<!--quoteo(post=1904457:date=Feb 17 2012, 10:50 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Feb 17 2012, 10:50 PM) <a href="index.php?act=findpost&pid=1904457"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I used to play on medium graphics settings, but then I took a cursor to the graphics settings...
Today I tried "bloody awful" or what ever it's called. And this freezing is close to gone. I'm on 512Mb Vram with 2Gb DDR2, you could try the lowest setting and hope for the best...
<-- I like medium for recording, but it is not playable for me (Mineshaft mostly and end game on any map) Now after a long time of being stubborn (I wantz mah medium, lowest setting is so blurry :( ) I can now play on 32 player server (well up to the point that someone on there placed 468 hydra's all over crushing room and Lance took it down to 22 again :D )<!--QuoteEnd--></div><!--QuoteEEnd-->
I was on the same server! Had "Stable" fps of 30, but still freezing goes on, and yes i turned it graphics to low. It slightly powers up my fps, but it doesn't seem to be releated to freezing. :(
Noticed in today's game in 197 that Onos' normal attack couldn't damage one marine at all. I don't remember if he had nanoshield on for a moment or if he came out of comm chair. This script error was all over the console after it.
<!--quoteo(post=1904538:date=Feb 18 2012, 06:54 AM:name=Skie)--><div class='quotetop'>QUOTE (Skie @ Feb 18 2012, 06:54 AM) <a href="index.php?act=findpost&pid=1904538"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Noticed in today's game in 197 that Onos' normal attack couldn't damage one marine at all. I don't remember if he had nanoshield on for a moment or if he came out of comm chair. This script error was all over the console after it.
Are server downloads still coming any time soon because i think we really need it with all the mods appearing?
I noticed the map editor was being worked on a while back to update it's rendering engine, how is that coming along?
Why are the map editor view ports all backwards, been like it for a long time but needs a quick fix, from the top view north should be up and dragging left or right is reversed in the front and side views, not natural like other editors.
<!--quoteo(post=1904493:date=Feb 18 2012, 06:41 AM:name=bLink`)--><div class='quotetop'>QUOTE (bLink` @ Feb 18 2012, 06:41 AM) <a href="index.php?act=findpost&pid=1904493"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Even though there's lot of issues in the game(like crashing, floating drifters, etc.), I still find it fun.<!--QuoteEnd--></div><!--QuoteEEnd-->
Drifters are supposed to float until they start to build something.
<!--quoteo(post=1904507:date=Feb 18 2012, 03:50 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Feb 18 2012, 03:50 AM) <a href="index.php?act=findpost&pid=1904507"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, an audio cue for the person being welded is a good idea, and probably some kind of HUD indication as well. It will also be a bit more noticeable as soon as the welder model is in, because the person trying to weld you will be holding a welder, instead of just their regular weapon as it is currently.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
How about a "I need a weld!" call (think TF2 medic! call), with an icon over your head?
<!--quoteo(post=1904578:date=Feb 18 2012, 01:18 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Feb 18 2012, 01:18 PM) <a href="index.php?act=findpost&pid=1904578"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Drifters are supposed to float until they start to build something.<!--QuoteEnd--></div><!--QuoteEEnd-->
so can you guess what the issue is that he's referring to?
<!--quoteo(post=1904578:date=Feb 18 2012, 12:18 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Feb 18 2012, 12:18 PM) <a href="index.php?act=findpost&pid=1904578"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Drifters are supposed to float until they start to build something.<!--QuoteEnd--></div><!--QuoteEEnd-->
I mean like they're way up in the air that they get stuck. I can't seem to build when they're up that high and sometimes they're on top of objects and can't get out of the area. I'll show you screenshot when it happens again.
Had to quit as the new FOV gave me a severe headache after 45 minutes. Hope this is being looked at because as it is I will have to stop playing. We need the option to select what suits the player/monitor.
Noticed the Skulk parasite/spit was not working for me a lot of the time. Maybe 1 in 10 hits was tagging a structure.
Building power nodes sometimes still bugged and would not build and also sometimes it did build but the on screen notification of the percentage did not show up.
The game seems to run at twice the speed now. This caused even more marine jump spam/circle strafing fights.
FPS was down on the last few builds.
Servers crashed a couple of times in the 45 mins I was on.
I froze several times and was stuck partially inside my character so I could see parts of the skin but couldn't move or quit out.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1904655:date=Feb 18 2012, 11:58 PM:name=player)--><div class='quotetop'>QUOTE (player @ Feb 18 2012, 11:58 PM) <a href="index.php?act=findpost&pid=1904655"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Should've put a bunnyhopping NS1 celerity-skulk in there for good measure.<!--QuoteEnd--></div><!--QuoteEEnd--> It's probably faster and has more aircontrol :P
Just wondering if anyone could take at look at Drifters and their hit on server performance, just had a 1 on 1 on an AUS Pure server where all was going well untill about 20 drifters were sent to make a new hive.
