Build 172 Patch notes
SgtBarlow
Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
NS2 Build 172
<ul><li>General fixes for problems in the previous patch</li><li>Fixed bug preventing graphic option changes from taking effect</li><li>Disallowed rooted whips from opening doors</li><li>Fixed bug preventing bots from being removed from a server</li><li>Improved entity query system (slight performance improvement and more robust code)</li><li>Prevented entities from being updated before being synchronized</li><li>Added in Flamethrower's "attack_end" animation</li></ul>
<ul><li>General fixes for problems in the previous patch</li><li>Fixed bug preventing graphic option changes from taking effect</li><li>Disallowed rooted whips from opening doors</li><li>Fixed bug preventing bots from being removed from a server</li><li>Improved entity query system (slight performance improvement and more robust code)</li><li>Prevented entities from being updated before being synchronized</li><li>Added in Flamethrower's "attack_end" animation</li></ul>
Comments
The server isn't logging lua-errors in the console any more. But it won't display any new entries in the console or log when it comes to the point where it starts hanging for clients.
New with this build - during startup the following error appears multiple times when it begins loading the map (happens on tram too):
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Loading 'maps/ns2_rockdown.level'
Location:GetIsPointInside(): No physics body, returning false. - Server<!--c2--></div><!--ec2-->
Feedback:-
Frame rate/lag still needs improvement
Server tick rate seems more stable
Players collide med packs and ammo packs please remove this..
The waypoint system is cool in how it guides you but perhaps the markers which guide you along the way need to be a bit different from the final way point marker.
Pathing issues still with mac/drifters
Sound cuts
Can't see who is talking with mic chat
Marine grenade launcher doesn't feel very nice.
Flame thrower doesn't produce any light which looks a bit odd when you have this massive flame...
Overall but massive improvement!
Only technical glitch I experienced: getting stuck on stairs, pretty minor.
Edit: Specs: I7950 3.2GHz, 2x-ATI5870, Win 7 64, 12GB 1600Mhz RAM.
It is different. The final marker is an inverted triangle. It is hard to tell the difference, I agree. Perhaps make the color different or something.
Good:
40-70 FPS
Game loads quicker and no black screens during load
Good servers keep tick rate up, even with hydras
Fewer crashes, though entering/exiting comm position still leads to crashes
Looping Marine rifle sound was the only sound issue
More work to do:
SOMETHING is wrong with fade primary weapon. The range is gimped like he has T-rex arms or the hit detection is bugged.
Getting stuck on stairs and platforms is still annoying
MACs/Drifters getting stuck on one another and on certain doors is still a problem
Player ghost got worse; a player had two or three ghosts that were entities in the game that would spawn after being killed, blocking up the IP queue
SPECS: i7 950, 6G RAM, GTX 470, Win7 x64
<!--quoteo(post=1841418:date=Apr 18 2011, 12:26 PM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Apr 18 2011, 12:26 PM) <a href="index.php?act=findpost&pid=1841418"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It is different. The final marker is an inverted triangle. It is hard to tell the difference, I agree. Perhaps make the color different or something.<!--QuoteEnd--></div><!--QuoteEEnd-->
Make all waypoint markers (those leading to the objective) decals that appear flat on the ground so they don't obstruct the view and all are obviously not the final objective. Someone posted a mock-up of this a while back (I remember seeing Harimau, Spellman, and xVisions in the thread if I recall correctly), but I can't find it (Search function in these forums is so painful)!
<img src="http://img228.imageshack.us/img228/8364/floorwaypoint.jpg" border="0" class="linked-image" />