The server process now isn't using only one core any more. The bad thing is, that it now uses the complete CPU (99% usage) - maxing 2 cores on my dedicated box (which runs Windows virtualized using KVM with two cores assigned to the Windows VM).
In my case thats no problem, because the Windows-Machine runs only the NS2-Process. Other server ops should closely monitor the situation when they are hosting more than just NS2 on their machines.
/e: This happens when there are actually people on the server, when its idle its now using very little resources (3-4% usage - cheers for that \o/)
/e2: hm, this is weird ... the server seems now to behave like in the builds before (with maxing only one core).
<!--quoteo(post=1842903:date=Apr 28 2011, 09:24 AM:name=Enceladus)--><div class='quotetop'>QUOTE (Enceladus @ Apr 28 2011, 09:24 AM) <a href="index.php?act=findpost&pid=1842903"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->and what exactly is the problem with that?<!--QuoteEnd--></div><!--QuoteEEnd-->
Have you used the editor? (That's a rhetorical question before you reply to that in another post, because it's obvious you don't)
It's extremely difficult to see props, then it's furthermore difficult to differentiate between props as your area gets more and more details, even with hiding layers. As seen below, for people who really find it difficult to understand. (Or are too lazy to load it up or have no idea how a level editor works).
I've also changed my line colours to offset the black lines but it's not a good substitute, it's workable, but I don't like taking longer to align everything in a perspective view when I've got a 2D view that does it much quicker and faster; if it's fully functional :)
<!--quoteo(post=1842875:date=Apr 28 2011, 06:39 AM:name=Disorder)--><div class='quotetop'>QUOTE (Disorder @ Apr 28 2011, 06:39 AM) <a href="index.php?act=findpost&pid=1842875"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do you have any idea what you were doing before that happened? Have you been able to reproduce it? If so please post how you managed to do it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Just playing normally. It didn't happen in 174, or any previous builds. The buttons just didn't work. I also hate how you can't click on nothing to rest the cursor. Makes it difficult for me to think of it as a RTS. Also, you can't drag select buildings, have to manually click each one...annoying also. :P
I can always tell it's a good patch when it makes making a <a href="http://www.youtube.com/watch?v=-z3lLR8SF-A" target="_blank">changelog video</a> really easy. Nice job lads!
<!--quoteo(post=1842930:date=Apr 28 2011, 02:42 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Apr 28 2011, 02:42 PM) <a href="index.php?act=findpost&pid=1842930"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Have you used the editor? (That's a rhetorical question before you reply to that in another post, because it's obvious you don't)
It's extremely difficult to see props, then it's furthermore difficult to differentiate between props as your area gets more and more details, even with hiding layers. As seen below, for people who really find it difficult to understand. (Or are too lazy to load it up or have no idea how a level editor works). [...]<!--QuoteEnd--></div><!--QuoteEEnd--> I rarely use it, mostly just to edit an entity for testing purpose, so the general workflow is unkown territory for me :) But I get you point, and as it seems, the background color was a dark grey in the beginning. I added it to the bugtracker with a request for background color customisation.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited April 2011
<!--quoteo(post=1842946:date=Apr 28 2011, 02:25 PM:name=Enceladus)--><div class='quotetop'>QUOTE (Enceladus @ Apr 28 2011, 02:25 PM) <a href="index.php?act=findpost&pid=1842946"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I rarely use it, mostly just to edit an entity for testing purpose, so the general workflow is unkown territory for me :) But I get you point, and as it seems, the background color was a dark grey in the beginning. I added it to the bugtracker with a request for background color customisation.<!--QuoteEnd--></div><!--QuoteEEnd--> I always used magenta or pure green in Hammer, made spotting leaks much easier. But hell Leaks are no longer among us, still a customizable BG is a must!
Along side a ns2_gamerules fix! As of Build 172/173, newly created maps are broken from the start now and older maps seem to randomly get a broken ns2_gamerules the further we go up the ladder of builds, 174 broke maps which worked and now 175 is doing the same again.
Going to have a look at ns2_sample-build160_01 right now (it was still working in build 173). Heck I'm hoping for Tram and Rockdown to join the ranks of broken maps as well, so they will have to look into it :P
I saw 1 server with 16 players keeping tick rate at 30 but updates received per second were far lower than 20 (sometimes 1-3/s).
Commander mode seems to be extremely slow now when there are 100+ patches of infestation, hydras, players and other stuff. After moving camera to another part of the map it takes sometimes several seconds for entities to show up on screen.
