<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Try slightly tilting view model for Skulk while attached to a wall<!--QuoteEnd--></div><!--QuoteEEnd--> Nice, if this works out next step should be the option to orient to the wall :p
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Gameplay task Gorge should move ultra slow while building transitioned from Delivered to Accepted<!--QuoteEnd--></div><!--QuoteEEnd--> Could planting DI and Hydra be made instant after this change? Those often end up in unintended places with the delay.
<!--quoteo(post=0:date=:name=Build 166)--><div class='quotetop'>QUOTE (Build 166)</div><div class='quotemain'><!--quotec-->Try slightly tilting view model for Skulk while attached to a wall<!--QuoteEnd--></div><!--QuoteEEnd-->
Does this mean we're tilting just the view model and not the view as well? Along with this, please make sure to fix the controls when wall-walking. If I'm on a wall and I hit A or D I should strafe across that surface, not barrel into that wall or run off it.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Try slightly tilting view model for Skulk while attached to a wall<!--QuoteEnd--></div><!--QuoteEEnd-->
If this doesn't work, I have an other Idea. Don't tilt the view itself. Rather rotate the teeth of the skulk so that the tounge always align itself to the wall or ceiling you are currently walking on.
Here are some examples: <img src="http://img195.imageshack.us/img195/1259/skulkrotate1.jpg" border="0" class="linked-image" /> <img src="http://img825.imageshack.us/img825/1008/skulkrotate2.jpg" border="0" class="linked-image" />
Left side shows what I mean, right side is to show skulks current position.
I know constandly rotating teeth might be confusing but on the other hand you don't get fully confused because your whole view doesn't turn around and you have a nice indicator (the tounge) on which surface you are currently walking.
Edit: Posted it in the <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112859" target="_blank">Suggestion & Idea section</a>
Edit2: btw, where did the butthole of the skulk go? It had one in NS1, right?
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
"Create optimized Lua binding layer" "Integrate stack based C++ objects into Lua"
these are the meat and potatoes i have been waiting for! I'm pretty sure this is dealing with the single largest performance hitters according to the profiling discussed sometime back. (ala the GC) no more fps complainers in the forums.. evar. again. sigh.
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=1834925:date=Feb 25 2011, 03:29 AM:name=Shilorius)--><div class='quotetop'>QUOTE (Shilorius @ Feb 25 2011, 03:29 AM) <a href="index.php?act=findpost&pid=1834925"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I know constandly rotating teeth might be confusing but on the other handy sou don't get fully confused because your whole view doesn't turn around and you have a nice indicator (the tounge) on which surface you are currently walking.<!--QuoteEnd--></div><!--QuoteEEnd-->
indicator or not this has been discussed before. no one likes to feel like they are in a clothes washer spinning around. its jarringly un-immersive.
Orienting user view (not just the view model) to the stuck wall should just be an option that can be turned on or off. People don't want it turn it off. You want real immersion, turn it on.
<!--quoteo(post=1834978:date=Feb 25 2011, 02:22 PM:name=Lazer)--><div class='quotetop'>QUOTE (Lazer @ Feb 25 2011, 02:22 PM) <a href="index.php?act=findpost&pid=1834978"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Orienting user view (not just the view model) to the stuck wall should just be an option that can be turned on or off. People don't want it turn it off. You want real immersion, turn it on.<!--QuoteEnd--></div><!--QuoteEEnd-->
not to mention how much easier it would be to control your movements if you are properly aligned with the wall/ceiling. straffing left to right or vise-versa while wall walking as it is now is not possible for me.
<!--quoteo(post=1834928:date=Feb 25 2011, 06:31 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Feb 25 2011, 06:31 AM) <a href="index.php?act=findpost&pid=1834928"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->indicator or not this has been discussed before. no one likes to feel like they are in a clothes washer spinning around. its jarringly un-immersive.<!--QuoteEnd--></div><!--QuoteEEnd-->
speak for yourself. I prefer the AvP method of wall/ceiling walking. i find it much more immersive and much easier to control.
