invTempestJoin Date: 2003-03-02Member: 14223Members, Constellation, Squad Five Blue
This update is really killing server performance. If left unmonitored, the server.exe will gladly eat up all available ram and cause a huge page file to be formed which doesn't bode well for in game performance.
With only 8 GB of memory on each of my server boxes, it doesn't take long for the NS2 servers to gobble up all the ram. Between 20-30 MB of memory is added each minute a server is online and the only way to clear it is to completely stop, and then restart the server process, as changing maps will only free up a small portion of the memory footprint.
Hope we can get a hotfix for this on Monday/Tuesday as I will have to be babysitting the Inversion servers this weekend to keep the servers in a playable state.
endarJoin Date: 2010-07-27Member: 73256Members, Squad Five Blue
Thanks for the heads up, I did not notice the memory usage problems this patch, but I am definitely getting the same thing. Have you noticed a maximum, does it cap out at 2GB? If so is the performance of the server already shot, or is it capable of running a smooth game at 2GB.
I used to have a script that killed the server if it went above 1.3GB of memory, since it was never playable above 1GB, i might bring that back.
Beacon didnt work for me in 3 different games, 3 different servers. It beaconed the rines back to the original Observ no matter which one i did it on. We lost all 3 times. Also, quite a bit of lag--probably just server problems though. Other than that, awesome build! cant wait for exosuit, etc.
i'm really loving the auto-build-waypoint animation and build/welder/welder effects. a suggestion though, perhaps make the nearby structure autowaypoint only trigger once every 5-10s? it sounds like it triggers every time the marine moves within range of a building so the sound triggers a bunch when a marine is near more than 1 unbuilt thing.
glad to finally see a welder, but I dont like that it takes the axe position, to me, there doesnt seem to be any real trade off. In NS1, if I remember correctly, you traded your main weapon for the welder, a massive trade off, but the axe, which I never use anyway, for the welder seems like a no brainer for me. you guys should at least make it take the pistol position.
<!--quoteo(post=1906789:date=Feb 24 2012, 10:30 PM:name=garthak)--><div class='quotetop'>QUOTE (garthak @ Feb 24 2012, 10:30 PM) <a href="index.php?act=findpost&pid=1906789"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->glad to finally see a welder, but I dont like that it takes the axe position, to me, there doesnt seem to be any real trade off. In NS1, if I remember correctly, you traded your main weapon for the welder, a massive trade off, but the axe, which I never use anyway, for the welder seems like a no brainer for me. you guys should at least make it take the pistol position.<!--QuoteEnd--></div><!--QuoteEEnd-->
The welder in NS1 didn't replace anything, it had its own 4th weapon slot, really had no reason not to take it, assuming the commander was courteous enough to give you one.
The welder now actually takes the place of your knife, doing slightly more damage, as it deals damage slightly faster than the knife, but doesn't do the double damage to structures. It does have a slight tradeoff this time unlike NS1.
That's right, the welder did not replace your main weapon in NS1. Kinda dodgy that the welder replaces the axe now, as its good against structures, but I'm not complaining... I'm sure the devs have a reason... ;)
invTempestJoin Date: 2003-03-02Member: 14223Members, Constellation, Squad Five Blue
<!--quoteo(post=1906780:date=Feb 25 2012, 12:46 AM:name=endar)--><div class='quotetop'>QUOTE (endar @ Feb 25 2012, 12:46 AM) <a href="index.php?act=findpost&pid=1906780"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for the heads up, I did not notice the memory usage problems this patch, but I am definitely getting the same thing. Have you noticed a maximum, does it cap out at 2GB? If so is the performance of the server already shot, or is it capable of running a smooth game at 2GB.
I used to have a script that killed the server if it went above 1.3GB of memory, since it was never playable above 1GB, i might bring that back.<!--QuoteEnd--></div><!--QuoteEEnd-->
There is no maximum as the leak will eventually consume all the available server ram if left unchecked. So far I have had a server go up to 3.6 GB during a long game - After doing a restart it was back to 650 MB.
The server was still very much playable at 3.6 GB of ram, but the performance was definitely lower than the previous build. I've been trying to keep the ram usage in check by doing a clean restart after a couple of rounds have been played.
