Natural Selection 2 News Update - NS2 Alpha Build 152

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  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    <!--quoteo(post=1803334:date=Oct 27 2010, 09:19 PM:name=NS2HD)--><div class='quotetop'>QUOTE (NS2HD @ Oct 27 2010, 09:19 PM) <a href="index.php?act=findpost&pid=1803334"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->First Build 152 video is now <!--coloro:#008000--><span style="color:#008000"><!--/coloro-->live<!--colorc--></span><!--/colorc-->,

    <a href="http://www.youtube.com/watch?v=p5p3uVZzcak" target="_blank">http://www.youtube.com/watch?v=p5p3uVZzcak</a>

    For those looking for a more positive view of the patch, it might be your cup of tea.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Makes me want to play longer then 10 minutes. Vid looks like your playing build 153 imho :P
  • TacotaTacota Join Date: 2009-10-12 Member: 69027Members
    edited October 2010
    Yup, pretty dang playable with < 8 players in the server. Had fun, and actually able to check stuff out.... which was pretty much impossible in the previous build.

    All servers should just be capped at 8 players haha.
  • MartinMartin Join Date: 2010-07-27 Member: 73229Members
    Shall I cap all NSArmory servers at 8 people? If this would make things playable I would be more than happy to do so.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
  • MartinMartin Join Date: 2010-07-27 Member: 73229Members
    edited October 2010
    Pacific, Central, and East are all now capped at 8 people. If someone was kicked, sorry :-\ ... its for the greater good ha
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    Almost playable with a small sever size. Nice improvements!
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    <!--quoteo(post=1803379:date=Oct 27 2010, 08:47 PM:name=Martin)--><div class='quotetop'>QUOTE (Martin @ Oct 27 2010, 08:47 PM) <a href="index.php?act=findpost&pid=1803379"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pacific, Central, and East are all now capped at 8 people. If someone was kicked, sorry :-\ ... its for the greater good ha<!--QuoteEnd--></div><!--QuoteEEnd-->
    you sure? i keep seeing more ppl on them
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    right now there are 10 ppl on central, might need to restart them
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1803379:date=Oct 27 2010, 11:47 PM:name=Martin)--><div class='quotetop'>QUOTE (Martin @ Oct 27 2010, 11:47 PM) <a href="index.php?act=findpost&pid=1803379"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pacific, Central, and East are all now capped at 8 people. If someone was kicked, sorry :-\ ... its for the greater good ha<!--QuoteEnd--></div><!--QuoteEEnd-->

    The caps don't work btw. I was showing 9/6 on my server before. I was counting people in the readyroom to confirm the numbers, since the scoreboard is bugged.
  • MartinMartin Join Date: 2010-07-27 Member: 73229Members
    I've now explicitly set the limit to 8 via the command line arguments. I was using the server.xml , wondering if it's not paying attention to that.
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1803398:date=Oct 28 2010, 01:02 AM:name=Martin)--><div class='quotetop'>QUOTE (Martin @ Oct 28 2010, 01:02 AM) <a href="index.php?act=findpost&pid=1803398"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've now explicitly set the limit to 8 via the command line arguments. I was using the server.xml , wondering if it's not paying attention to that.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Let me know if that works. I haven't tested it, but the server.xml limits are definitely ignored.
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    Biggest change to me was no more HITCHING! Very noticeably better. Nice job.

    However, with 20 fps on lowest gfx settings and lowest resolution on my 8800gts and dual core, it's still unplayable. I agree there's still a frame of input lag as well, as I think it does feel more like 100ms rather than 50ms at my 20 fps.
  • MartinMartin Join Date: 2010-07-27 Member: 73229Members
    <!--quoteo(post=1803399:date=Oct 28 2010, 05:04 AM:name=devicenull)--><div class='quotetop'>QUOTE (devicenull @ Oct 28 2010, 05:04 AM) <a href="index.php?act=findpost&pid=1803399"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Let me know if that works. I haven't tested it, but the server.xml limits are definitely ignored.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Will do. Central looks like it'll be the first to verify if this worked or not. I'll keep everyone posted. Though if anyone sees any of the NSArmory servers with more than 8, please inform us. Thanks


    Currently these are how many people are on each server

    Pacific - 0
    Central - 5
    East - 1 <- loyal VeNeM
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    right now central lists as 10
  • MartinMartin Join Date: 2010-07-27 Member: 73229Members
    edited October 2010
    Well looks like server limits are not being used. Thank you VeNeM. It's causing the servers to get overloaded and causing them to crash.
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    Sentries are a little overpowered. They kill a skulk instantly and a gorge in two short bursts. You open a door with one there and you die.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    So i jumped right in a server and it actually seemed to play a bit better. I actually killed a marine with parasite but after the 6th player joined it really became unplayable and my FPS dropped from 18 to 6, i noticed the hydras really stressed it also.