<!--quoteo(post=1834978:date=Feb 25 2011, 02:22 PM:name=Lazer)--><div class='quotetop'>QUOTE (Lazer @ Feb 25 2011, 02:22 PM) <a href="index.php?act=findpost&pid=1834978"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Orienting user view (not just the view model) to the stuck wall should just be an option that can be turned on or off. People don't want it turn it off. You want real immersion, turn it on.<!--QuoteEnd--></div><!--QuoteEEnd--> It sounds like you're only seeing the user view as an aesthetic change that players want solely for "immersion". Without a correct view, the controls become inconsistent when traversing certain planes (strafe does not strafe across the wall if you're looking along a wall instead of up it). You're sacrificing maneuverability.
<!--quoteo(post=1835273:date=Feb 27 2011, 04:34 PM:name=KuBaN)--><div class='quotetop'>QUOTE (KuBaN @ Feb 27 2011, 04:34 PM) <a href="index.php?act=findpost&pid=1835273"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It sounds like you're only seeing the user view as an aesthetic change that players want solely for "immersion". Without a correct view, the controls become inconsistent when traversing certain planes (strafe does not strafe across the wall if you're looking along a wall instead of up it). You're sacrificing maneuverability.<!--QuoteEnd--></div><!--QuoteEEnd--> Wrong. It's about as simple as getting a directional vector for the movement input then multiplying it by the model's rotation (which has already been calculated anyway). It's not rocket science, although tricky if you don't have the appropriate functions that I'm sure are already coded into the game to handle these types of calculations.
Also the same concept can be used for the lerk to barrel roll or perch.
<!--quoteo(post=1834980:date=Feb 25 2011, 07:32 PM:name=Dank McShwagger)--><div class='quotetop'>QUOTE (Dank McShwagger @ Feb 25 2011, 07:32 PM) <a href="index.php?act=findpost&pid=1834980"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->speak for yourself. I prefer the AvP method of wall/ceiling walking. i find it much more immersive and much easier to control.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1835275:date=Feb 27 2011, 05:16 PM:name=Lazer)--><div class='quotetop'>QUOTE (Lazer @ Feb 27 2011, 05:16 PM) <a href="index.php?act=findpost&pid=1835275"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wrong. It's about as simple as getting a directional vector for the movement input then multiplying it by the model's rotation (which has already been calculated anyway). It's not rocket science, although tricky if you don't have the appropriate functions that I'm sure are already coded into the game to handle these types of calculations.
Also the same concept can be used for the lerk to barrel roll or perch.<!--QuoteEnd--></div><!--QuoteEEnd--> I don't see how any of that makes me wrong (or is even relevant, depending on which part of my statement you meant to quote). I was never arguing the ease at which this could be fixed, only that it should be.
But yeah, I'm sort of wishing they'd apply this to the Lerk strafing as well, to enforce more realistic aerial movement, but I can already see the wave of players who would whine and complain about this before ever giving it a chance, so I haven't bothered posting about it.
My FPS has been Multiplied by 10 over the past 5 months. It used to be 2-3 fps and now it is around 27-35fps
I still be a tiny bit of FPS lag when I am fighting an FT but that is fine as I use the Alien See-In-The-Dark thing which removes the flame from my view allowing me to get a lag-less kill :D
Ive been following NS2 for a very long time, but just now I heard that your engine is totally homemade. Thanks to that I have way more patience waiting for the gold release.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited March 2011
Marines can pick up Primary weapons from the ground now.
Some weird changes: The Rifle now costs 10 res, Pistol costs 5, and the axe also costs 5.
Starting Personal Res is now 0.
I don't actually notice any dramatic improvement of Skulk wall walking. They still fall off the wall quite easily, esp when looking away from the wall.