Looks like server operators will either have to babysit their servers this weekend or implement a script to reboot the server once it hits a certain memory threshold.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Beacon didnt work for me in 3 different games, 3 different servers. It beaconed the rines back to the original Observ no matter which one i did it on.<!--QuoteEnd--></div><!--QuoteEEnd--> not sure if you aware of the change they did to the observatory (it happened quite some patches ago) but it will teleport to the observatories nearest command center, not to the observatory itself. it does not revive all dead marines either, only the ones currently spawning at an infantry portal plus the ones already alive will show up. this seems fine though, the previous obs allowed some massive abuses for only 10 res each. if you want to beacon to a secondary base, place an observatory but also a CC there. the CC does not have to build up afaik.
Amazing fast release! Can't wait to test it out. Good work UWE!
@Sah. What are you talking about? I never had that much lag on a good server(except from servers outside EU).
<a href="http://img11.imageshack.us/img11/6619/testxy.jpg" target="_blank">Gorge Buymenu</a> Nice "first" build menu, finaly players can see how much they cost :)
Edit: But there is a weird bug, maybe its because cheats 1 enable ff but if you weld for example your armory, turn very fast around, you hurt your armory, how come? Also i could build a obs on the roof:
<a href="http://img215.imageshack.us/img215/3199/testxyg.jpg" target="_blank">obs on roof</a>
Edit2: well this was hilarious, i started a server in LAN Mode, i heard "your structure is under attack" huh, what? Then i saw people comming it was very funny...i just want to try out the new things and the game don't notice the LAN marker, well made my day with spawning Babblers
dont get me wrong, the new waypoint system is pretty awesome looking. But you run into alot of view blocking problems. Here is one very very good example taken after the fact (there were 3-4 skulks on the extractor but i couldnt see them to shoot at all).
Only seen the movie, but like the look and feel of the waypoint system. Feels professional and tripple A. I am a bit worried about elodeas problem tho.
The builder I think is a bit to sleek looking. Id like something a little more bulky engineering science looking thingy. More gadgets on the sides etc. Combine the portal 2 gun with the general NS weapon look or maybe something like <img src="http://img4.imageshack.us/img4/7088/28584951zh3.jpg" border="0" class="linked-image" />
First of all... Nice on improving the performance a lot. I finally can play the game, wee. (It's not 100% smooth yet ...) Maybe you should make more graphic settings available instead of your three options.
Second point... The builder tool...i don't like it. The idea, yes ... the tool, no. The tool looks in my eyes like a tool to scan product codes in a super market. I want my welder back :(
I miss the sparks :( Please make it so that the waypoint fades out to almost invisible when you look directly (or close to) at it, so the problem elodea described can't happen.
Btw. I like the builder tool's turquoise laser. I wish the pistol's and sentries' lasers looked like that, too.
Played the game a few minutes and noticed a problem...maybe it has been mentioned already. When you die next to an unbuilt building you lose your weapon. After respawning when you try to finish the building you keep changing the weapon on the ground with your current one..."e" has 2 functions after all...
<!--quoteo(post=1906863:date=Feb 25 2012, 10:19 AM:name=Omega_K2)--><div class='quotetop'>QUOTE (Omega_K2 @ Feb 25 2012, 10:19 AM) <a href="index.php?act=findpost&pid=1906863"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nice update, except that it kinda raped FPS even more, so I really doubt I'll be playing a lot. 10-20FPS constantly is not fun :|<!--QuoteEnd--></div><!--QuoteEEnd--> I concur Omega 198 seems to have reduced FPS and server side memory has gotten wonky and many of the servers are lagging.
Comments
<img src="http://i.imgur.com/MLRsf.png" border="0" class="linked-image" />
With only 8 GB of memory on each of my server boxes, it doesn't take long for the NS2 servers to gobble up all the ram. Between 20-30 MB of memory is added each minute a server is online and the only way to clear it is to completely stop, and then restart the server process, as changing maps will only free up a small portion of the memory footprint.
Hope we can get a hotfix for this on Monday/Tuesday as I will have to be babysitting the Inversion servers this weekend to keep the servers in a playable state.
Have you noticed a maximum, does it cap out at 2GB? If so is the performance of the server already shot, or is it capable of running a smooth game at 2GB.
I used to have a script that killed the server if it went above 1.3GB of memory, since it was never playable above 1GB, i might bring that back.
it sounds like it triggers every time the marine moves within range of a building so the sound triggers a bunch when a marine is near more than 1 unbuilt thing.