    When i run my NS1 Servers i notice the server really drags down for everyone when a high ping player connects, is there a way to limit ping at this point. I use Plugins to control it in NS1 and it would be nice to see a ping limit with a warning+Delay before removing high pinger. (so they know why they where kicked)

    I was thinking that those with high pings are the ones killing the network maybe? or slow running machines? What brings me to that optimistic conclusion is that the game nearly froze up so i went to ready room to find 4 marines floating like david blain.
  • MartinMartin Join Date: 2010-07-27 Member: 73229Members
    edited October 2010
    Wolf it was their street magic slowing it down ha. That's a very good idea about the ping since they've mostly been testing locally.
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    I don't think high pingers are the problem, but I'm a bit self interested here. I haven't found any updated Australian servers, and so have been playing on US ones. My ping easily shoots above 200ms. Despite this I have played in some butter smooth games (e.g. NS2HD[30] and my imminent NS2HD[31] vids). No doubt we lag like normal high pingers in other games, but we are not bringing servers down.
  • tk-421tk-421 Join Date: 2006-11-03 Member: 58315Members, Reinforced - Shadow
    edited October 2010
    Just comm'ed my first NS2 game from start to finish. Friggin awesome, thanks for hosting the servers Martin - they worked great (I was playing on Central).

    Great times, this has me totally stoked. It's still sluggish and buggy obviously, but at least it was completely playable with 8 people.

    Thanks UWE!
  • MartinMartin Join Date: 2010-07-27 Member: 73229Members
    edited October 2010
    <!--quoteo(post=1803418:date=Oct 28 2010, 06:35 AM:name=tk-421)--><div class='quotetop'>QUOTE (tk-421 @ Oct 28 2010, 06:35 AM) <a href="index.php?act=findpost&pid=1803418"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just comm'ed my first NS2 game from start to finish. Friggin awesome, thanks for hosting the servers Martin - they worked great (I was playing on Central).<!--QuoteEnd--></div><!--QuoteEEnd-->

    My pleasure. Once the network bugs are cut down we plan on adding more servers so ping will be reduced even more. Central is currently located in Dallas. Feel free to sign up on our forums too ;)

    The more we test the more bugs we can find and provide better feedback to UWE. GO GO UWE!!
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    edited October 2010
    i still think the console floods are causing some of the client side lag as well. even on lan im getting around 25-20 fps. but yea armory has been the best servers sofar. other servers ive been on cant even handle 6. they get that bug where youre stuck in the waiting room and cant move. so i dont think thats a game bug as much as the servers..




    phenom II x4 955
    gtx 470
    4 gb ram
    win7 x64
  • WarmongerWarmonger Join Date: 2003-02-04 Member: 13126Members, Constellation
    <!--quoteo(post=1803298:date=Oct 27 2010, 06:40 PM:name=NeoSniper)--><div class='quotetop'>QUOTE (NeoSniper @ Oct 27 2010, 06:40 PM) <a href="index.php?act=findpost&pid=1803298"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->To reiterate, I see these as a cycle of "core engine issues" patches followed by "compatibility" patches and so on...

    Also:

    Please relax and report bugs in a helpful and appropriate manner. I know it's frustrating to us that UWE is taking "longer than promised" to develop NS2, but I too know that it's more frustrating to them. I also sense no foul play on their part, on the contrary they are working their butts of to get their job done asap.

    On a separate but related note. Giving us ALL a chance to playtest the alpha was a cool move on their part. Let's not punish that move by losing track of what the alpha process is right now. Getting the game to run well on everyone's computer. That's the goal of everyone who chooses to participate in the alpha at this moment.

    I know I sound like an UWE defender but I'm merely just trying to practice a considerate attitude and logical thinking. Yes it's taking really long, but I've yet to feel betrayed or tricked, and until that happens I'm going to keep a chill or helpful attitude, because well ALL want the same thing here.<!--QuoteEnd--></div><!--QuoteEEnd-->
    What he said.

    I'll admit that the devs probably hyped this patch a wee bit, but ultimately the community was putting a lot of pressure on the devs to release something "as is" just so they could have something new and now the devs are in a no-win situation. Frankly, I'm glad they put out the patch in it's current state just so I could mess around with the new stuff that was added.