Hundereds of hydras, whips, crags, shades [edit: plus all my sentries, arcs, 5 factories etc] etc didn't slow things down much at all, probably because we were only 1 on 1, but after using ARCs to clear alot of the map, as soon as those drifters came out (like, maybe 10-15 of them, becuase the ARCs had taken out all but one hive the alien player needed a second hive for that all important bile bomb, even more so in 1 on 1) the server started to crawl, untill it became unplayable and *blip* down she goes cap'n.
I assume the drifters were fine stationary, but as soon as they started to move...
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo(post=1904654:date=Feb 18 2012, 03:51 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Feb 18 2012, 03:51 PM) <a href="index.php?act=findpost&pid=1904654"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.youtube.com/watch?v=qWoH3wfvK8c" target="_blank">http://www.youtube.com/watch?v=qWoH3wfvK8c</a><!--QuoteEnd--></div><!--QuoteEEnd--> Nice speed comparison. However, I'm wondering if the faster time for the jumping skulk movement is due to you occasionally touching the walls and getting the wall jump speed boost. Also, it looks like strafing improves speed little, if at all.
Any chance you could include a comparison where your trying to wall jump to increase your speed?
@devs, here's something you might wanna take a look at: <a href="https://getsatisfaction.com/unknownworlds/topics/short_freeze_when_playing_sonds_first_time" target="_blank">https://getsatisfaction.com/unknownworlds/t...onds_first_time</a> does this explain the long freeze after joining marines mid-round (when going straight to spawning from ip)?
Here's a video of the upcoming celerity alien upgrade. It's acttually done in the game so far, but its still not officially added into actual use because of a missing building model where to upgrade it from. Or atleast thats why I suspect its not added yet as it seems pretty good and done so far.
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
lol you are wondering why it isn't implemented when a shotgunning, JP marine at close distance cant hit him once over a time of 30 seconds?? that skulk is waaayy too fast!.. not to mention i'm not sure if its the quality of the video but the "effects" of celerity seem a little weak in comparison to everything else currently.
on a separate but slightly related note: anyone played around with increasing the jumping distance and frequency in which jump can be performed for the skulk? i feel these two factors limit the wall jumping a lot, as well as the requirement of looking at the wall instead of your intended direction as you execute the jump. (Wasnt there a mod someone made that solved this?)
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1904682:date=Feb 19 2012, 02:36 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Feb 19 2012, 02:36 AM) <a href="index.php?act=findpost&pid=1904682"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nice speed comparison. However, I'm wondering if the faster time for the jumping skulk movement is due to you occasionally touching the walls and getting the wall jump speed boost. Also, it looks like strafing improves speed little, if at all.
Any chance you could include a comparison where your trying to wall jump to increase your speed?<!--QuoteEnd--></div><!--QuoteEEnd--> You tend to gain speed from slopes going up and down as well, using strafing on them you have more control over your direction. That is probably the gain in efficiency you get from using strafe keys.
I'll try and have a look at a straight corridor to see if strafe jumping actually increases speed, no walls/slopes/stairs so to speak
<!--quoteo(post=1904698:date=Feb 19 2012, 02:46 PM:name=Karko)--><div class='quotetop'>QUOTE (Karko @ Feb 19 2012, 02:46 PM) <a href="index.php?act=findpost&pid=1904698"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Here's a video of the upcoming celerity alien upgrade. It's acttually done in the game so far, but its still not officially added into actual use because of a missing building model where to upgrade it from. Or atleast thats why I suspect its not added yet as it seems pretty good and done so far.
<div align='center'>In response to Kouji's skulk speed racers, here's my shot at the route with skulk walljumping. Although after I got my record time I checked Kouji's video again and realized I had been taking the wrong route in the tunnels-central-drilling bit. It's probably a couple of seconds shorter, although that door was screwing up my run way too many times. Few minor screw-ups, it's definitely possible to get under 1 minute I think if you can wallwalk more with full momentum.
<!--quoteo(post=1904668:date=Feb 18 2012, 08:55 PM:name=OnosFactory)--><div class='quotetop'>QUOTE (OnosFactory @ Feb 18 2012, 08:55 PM) <a href="index.php?act=findpost&pid=1904668"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just wondering if anyone could take at look at Drifters and their hit on server performance, just had a 1 on 1 on an AUS Pure server where all was going well untill about 20 drifters were sent to make a new hive.