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=1834980:date=Feb 25 2011, 11:32 AM:name=Dank McShwagger)--><div class='quotetop'>QUOTE (Dank McShwagger @ Feb 25 2011, 11:32 AM) <a href="index.php?act=findpost&pid=1834980"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->speak for yourself. I prefer the AvP method of wall/ceiling walking. i find it much more immersive and much easier to control.<!--QuoteEnd--></div><!--QuoteEEnd-->
read what was said before you jump to conclusions:
"because your whole view doesn't turn around" he's not talking about AvP style, (which i also love, btw) he's talking about the view staying the same, aligned DOWNWARD, with the teeth on the screen rotating. This is NOT whats in AvP.
<!--quoteo(post=1835563:date=Mar 2 2011, 12:52 PM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Mar 2 2011, 12:52 PM) <a href="index.php?act=findpost&pid=1835563"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marines can pick up Primary weapons from the ground now.
Some weird changes: The Rifle now costs 10 res, Pistol costs 5, and the axe also costs 5.
Starting Personal Res is now 0.
I don't actually notice any dramatic improvement of Skulk wall walking. They still fall off the wall quite easily, esp when looking away from the wall.<!--QuoteEnd--></div><!--QuoteEEnd--> I read about this somewhere. It might have been in the code as comments. But this was 165... It's so that people can't buy and spam weapons.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Brian Cronin, Employee, replied 7 hours ago We are working on improving wall walking right now. It should make it into 168. It will help in these types of situations.<!--QuoteEnd--></div><!--QuoteEEnd--> <a href="http://getsatisfaction.com/unknownworlds/topics/167_wall_walking_as_skulk#reply_5002789" target="_blank">http://getsatisfaction.com/unknownworlds/t...k#reply_5002789</a>
<!--quoteo(post=1836884:date=Mar 12 2011, 03:18 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Mar 12 2011, 03:18 AM) <a href="index.php?act=findpost&pid=1836884"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lua binding layer = finished.. giggity! so excited about this next patch in terms of performance.
get well soon Max.<!--QuoteEnd--></div><!--QuoteEEnd--> "Integrate stack based C++ objects into Lua". This one will be most interesting with regards to the stuttering that has been plaguing NS2 since forever (stack-based instances should help eliviate the massive amounts of garbage Lua generates on the heap).
I just want to say how disappointed I've been with NS2 so far. I played NS1 since the beginning, I even showed up at Adrenaline Zone in Boston for the launch party. I had a blast playing on Bast for 3 hours while ninja gorging it up. I was a hardcore NS1 fan for years after that.
I understand that NS2 is still in beta and I understand that beta now a days isn't what it used to mean. I get that NS2 is an incomplete game. However, I can not forgive the fact that no matter how many bugs are fixed it is still a fundamentally broken game. I don't care how long a sound loops or even about the dynamic infestation, as cool as it is. What I care about is being able to actually PLAY the game.
About once a week I log onto NS2 in the hopes that it will be smooth enough to enjoy. Every time I join a server though the lag is so unbearable, even with sub 100 pings, that I just get fed up and leave after about 15 minutes.
What I want to know is how can the incredible lag issues not even be LISTED in the bugs that are being worked on? It doesn't feel any smoother now than when I first got the beta. Do the developers not experience what I'm talking about? I hope I'm not alone in this and if I am, how do I fix it?
For example, earlier today I was trying to kill a marine who was hacking away at one of my resource nodes with a knife. I was a fade and I just wanted to walk over and kill him, seemed like a pretty easy task, fade vs knife. When I went to fight the enemy the lag was so bad that myself and the marine just kept teleporting around the node and I don't even know if I hit him once even though on my screen I "hit" him about 20 times before he just casually walked out of the room, still holding the knife. I couldn't chase after him because I was still lagging so bad that I couldn't walk down the stairs without hitting the railing and getting teleported back next to the resource node.
During this whole scenario my ping was going back and forth between 100 and 120. Not bad at all. I used to play tribes on 200+ ping and never experienced lag like this. My connection is also very good, I have 25/25 fios and usually get pings lower than 40 in most games.