    Also, for the people having issues with the game freezing as soon as you get to the RR - let the game stew for a few minutes and it will probably come around. I can't guarantee it will work with every server but on the couple I tried I had to wait between 1 and 2 minutes (which, of course, felt like 5 minutes) while the screen was frozen. After a few minutes it came around and I could move. It seemed like it was syncing the game-state or possibly pushing data to the video card or something. The delay may possibly be dependent on PC specs too...
  • MartinMartin Join Date: 2010-07-27 Member: 73229Members
    <!--quoteo(post=1803420:date=Oct 28 2010, 06:43 AM:name=VeNeM)--><div class='quotetop'>QUOTE (VeNeM @ Oct 28 2010, 06:43 AM) <a href="index.php?act=findpost&pid=1803420"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i still think the console floods are causing some of the client side lag as well. even on lan im getting around 25-20 fps<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's possible, with all the writes to the log file it could be hogging CPU time. If we could disable logging that might fix some issues. It's all speculation at this point.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    <!--quoteo(post=1803417:date=Oct 27 2010, 11:18 PM:name=NS2HD)--><div class='quotetop'>QUOTE (NS2HD @ Oct 27 2010, 11:18 PM) <a href="index.php?act=findpost&pid=1803417"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think high pingers are the problem, but I'm a bit self interested here. I haven't found any updated Australian servers, and so have been playing on US ones. My ping easily shoots above 200ms. Despite this I have played in some butter smooth games (e.g. NS2HD[30] and my imminent NS2HD[31] vids). No doubt we lag like normal high pingers in other games, but we are not bringing servers down.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm not implying that every high pinger brings down a server. Just seems to be a pattern when you watch pings and frame-rates as servers fill with players.

    Maybe it's a mixture of slower machines along side slower connections, I don't know to much about network stuff but i have seen for my own eyes on various servers i host that high pings warp around and FPS on servers drop. I assume the net code has a throttle in it to try and level the field? Like i said i don't know much on that stuff.

    I play in my NS1 server with a player call "Screaming Angels" (i think Aussie) and they ping in around 200-300 depending on time of day and they don't effect the server at all and they seem to be stable (minimal warping) with game play but at the same time a player with the same ping that's maybe within a 1k mile radius will be jumping all over the place possibly from a slower connection speed.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    high pingers havent affected servers since idk when.
  • BloodhouseBloodhouse Join Date: 2010-07-14 Member: 72369Members
    edited October 2010
    How are 64bit people getting on? I've Windows 7-64 and I can't get the menu screen up. I can hear music but see no screen.
    Task manager says ns2.exe *32

    Am i running a wrong version? It didn't seem to matter in build 151
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    Win7 64 Running ok here Bloodhouse, what's your graphics card?

    Also that log file/console dumping theory sounds very plausible to me. If a log file is being written to disk at every instance, then the slowdowns could be very significant. Keyloggers (for legitimate purposes) have this effect as well as they write mouse movements/keystrokes/window states constantly.
  • AvalonAvalon Join Date: 2007-03-04 Member: 60224Members
    edited October 2010
    Win7 64bit here and the game actually runs moderately well for its state. I was reading the horror stories of the first couple pages and figured by the time I got to go home and play it, there'd be no point since it wouldn't work. Definitely not the case for me.

    In servers with <10 people, it's quite playable. FPS has gone up, network responsiveness seems much better and the hit registration is finally working moderately. We were having some issues, but nothing show stopping until the server went over 10 people. No one getting stuck in RR either.

    Our server couldn't get the armory to ugprade to advanced, sound was still sounding like it was right behind you when things were nowhere in sight, the shotgun ammo display kept flickering and moving out of place from the gun, and sometimes the rifle would cause a very brief sound loop. Animations are also very broken, but other than that, it works. Had a bit of fun shooting a few of you up and getting chomped on :D
  • MartinMartin Join Date: 2010-07-27 Member: 73229Members
    <!--quoteo(post=1803431:date=Oct 28 2010, 07:13 AM:name=NS2HD)--><div class='quotetop'>QUOTE (NS2HD @ Oct 28 2010, 07:13 AM) <a href="index.php?act=findpost&pid=1803431"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also that log file/console dumping theory sounds very plausible to me. If a log file is being written to disk at every instance, then the slowdowns could be very significant. Keyloggers (for legitimate purposes) have this effect as well as they write mouse movements/keystrokes/window states constantly.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's why it's best to write to the log in batches ;)
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