Build 172 Patch notes

SgtBarlowSgtBarlow 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>

Comments

  • falcfalc Join Date: 2011-03-18 Member: 87128Members
    edited April 2011
    The black-screen-when-connecting-problem is still existing on servers in 172. :(

    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-->
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    The full-blown sound bug has returned in 172. I lost all sounds except for marine rifle sounds.
  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
    I didn't lose all sounds, but the gunfire sound looped and followed marines quite often. I also couldn't reload/resupply the flamethrower.
  • kababkabab Join Date: 2003-12-15 Member: 24384Members, Constellation
    edited April 2011
    Okay been playing this a fair bit the game has really improved!

    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!
  • _Thresh__Thresh_ Join Date: 2008-01-11 Member: 63385Members
    edited April 2011
    Big improvement on performance in this version for me. Felt much smoother, without the terrible hitching. Haven't played in a few versions, but I assume the 171 fix created the improvements. Great work guys.

    Only technical glitch I experienced: getting stuck on stairs, pretty minor.

    Edit: Specs: I7950 3.2GHz, 2x-ATI5870, Win 7 64, 12GB 1600Mhz RAM.
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1841397:date=Apr 18 2011, 05:47 AM:name=kabab)--><div class='quotetop'>QUOTE (kabab @ Apr 18 2011, 05:47 AM) <a href="index.php?act=findpost&pid=1841397"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • RigorRigor Join Date: 2011-02-05 Member: 80545Members
    Logged a good number of hours in 172 and it's been a definite improvement.

    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
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Just tried it offline with my very old computer and there is clear improvement, I had like 0-5 fps in the first builds, now it's almost smooth! Good job on that.
  • CerebralCerebral Join Date: 2003-06-25 Member: 17689Members
    This version is significantly more playable for me. I was getting 30-40fps on my 4-5 year old rig so i'm pretty happy with that so far. The latency is still a bit of an issue but beyond that it was fun. I can't wait to see more features make it in.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Awesome, I'm glad the game is getting better for you guys. We are still doing more performance improvements but we're making some good progress!
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <!--quoteo(post=1841397:date=Apr 18 2011, 07:47 AM:name=kabab)--><div class='quotetop'>QUOTE (kabab @ Apr 18 2011, 07:47 AM) <a href="index.php?act=findpost&pid=1841397"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--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)!
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112031" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=112031</a> This one?
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    It was a related thread, but not that one. There was a circular "HOLD POSITION" marker painted on the ground. I actually thought they were screenshots of in-game at first.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    I know the one but that was from quite some time ago... well before that one, I think.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    Might you be able to link me? I want to save it, this time :)
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Nah, I had a look, but I couldn't find it either. I wasn't even sure what the actual topic was.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112658&view=findpost&p=1830109" target="_blank">Found it</a>
    <img src="http://img228.imageshack.us/img228/8364/floorwaypoint.jpg" border="0" class="linked-image" />
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited April 2011
    I never noticed the floating ball above the hold position "decal" before. It's a great mockup. UW, make this happen.
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