Sorry for the long post but I really do love NS and I want NS2 to be good but I just can't get over how frustrating not being able to walk around without jumping/stuttering/teleporting is.
<!--quoteo(post=1836928:date=Mar 12 2011, 10:59 PM:name=TreDawg)--><div class='quotetop'>QUOTE (TreDawg @ Mar 12 2011, 10:59 PM) <a href="index.php?act=findpost&pid=1836928"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What I want to know is how can the incredible lag issues not even be LISTED in the bugs that are being worked on?<!--QuoteEnd--></div><!--QuoteEEnd--> Because it's not a single issue. Everything under Technical is related to lag. Also, find better servers, I've played stable 20-player games.
Comments
Nice, if this works out next step should be the option to orient to the wall :p
Could planting DI and Hydra be made instant after this change? Those often end up in unintended places with the delay.
Does this mean we're tilting just the view model and not the view as well?
Along with this, please make sure to fix the controls when wall-walking. If I'm on a wall and I hit A or D I should strafe across that surface, not barrel into that wall or run off it.
If this doesn't work, I have an other Idea.
Don't tilt the view itself. Rather rotate the teeth of the skulk so that the tounge always align itself to the wall or ceiling you are currently walking on.
Here are some examples:
<img src="http://img195.imageshack.us/img195/1259/skulkrotate1.jpg" border="0" class="linked-image" />
<img src="http://img825.imageshack.us/img825/1008/skulkrotate2.jpg" border="0" class="linked-image" />
Left side shows what I mean, right side is to show skulks current position.
I know constandly rotating teeth might be confusing but on the other hand you don't get fully confused because your whole view doesn't turn around and you have a nice indicator (the tounge) on which surface you are currently walking.
Edit: Posted it in the <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112859" target="_blank">Suggestion & Idea section</a>
Edit2: btw, where did the butthole of the skulk go? It had one in NS1, right?
"Integrate stack based C++ objects into Lua"
these are the meat and potatoes i have been waiting for!
I'm pretty sure this is dealing with the single largest performance hitters according to the profiling discussed sometime back. (ala the GC)
no more fps complainers in the forums.. evar. again. sigh.
indicator or not this has been discussed before.
no one likes to feel like they are in a clothes washer spinning around. its jarringly un-immersive.
not to mention how much easier it would be to control your movements if you are properly aligned with the wall/ceiling. straffing left to right or vise-versa while wall walking as it is now is not possible for me.
<!--quoteo(post=1834928:date=Feb 25 2011, 06:31 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Feb 25 2011, 06:31 AM) <a href="index.php?act=findpost&pid=1834928"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->indicator or not this has been discussed before.
no one likes to feel like they are in a clothes washer spinning around. its jarringly un-immersive.<!--QuoteEnd--></div><!--QuoteEEnd-->
speak for yourself. I prefer the AvP method of wall/ceiling walking. i find it much more immersive and much easier to control.
It sounds like you're only seeing the user view as an aesthetic change that players want solely for "immersion". Without a correct view, the controls become inconsistent when traversing certain planes (strafe does not strafe across the wall if you're looking along a wall instead of up it). You're sacrificing maneuverability.
Wrong. It's about as simple as getting a directional vector for the movement input then multiplying it by the model's rotation (which has already been calculated anyway). It's not rocket science, although tricky if you don't have the appropriate functions that I'm sure are already coded into the game to handle these types of calculations.
Also the same concept can be used for the lerk to barrel roll or perch.
Totally agree. ****ing loved the alien.
Also the same concept can be used for the lerk to barrel roll or perch.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't see how any of that makes me wrong (or is even relevant, depending on which part of my statement you meant to quote). I was never arguing the ease at which this could be fixed, only that it should be.
But yeah, I'm sort of wishing they'd apply this to the Lerk strafing as well, to enforce more realistic aerial movement, but I can already see the wave of players who would whine and complain about this before ever giving it a chance, so I haven't bothered posting about it.