New Marine build stuff rocks!!
The welder in NS1 didn't replace anything, it had its own 4th weapon slot, really had no reason not to take it, assuming the commander was courteous enough to give you one.
The welder now actually takes the place of your knife, doing slightly more damage, as it deals damage slightly faster than the knife, but doesn't do the double damage to structures. It does have a slight tradeoff this time unlike NS1.
Kinda dodgy that the welder replaces the axe now, as its good against structures, but I'm not complaining... I'm sure the devs have a reason... ;)
Have you noticed a maximum, does it cap out at 2GB? If so is the performance of the server already shot, or is it capable of running a smooth game at 2GB.
I used to have a script that killed the server if it went above 1.3GB of memory, since it was never playable above 1GB, i might bring that back.<!--QuoteEnd--></div><!--QuoteEEnd-->
There is no maximum as the leak will eventually consume all the available server ram if left unchecked. So far I have had a server go up to 3.6 GB during a long game - After doing a restart it was back to 650 MB.
The server was still very much playable at 3.6 GB of ram, but the performance was definitely lower than the previous build. I've been trying to keep the ram usage in check by doing a clean restart after a couple of rounds have been played.
Looks like server operators will either have to babysit their servers this weekend or implement a script to reboot the server once it hits a certain memory threshold.
not sure if you aware of the change they did to the observatory (it happened quite some patches ago) but it will teleport to the observatories nearest command center, not to the observatory itself. it does not revive all dead marines either, only the ones currently spawning at an infantry portal plus the ones already alive will show up. this seems fine though, the previous obs allowed some massive abuses for only 10 res each. if you want to beacon to a secondary base, place an observatory but also a CC there. the CC does not have to build up afaik.
oh and awesome changelog! giving it a try now...
Can't wait to test it out.
Good work UWE!
@Sah.
What are you talking about?
I never had that much lag on a good server(except from servers outside EU).
<a href="http://img11.imageshack.us/img11/6619/testxy.jpg" target="_blank">Gorge Buymenu</a>
Nice "first" build menu, finaly players can see how much they cost :)
Edit:
But there is a weird bug, maybe its because cheats 1 enable ff but if you weld for example your armory, turn very fast around, you hurt your armory, how come?
Also i could build a obs on the roof:
<a href="http://img215.imageshack.us/img215/3199/testxyg.jpg" target="_blank">obs on roof</a>
Edit2:
well this was hilarious, i started a server in LAN Mode, i heard "your structure is under attack" huh, what?
Then i saw people comming it was very funny...i just want to try out the new things and the game don't notice the LAN marker, well made my day with spawning Babblers
bite icon for xenocide is a littlebit irritating ^^
while activeating xenocide you can't jump don't know if it is intended but it sucks.
buy it.
its a really fun game and worth every penny
<img src="http://i.imgur.com/gi4UW.jpg" border="0" class="linked-image" />
The builder I think is a bit to sleek looking. Id like something a little more bulky engineering science looking thingy. More gadgets on the sides etc.
Combine the portal 2 gun with the general NS weapon look or maybe something like
<img src="http://img4.imageshack.us/img4/7088/28584951zh3.jpg" border="0" class="linked-image" />
Nice on improving the performance a lot. I finally can play the game, wee.
(It's not 100% smooth yet ...) Maybe you should make more graphic settings available instead of your three options.
Second point...
The builder tool...i don't like it. The idea, yes ... the tool, no.
The tool looks in my eyes like a tool to scan product codes in a super market. I want my welder back :(
Please make it so that the waypoint fades out to almost invisible when you look directly (or close to) at it, so the problem elodea described can't happen.
Btw. I like the builder tool's turquoise laser. I wish the pistol's and sentries' lasers looked like that, too.
I think the welder is ok, but i hoped for a welder like in the arts:
<img src="http://img805.imageshack.us/img805/4595/weldmescotty.jpg" border="0" class="linked-image" />
When you die next to an unbuilt building you lose your weapon. After respawning when you try to finish the building you keep changing the weapon on the ground with your current one..."e" has 2 functions after all...
I concur Omega 198 seems to have reduced FPS and server side memory has gotten wonky and many of the servers are lagging.