Hundereds of hydras, whips, crags, shades [edit: plus all my sentries, arcs, 5 factories etc] etc didn't slow things down much at all, probably because we were only 1 on 1, but after using ARCs to clear alot of the map, as soon as those drifters came out (like, maybe 10-15 of them, becuase the ARCs had taken out all but one hive the alien player needed a second hive for that all important bile bomb, even more so in 1 on 1) the server started to crawl, untill it became unplayable and *blip* down she goes cap'n.
I assume the drifters were fine stationary, but as soon as they started to move...<!--QuoteEnd--></div><!--QuoteEEnd-->
it's probably because of all the collision detection and physics that the server had to run on a stack of 20. i think they're working on making macs and drifters and arcs not stack at all anymore so it should be fine later.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
<!--quoteo(post=1904716:date=Feb 19 2012, 06:39 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Feb 19 2012, 06:39 AM) <a href="index.php?act=findpost&pid=1904716"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->HOLY CHECK... While super duper awesome, I hope we get some fps improvements before this goes in...!<!--QuoteEnd--></div><!--QuoteEEnd--> I tried playing as a marine against celerity skulks, it's not that bad :D But very challenging. I think the max speed is fine, I think the problem is that you gain maximum speed way too easily.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
<!--quoteo(post=1904647:date=Feb 19 2012, 12:29 AM:name=Salraine_Chi)--><div class='quotetop'>QUOTE (Salraine_Chi @ Feb 19 2012, 12:29 AM) <a href="index.php?act=findpost&pid=1904647"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just played my first games on 197.
Had to quit as the new FOV gave me a severe headache after 45 minutes. Hope this is being looked at because as it is I will have to stop playing. We need the option to select what suits the player/monitor.<!--QuoteEnd--></div><!--QuoteEEnd--> Do you by any chance have a 4:3 monitor? :P They reverted the 4:3 FOV to previous, but they changed the viewmodels, so it feels very wierd, and "zoomed". I agree with you though, the viewmodels needs a change, they take up soo much of the screen now. :(
<!--quoteo(post=1904700:date=Feb 19 2012, 04:56 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Feb 19 2012, 04:56 AM) <a href="index.php?act=findpost&pid=1904700"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->anyone played around with increasing the jumping distance and frequency in which jump can be performed for the skulk? i feel these two factors limit the wall jumping a lot, as well as the requirement of looking at the wall instead of your intended direction as you execute the jump. (Wasnt there a mod someone made that solved this?)<!--QuoteEnd--></div><!--QuoteEEnd-->
I did something like that when wall jump was introduced :
Comments
Today I tried "bloody awful" or what ever it's called. And this freezing is close to gone. I'm on 512Mb Vram with 2Gb DDR2, you could try the lowest setting and hope for the best...
<-- I like medium for recording, but it is not playable for me (Mineshaft mostly and end game on any map) Now after a long time of being stubborn (I wantz mah medium, lowest setting is so blurry :( ) I can now play on 32 player server (well up to the point that someone on there placed 468 hydra's all over crushing room and Lance took it down to 22 again :D )<!--QuoteEnd--></div><!--QuoteEEnd-->
I was on the same server! Had "Stable" fps of 30, but still freezing goes on, and yes i turned it graphics to low. It slightly powers up my fps, but it doesn't seem to be releated to freezing. :(
<img src="http://i.imgur.com/F6H36.png" border="0" class="linked-image" />
<img src="http://i.imgur.com/F6H36.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
It seems like those errors are talking about the onos' gore attack thing hitting the nanoshield.
I wonder what's wrong.
I noticed the map editor was being worked on a while back to update it's rendering engine, how is that coming along?
Why are the map editor view ports all backwards, been like it for a long time but needs a quick fix, from the top view north should be up and dragging left or right is reversed in the front and side views, not natural like other editors.
Whats my problem?
although its never really fun to lose.
Drifters are supposed to float until they start to build something.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
How about a "I need a weld!" call (think TF2 medic! call), with an icon over your head?
so can you guess what the issue is that he's referring to?
I mean like they're way up in the air that they get stuck. I can't seem to build when they're up that high and sometimes they're on top of objects and can't get out of the area. I'll show you screenshot when it happens again.
Usually moving the drifeter away, clicking on other objects, building something somewhere else, etc then go back to the problem drifter tend to help.
Had to quit as the new FOV gave me a severe headache after 45 minutes. Hope this is being looked at because as it is I will have to stop playing. We need the option to select what suits the player/monitor.
Noticed the Skulk parasite/spit was not working for me a lot of the time. Maybe 1 in 10 hits was tagging a structure.
Building power nodes sometimes still bugged and would not build and also sometimes it did build but the on screen notification of the percentage did not show up.