MAC/Drifter path finding is as horrible as it was but now when they collide with stuff it's much harder to get them to go where you want.
Structures can't be selected if there's world geometry above it. It should be ignored.
There isn't (or I don't know about it) a way to select all your units like in Age of Empires or any other RTS where you can click on unit icons to deselect and so on. It's hard to make CTRL groups when everyone is all over the place.
Minimap is like christmas tree. I think that infestation shows up as green rectangle. I'm not sure if commander should see enemies within some range as red dots on minimap or just parasited ones or if it's just buggy/not finished.
Locked doors are huge pain in the ass for aliens. As far as I know infestation doesn't break them. If it does then I wasn't able to get it done (I also had lag + lots to do so I didn't spend a lot on it).
Infestation patches might be getting placed on surface below, shining through and still not allowing to build the harvester. When seeing harvester in build preview mode it should show as green/red or something and then message should be shown if it doesn't get built "No infestation patch/not enough resources/...".
Hopped on a couple servers seems way more stable and the new armory upgrade model looks cool. Probably the best state this game has been in to date. :)
Also about the editor background... don't you just declare a clear color at the beginning of every render? All we need is one of those system color choose things and make that set the render color to be used to clear the background with. Unless the problem is somehow much deeper than this gimme the source and I'll have it fixed in like an hour :p
<a href="http://msdn.microsoft.com/en-us/library/ms129565.aspx" target="_blank">Device.Clear Method (ClearFlags, Color, Single, Int32)</a>
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Have the maps tram and rockdown been updated btw?
I'm asking because it seems ns2_sample-build160_01 now has problems with drifters not being able to build Resource Towers and Hives. For Hives they just go waaaay underneath the map and for Resource Towers they don't do anything at all.
MACS have the same issue with building on technodes, by just going there and not putting down the structure.
I'll have a look if a rebuild of the minimap is needed here...
<!--quoteo(post=1842951:date=Apr 28 2011, 05:14 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Apr 28 2011, 05:14 PM) <a href="index.php?act=findpost&pid=1842951"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Along side a ns2_gamerules fix! As of Build 172/173, newly created maps are broken from the start now and older maps seem to randomly get a broken ns2_gamerules the further we go up the ladder of builds, 174 broke maps which worked and now 175 is doing the same again.<!--QuoteEnd--></div><!--QuoteEEnd--> This already went into the bugtracker a few days ago.
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
So with Marines being able to repair power nodes, we've lost the last thing that MACs could do exclusively. Now the marines can play an entire match without needing a single MAC. Doesn't seem right to me.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
<!--quoteo(post=1842968:date=Apr 28 2011, 12:48 PM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Apr 28 2011, 12:48 PM) <a href="index.php?act=findpost&pid=1842968"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So with Marines being able to repair power nodes, we've lost the last thing that MACs could do exclusively. Now the marines can play an entire match without needing a single MAC. Doesn't seem right to me.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hopefully it'll require a welder/nanotool in the future. Just need the artwork done for that of course.
<!--quoteo(post=1842968:date=Apr 28 2011, 12:48 PM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Apr 28 2011, 12:48 PM) <a href="index.php?act=findpost&pid=1842968"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So with Marines being able to repair power nodes, we've lost the last thing that MACs could do exclusively. Now the marines can play an entire match without needing a single MAC. Doesn't seem right to me.<!--QuoteEnd--></div><!--QuoteEEnd--> Marines can repair structures? Also, MACs will get EMP and Mines.
<!--quoteo(post=1842968:date=Apr 28 2011, 05:48 PM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Apr 28 2011, 05:48 PM) <a href="index.php?act=findpost&pid=1842968"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So with Marines being able to repair power nodes, we've lost the last thing that MACs could do exclusively. Now the marines can play an entire match without needing a single MAC. Doesn't seem right to me.<!--QuoteEnd--></div><!--QuoteEEnd--> So now we're holding marines back just to give MACs a purpose? I say rid us of those blasted things, good riddance, they were a mistake from the get-go and have given me nothing but frustration.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1842965:date=Apr 28 2011, 04:41 PM:name=Enceladus)--><div class='quotetop'>QUOTE (Enceladus @ Apr 28 2011, 04:41 PM) <a href="index.php?act=findpost&pid=1842965"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This already went into the bugtracker a few days ago.<!--QuoteEnd--></div><!--QuoteEEnd-->
This one?
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Build 171: Minor parsing error with cmd line server launching arguments<!--QuoteEnd--></div><!--QuoteEEnd-->
How to not get the error window popping up everytime I join a server? Sometimes it crashes the game and sometimes I can't see the window.