It used to be 2-3 fps and now it is around 27-35fps
I still be a tiny bit of FPS lag when I am fighting an FT but that is fine as I use the Alien See-In-The-Dark thing which removes the flame from my view allowing me to get a lag-less kill :D
Some weird changes:
The Rifle now costs 10 res, Pistol costs 5, and the axe also costs 5.
Starting Personal Res is now 0.
I don't actually notice any dramatic improvement of Skulk wall walking. They still fall off the wall quite easily, esp when looking away from the wall.
read what was said before you jump to conclusions:
"because your whole view doesn't turn around"
he's not talking about AvP style, (which i also love, btw)
he's talking about the view staying the same, aligned DOWNWARD, with the teeth on the screen rotating. This is NOT whats in AvP.
Yay! go team!
I would like to see another version of DI soon though. This one is Over Powered and can easily stop the marines from doing anything.
Some weird changes:
The Rifle now costs 10 res, Pistol costs 5, and the axe also costs 5.
Starting Personal Res is now 0.
I don't actually notice any dramatic improvement of Skulk wall walking. They still fall off the wall quite easily, esp when looking away from the wall.<!--QuoteEnd--></div><!--QuoteEEnd-->
I read about this somewhere. It might have been in the code as comments. But this was 165... It's so that people can't buy and spam weapons.
giggity!
so excited about this next patch in terms of performance.
get well soon Max.
We are working on improving wall walking right now. It should make it into 168. It will help in these types of situations.<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://getsatisfaction.com/unknownworlds/topics/167_wall_walking_as_skulk#reply_5002789" target="_blank">http://getsatisfaction.com/unknownworlds/t...k#reply_5002789</a>
Woot!
giggity!
so excited about this next patch in terms of performance.
get well soon Max.<!--QuoteEnd--></div><!--QuoteEEnd-->
"Integrate stack based C++ objects into Lua".
This one will be most interesting with regards to the stuttering that has been plaguing NS2 since forever (stack-based instances should help eliviate the massive amounts of garbage Lua generates on the heap).
I understand that NS2 is still in beta and I understand that beta now a days isn't what it used to mean. I get that NS2 is an incomplete game. However, I can not forgive the fact that no matter how many bugs are fixed it is still a fundamentally broken game. I don't care how long a sound loops or even about the dynamic infestation, as cool as it is. What I care about is being able to actually PLAY the game.
About once a week I log onto NS2 in the hopes that it will be smooth enough to enjoy. Every time I join a server though the lag is so unbearable, even with sub 100 pings, that I just get fed up and leave after about 15 minutes.
What I want to know is how can the incredible lag issues not even be LISTED in the bugs that are being worked on? It doesn't feel any smoother now than when I first got the beta. Do the developers not experience what I'm talking about? I hope I'm not alone in this and if I am, how do I fix it?
For example, earlier today I was trying to kill a marine who was hacking away at one of my resource nodes with a knife. I was a fade and I just wanted to walk over and kill him, seemed like a pretty easy task, fade vs knife. When I went to fight the enemy the lag was so bad that myself and the marine just kept teleporting around the node and I don't even know if I hit him once even though on my screen I "hit" him about 20 times before he just casually walked out of the room, still holding the knife. I couldn't chase after him because I was still lagging so bad that I couldn't walk down the stairs without hitting the railing and getting teleported back next to the resource node.
During this whole scenario my ping was going back and forth between 100 and 120. Not bad at all. I used to play tribes on 200+ ping and never experienced lag like this. My connection is also very good, I have 25/25 fios and usually get pings lower than 40 in most games.
Sorry for the long post but I really do love NS and I want NS2 to be good but I just can't get over how frustrating not being able to walk around without jumping/stuttering/teleporting is.
This is referring to a bug which currently allows skulks to dive in midair
Because it's not a single issue. Everything under Technical is related to lag.
Also, find better servers, I've played stable 20-player games.