The game seems to run at twice the speed now. This caused even more marine jump spam/circle strafing fights.
FPS was down on the last few builds.
Servers crashed a couple of times in the 45 mins I was on.
I froze several times and was stuck partially inside my character so I could see parts of the skin but couldn't move or quit out.
Sal
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/qWoH3wfvK8c"></param><embed src="http://www.youtube.com/v/qWoH3wfvK8c" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
<a href="http://www.youtube.com/watch?v=qWoH3wfvK8c" target="_blank">http://www.youtube.com/watch?v=qWoH3wfvK8c</a></div>
It's probably faster and has more aircontrol :P
Hundereds of hydras, whips, crags, shades [edit: plus all my sentries, arcs, 5 factories etc] etc didn't slow things down much at all, probably because we were only 1 on 1, but after using ARCs to clear alot of the map, as soon as those drifters came out (like, maybe 10-15 of them, becuase the ARCs had taken out all but one hive the alien player needed a second hive for that all important bile bomb, even more so in 1 on 1) the server started to crawl, untill it became unplayable and *blip* down she goes cap'n.
I assume the drifters were fine stationary, but as soon as they started to move...
Nice speed comparison. However, I'm wondering if the faster time for the jumping skulk movement is due to you occasionally touching the walls and getting the wall jump speed boost. Also, it looks like strafing improves speed little, if at all.
Any chance you could include a comparison where your trying to wall jump to increase your speed?
does this explain the long freeze after joining marines mid-round (when going straight to spawning from ip)?
<a href="http://youtu.be/jzGcERdsPBo" target="_blank">http://youtu.be/jzGcERdsPBo</a>
that skulk is waaayy too fast!.. not to mention i'm not sure if its the quality of the video but the "effects" of celerity seem a little weak in comparison to everything else currently.
on a separate but slightly related note:
anyone played around with increasing the jumping distance and frequency in which jump can be performed for the skulk? i feel these two factors limit the wall jumping a lot, as well as the requirement of looking at the wall instead of your intended direction as you execute the jump. (Wasnt there a mod someone made that solved this?)
Any chance you could include a comparison where your trying to wall jump to increase your speed?<!--QuoteEnd--></div><!--QuoteEEnd-->
You tend to gain speed from slopes going up and down as well, using strafing on them you have more control over your direction. That is probably the gain in efficiency you get from using strafe keys.
I'll try and have a look at a straight corridor to see if strafe jumping actually increases speed, no walls/slopes/stairs so to speak
<a href="http://youtu.be/jzGcERdsPBo" target="_blank">http://youtu.be/jzGcERdsPBo</a><!--QuoteEnd--></div><!--QuoteEEnd-->
HOLY CHECK...
While super duper awesome, I hope we get some fps improvements before this goes in...!
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/V3EhAWnUq6w"></param><embed src="http://www.youtube.com/v/V3EhAWnUq6w" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
time: 1:04,30 (with WSplit)
</div>
Hundereds of hydras, whips, crags, shades [edit: plus all my sentries, arcs, 5 factories etc] etc didn't slow things down much at all, probably because we were only 1 on 1, but after using ARCs to clear alot of the map, as soon as those drifters came out (like, maybe 10-15 of them, becuase the ARCs had taken out all but one hive the alien player needed a second hive for that all important bile bomb, even more so in 1 on 1) the server started to crawl, untill it became unplayable and *blip* down she goes cap'n.
I assume the drifters were fine stationary, but as soon as they started to move...<!--QuoteEnd--></div><!--QuoteEEnd-->
it's probably because of all the collision detection and physics that the server had to run on a stack of 20. i think they're working on making macs and drifters and arcs not stack at all anymore so it should be fine later.
While super duper awesome, I hope we get some fps improvements before this goes in...!<!--QuoteEnd--></div><!--QuoteEEnd-->
I tried playing as a marine against celerity skulks, it's not that bad :D But very challenging.
I think the max speed is fine, I think the problem is that you gain maximum speed way too easily.
Had to quit as the new FOV gave me a severe headache after 45 minutes. Hope this is being looked at because as it is I will have to stop playing. We need the option to select what suits the player/monitor.<!--QuoteEnd--></div><!--QuoteEEnd-->
Do you by any chance have a 4:3 monitor? :P
They reverted the 4:3 FOV to previous, but they changed the viewmodels, so it feels very wierd, and "zoomed".
I agree with you though, the viewmodels needs a change, they take up soo much of the screen now. :(
I did something like that when wall jump was introduced :
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/jcYFkBYjOo8"></param><embed src="http://www.youtube.com/v/jcYFkBYjOo8" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Having a longer range makes it much more fun, since you can start interact with the map.