The problem with not seeing the window is that I can't alt-tab the game because when I try to activate it again I only get the Failure on Lock error text spamming in the console window.
Considering that power nodes are almost always flat on a wall, any marine that is repairing it is vulnerable as hell and has to rely on teammates spotting and shooting any incoming aliens to survive. You'll still really really want to use MACs for it, but in a pinch you can do it without waiting for a spotty AI to navigate to you, so I wouldn't call MACs purposeless just yet.
You've got how many people capable of coding on site again? Four? (Brian, Brian, Andrew, Max) Five? (+Charlie)<!--QuoteEnd--></div><!--QuoteEEnd--> One of those Brians is a tech artist, not a programmer. And Charlie has lately been focused on the business side of running the company and the game design side of things, more then actual programming. So, 3 programmers and one of them, Andrew, has already fixed the black prop/texture thumbnail problem in the editor and has already started to work on the editor background color that you keep mentioning.
<!--quoteo(post=1842966:date=Apr 28 2011, 04:43 PM:name=dux)--><div class='quotetop'>QUOTE (dux @ Apr 28 2011, 04:43 PM) <a href="index.php?act=findpost&pid=1842966"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Andrew has begun given the editor some attention. You can close your pie hole now jim. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
I'll still find something to rage at you about, RELEVANT OR NOT! =D
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo(post=1842966:date=Apr 28 2011, 09:43 AM:name=dux)--><div class='quotetop'>QUOTE (dux @ Apr 28 2011, 09:43 AM) <a href="index.php?act=findpost&pid=1842966"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Andrew has begun given the editor some attention. You can close your pie hole now jim. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Then might I suggest he take a look at <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112299" target="_blank">this thread</a>? My specific requests are <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112299&st=40&p=1842077&#entry1842077" target="_blank">here</a>.
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=1842997:date=Apr 28 2011, 11:03 AM:name=MurphyIdiot)--><div class='quotetop'>QUOTE (MurphyIdiot @ Apr 28 2011, 11:03 AM) <a href="index.php?act=findpost&pid=1842997"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It is nothing visible. It just protects from computing some bad numbers in that code.<!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
In my case thats no problem, because the Windows-Machine runs only the NS2-Process. Other server ops should closely monitor the situation when they are hosting more than just NS2 on their machines.
/e:
This happens when there are actually people on the server, when its idle its now using very little resources (3-4% usage - cheers for that \o/)
/e2:
hm, this is weird ... the server seems now to behave like in the builds before (with maxing only one core).
Have you used the editor? (That's a rhetorical question before you reply to that in another post, because it's obvious you don't)
It's extremely difficult to see props, then it's furthermore difficult to differentiate between props as your area gets more and more details, even with hiding layers. As seen below, for people who really find it difficult to understand. (Or are too lazy to load it up or have no idea how a level editor works).
<img src="http://i.imgur.com/7zJVU.jpg" border="0" class="linked-image" />
I've also changed my line colours to offset the black lines but it's not a good substitute, it's workable, but I don't like taking longer to align everything in a perspective view when I've got a 2D view that does it much quicker and faster; if it's fully functional :)
Big hugs from Sweden guys, you should celebrate with some beer tonight!
Just playing normally. It didn't happen in 174, or any previous builds. The buttons just didn't work. I also hate how you can't click on nothing to rest the cursor. Makes it difficult for me to think of it as a RTS. Also, you can't drag select buildings, have to manually click each one...annoying also. :P
It's extremely difficult to see props, then it's furthermore difficult to differentiate between props as your area gets more and more details, even with hiding layers. As seen below, for people who really find it difficult to understand. (Or are too lazy to load it up or have no idea how a level editor works).
[...]<!--QuoteEnd--></div><!--QuoteEEnd-->
I rarely use it, mostly just to edit an entity for testing purpose, so the general workflow is unkown territory for me :)
But I get you point, and as it seems, the background color was a dark grey in the beginning.
I added it to the bugtracker with a request for background color customisation.
<img src="http://dl.dropbox.com/u/2078961/ns2_175.png" border="0" class="linked-image" />
But I get you point, and as it seems, the background color was a dark grey in the beginning.
I added it to the bugtracker with a request for background color customisation.<!--QuoteEnd--></div><!--QuoteEEnd-->
I always used magenta or pure green in Hammer, made spotting leaks much easier. But hell Leaks are no longer among us, still a customizable BG is a must!
