how we're turret farming. Some gorges even think this is justification to hydra the entire map. It's a classic "damned if you do and damned if you don't" situation that's begging for divine nerf-bat intervention.
So you want a single hydra to take all the gorge's resources? That hydra can be taken out in a few seconds at distance by a marine with a pistol. Then what? The gorge has nothing to do.
The best way to deal with that issue of gorge's spamming hydras in marine spawn would be to have a time delay of 10 or 15 seconds. If the marines have let a gorge run freely around their base for over a minute they deserve to lose :P
So you want a single hydra to take all the gorge's resources? That hydra can be taken out in a few seconds at distance by a marine with a pistol. Then what? The gorge has nothing to do.
The best way to deal with that issue of gorge's spamming hydras in marine spawn would be to have a time delay of 10 or 15 seconds. If the marines have let a gorge run freely around their base for over a minute they deserve to lose :P<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh boy...
<u><b>Energy =/= carbon or plasma... </b></u>its the stuff the gorge uses for healspray etc... it regenerates.
If you would need energy in addition to the res cost, it can restrict how fast a gorge can place hydras.
This is a great idea, best way to prevent gorges hydra bombing a room.
Id suggest making it around 50-80% of maximum energy to place a hydra. (cause we shouldnt forget adrenaline and structure or alien abilitys that buff energy regeneration - so bombing is still possible, just not 15 in 5 seconds by a single gorge with enough res)
That is caused by the high plasma income rate rather than the gorge being too strong. I'm assuming it's purposefully faster than it should be for the sake of testing expensive lifeforms/weapons more frequently. I have yet to play a round where I've had to manage my plasma in a strategic sense. Also we don't know how structures will be tied to the DI system. There may be the case where you can't simply place hydras in the marine base at will.
"Aliens bleeding from feet for 3rd person effect"<!--QuoteEnd--></div><!--QuoteEEnd-->
I played around yesterday with "give fade" and "give marine" models etc. in cheat mode. When I shot the bot models, I noticed, that the blood sprayed always at the same point, no matter where I aimed. It was at the feet. Well, it was not only for aliens, it was for marines as well. Maybe that's what they mean? And if it doesn't mean that, they should get it on the to-do-list ;)
Edit: Could be effected by the "rediculous" setting I have to use as well....dunno.
Edit 2: It's on every detail level. And really not only for aliens...well you can only see it when ff is on and you shoot rines with a gun.
Yes, that is the problem that the bug fix was referring to.
--Cory
What poses the greatest hindrance to performance, leaving 2 cores completely idle on a quad core or having 4 threads on a dual core(assume no hyperthreading, which could take some advantage of having 4 threads on a dual core processor by slightly better utilization of idle resources)?
<img src="http://i31.tinypic.com/25f7pqw.gif" border="0" class="linked-image" />
There are no 2 cores idle. I have 4 cores and it uses them all at 50%. If you aren't interested in technicalities just wait for optimizations.
Looks like we'll have to wait for B162+ for the server physics optimizations. Damn, I was really really looking forward to that one. Oh well
not like it's showing the rest of the gameplay tasks either...
No, it's closer to 3 idle cores. I see about 30-35% CPU usage across all 4 cores.
<!--quoteo(post=1823113:date=Jan 10 2011, 07:34 AM:name=MOOtant)--><div class='quotetop'>QUOTE (MOOtant @ Jan 10 2011, 07:34 AM) <a href="index.php?act=findpost&pid=1823113"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have 4 cores and it uses them all at 50%.<!--QuoteEnd--></div><!--QuoteEEnd-->
That would be 2 idle cores. It doesn't matter which core the CPU schedules the thread on, it jumps around more or less at random(but for me it shows a stronger preference for core 0).
<!--quoteo(post=1823113:date=Jan 10 2011, 07:34 AM:name=MOOtant)--><div class='quotetop'>QUOTE (MOOtant @ Jan 10 2011, 07:34 AM) <a href="index.php?act=findpost&pid=1823113"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you aren't interested in technicalities just wait for optimizations.<!--QuoteEnd--></div><!--QuoteEEnd-->
The feeling is mutual.
Looks like we'll have to wait for B162+ for the server physics optimizations. Damn, I was really really looking forward to that one. Oh well<!--QuoteEnd--></div><!--QuoteEEnd-->
On the gameplay side of the house there was a huge change that broke lots of stuff in the game. It was pretty clear early last week that we'd need to have all of the programmers working on bug fixes to be able to do a patch last week (which actually wasn't enough since we still had some bugs left on Friday), so I moved off physics for a few days to help with that. So the physics changes won't be in until after 161.
This I assume accounts for the unusual lag between the big playtest you guys had last week on ns2hd's vid and the build actually getting pushed?
I wonder what they changed besides the 3 bites thing...
i bought ns2 about 2 weeks ago+- and i still cant play...
i bought ns2 about 2 weeks ago+- and i still cant play...<!--QuoteEnd--></div><!--QuoteEEnd-->
What's the problem that you're having? There aren't any compatibility fixes in this patch.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112212&st=0&gopid=1820234&#entry1820234" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry1820234</a>
someone told me that maybe the new patch will fix it
someone told me that maybe the new patch will fix it<!--QuoteEnd--></div><!--QuoteEEnd-->
hey. send me a private message and we'll exchange emails and I'll do my best to troubleshoot it with you so that max spends his time squashing bugs and releasing the build. besides I'm pretty good with networking etc.
There's a few things that should be looked at but im mainly after a fix for the movement tool because sometimes things become misaligned, you drag and it seems to move from the center and not by faces, also the side view appears to be from the wrong angle, simple i know but the viewport orientation is a bit backwards, check the thread here for details and more...
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112299" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=112299</a>