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->*ahem*<!--colorc--></span><!--/colorc-->
Along side a ns2_gamerules fix! As of Build 172/173, newly created maps are broken from the start now and older maps seem to randomly get a broken ns2_gamerules the further we go up the ladder of builds, 174 broke maps which worked and now 175 is doing the same again.
Going to have a look at ns2_sample-build160_01 right now (it was still working in build 173). Heck I'm hoping for Tram and Rockdown to join the ranks of broken maps as well, so they will have to look into it :P
GS: <a href="http://getsatisfaction.com/unknownworlds/topics/_172_173_the_rules_have_changed" target="_blank">http://getsatisfaction.com/unknownworlds/t...es_have_changed</a>
Thread: <a href="http://www.unknownworlds.com/forums/index.php?showtopic=113201" target="_blank">http://www.unknownworlds.com/forums/index....howtopic=113201</a>
Commander mode seems to be extremely slow now when there are 100+ patches of infestation, hydras, players and other stuff. After moving camera to another part of the map it takes sometimes several seconds for entities to show up on screen.
MAC/Drifter path finding is as horrible as it was but now when they collide with stuff it's much harder to get them to go where you want.
Structures can't be selected if there's world geometry above it. It should be ignored.
There isn't (or I don't know about it) a way to select all your units like in Age of Empires or any other RTS where you can click on unit icons to deselect and so on. It's hard to make CTRL groups when everyone is all over the place.
Minimap is like christmas tree. I think that infestation shows up as green rectangle. I'm not sure if commander should see enemies within some range as red dots on minimap or just parasited ones or if it's just buggy/not finished.
Locked doors are huge pain in the ass for aliens. As far as I know infestation doesn't break them. If it does then I wasn't able to get it done (I also had lag + lots to do so I didn't spend a lot on it).
Infestation patches might be getting placed on surface below, shining through and still not allowing to build the harvester. When seeing harvester in build preview mode it should show as green/red or something and then message should be shown if it doesn't get built "No infestation patch/not enough resources/...".
Also about the editor background... don't you just declare a clear color at the beginning of every render? All we need is one of those system color choose things and make that set the render color to be used to clear the background with. Unless the problem is somehow much deeper than this gimme the source and I'll have it fixed in like an hour :p
<a href="http://msdn.microsoft.com/en-us/library/ms129565.aspx" target="_blank">Device.Clear Method (ClearFlags, Color, Single, Int32)</a>
I'm asking because it seems ns2_sample-build160_01 now has problems with drifters not being able to build Resource Towers and Hives. For Hives they just go waaaay underneath the map and for Resource Towers they don't do anything at all.
MACS have the same issue with building on technodes, by just going there and not putting down the structure.
I'll have a look if a rebuild of the minimap is needed here...
This already went into the bugtracker a few days ago.
Hopefully it'll require a welder/nanotool in the future. Just need the artwork done for that of course.
Marines can repair structures?
Also, MACs will get EMP and Mines.
So now we're holding marines back just to give MACs a purpose? I say rid us of those blasted things, good riddance, they were a mistake from the get-go and have given me nothing but frustration.
This one?
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Build 171: Minor parsing error with cmd line server launching arguments<!--QuoteEnd--></div><!--QuoteEEnd-->
The problem with not seeing the window is that I can't alt-tab the game because when I try to activate it again I only get the Failure on Lock error text spamming in the console window.
You've got how many people capable of coding on site again? Four? (Brian, Brian, Andrew, Max) Five? (+Charlie)<!--QuoteEnd--></div><!--QuoteEEnd-->
One of those Brians is a tech artist, not a programmer. And Charlie has lately been focused on the business side of running the company and the game design side of things, more then actual programming. So, 3 programmers and one of them, Andrew, has already fixed the black prop/texture thumbnail problem in the editor and has already started to work on the editor background color that you keep mentioning.
--Cory
I'll still find something to rage at you about, RELEVANT OR NOT! =D
It is nothing visible. It just protects from computing some bad numbers in that code.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->Can I mention it once more :P
-sorry it's "may I" isn't it...
Then might I suggest he take a look at <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112299" target="_blank">this thread</a>? My specific requests are <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112299&st=40&p=1842077&#entry1842077" target="_blank">here</a>.
tl;dr version: more IO and entity support plz!
sweet. thx brian
You've got how many people capable of coding on site again? Four? (Brian, Brian, Andrew, Max) Five? (+Charlie)<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
Massive Editor Updates Please. I want go map on my free times :)