We had a bug today where Hive was not spawning any eggs.
Here how the match was:
Veil. Aliens in cargo. Decided to do fun game with no cysts, comm only builds on tunnels. Got tunnels sub, pipe and c-12. Hive was dropped in pipline and built by gorges with no drifter support. Not a single cyst placed. Hive was up and I heard later my team complained that they can't spawn at pipe even tho they set it as spawn location. I checked it and it didn't had any eggs. I spawned some manually (successfully), but hive didn't start to produce anything on it's own. I thought it might because we had no cysts around (who knows). Cyst was placed, hive didn't lay a single egg by itself still.
Phase gates are a predicted action now. That's my only guess. It started then as well.
This ^
It began just after phase gate exiting became client side predicted to allow for faster input from the player to the world (hence other players being the last thing in the scene to render)
It was reported 1st September 2013.
We have no reliable reproduction steps.
Why don't revert it to server side then? First, you lose bases because you phased to same location, then you lose jetpack and shotty, because you phased back to fade that was chasing you, then you fail a rush, because some people were phasing back creating some sort of traffic jam. And how you phase into empty room and the structures start to pop out, it doesn't look good.
I'd rather have higher chance of being bitten due to 0.1 phasing delay, than seeing all the stuff mentioned above.
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
Its far better than phasing through to a "fade to black" death screen..
The delay was far more than that 0.1 ms you are suggesting..
There was always traffic jams, prior, anyhow.. this is at least far more responsive for the client.
The bug phasing to the same location should just be fixed.. leaving the only downside "pop ins" which is still worth it compared to what we had.
Phase gates are a predicted action now. That's my only guess. It started then as well.
This ^
It began just after phase gate exiting became client side predicted to allow for faster input from the player to the world (hence other players being the last thing in the scene to render)
It was reported 1st September 2013.
We have no reliable reproduction steps.
A bit more on this: yesterday I got stuck in a phase gate network and couldn't get out. I would spawn about half a meter away from the gate, but any attempt to move ended up in me being rubber-banded back to the same spot, and then after the phase gate re-use delay being teleported to the next gate, and so on ad infinitum. It seemed to be (and the other phase problems seem to be) related to the performance of the server, from what I can tell. Servers with lots of rubber banding (Internode's on.net servers have been great for testing this lately!), because in this instance I distinctly remember walking into the first gate and then rubber banding back out just before phasing.
Not sure if this would be considered bug or not, but didn't want to start a whole thread on it. Often when trying to get into comm chair, I have to stand in very awkward places to actually activate it. The "hit your use key" thing won't pop up if i'm square in the middle, or up against the front more, and usually I have to stand on the far left side on the bit that closes around the chair, even looking off to the side sometimes to get it to trigger. Not a problem before a match starts, but if I have to hop out and back in quickly, it can be frustrating tapping e in 8 different places before finally logging in.
When I press alt-enter 2x (i did this previously to check my time), i find the mouse input gets confused. It gets offset by 2 lines below...so if I want to choose anything from the menu, I have to position the mouse below what I want to get what I want. Of course it also means that gameplay choices are ruined, and I have to disconnect and restart NS2. Anybody else experienced this?
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
@meatmachine no work was done on them, from what i can tell.
There are zero issues reported, as well... what are you specifically referring to / what issues do you see?
If marines don't move off of the IP before the next one respawns, they frequently become stuck inside eachother. Very easy to reproduce, seems to happen quite alot (at least, when there's an AFK sat on the IP like a muppet).
If marines don't move off of the IP before the next one respawns, they frequently become stuck inside eachother. Very easy to reproduce, seems to happen quite alot (at least, when there's an AFK sat on the IP like a muppet).
I'd imagine repro steps are similar (get a few marines to hang around too close to a PG?)
The IP bug has been fixed for the next build.
We had a go at trying to repro the PG bug a few times in EUPT last night without any luck, if anyone has any more info on how to reproduce it please let us know.
Im not sure if the NS2 team knows but: The load time since patch 262 been increased again to annoyingly at least 5min (time to join a server).
I know NS2 team did work on precaching more. But I cant see any advantages, cause sometimes the graphic is still not fully loaded when I joined the ready room, its like 16bit of colors, no details on the walls and so on for a couple of mins, before its fully loaded.
The loadtime to server was great in patch 260 and 261 like 1-2.5min MAX
Yeah im still on XP and 32bit. but still I dunno why the loadtime is broken again it was great in patch 260 and 261.
About the PG bug, I've noticed it happens if Marines funnel in together very closely i.e. phasing to a base that's about get rushed. From what I can recall, that's the only time it happens for me.
I had an issue recently when I was constantly jumping between two phase gates (Terminal/Locker), and couldn't get out of either. I was stuck in each gate for 2-3 seconds, bouncing/rubberbanding 1-2 meters in all directions. Neither gate was close to a wall or another structure.
Erm, interesting bug? I've never seen this one before.
A dead, yet powered on, invincible powernode?
Also what's the status on the rifle jam bug? Fix in the works or still unknown? Had it happen on 261 and 262 since it was initially "supposedly" fixed. I have videos on both builds if those happen to be any help.
I had a thought the other day. Perhaps anyone interested could look out for this one.
Its possible the rifle jams only when you kill something. I did look out for it at one point and seemed to be right but if someone else could pay attention to this next time they get a jam and confirm/notconfirm that'd be cool.
EDIT: Ignore the above,
OK I did a bit more paying attention and it seems like the rifle jams when you're holding LMB and you hit something but then drag your aim off of them while still firing. Anyone think this could be a possible part of the mechanic?
Further EDIT: Ok what you said might be more reasonable @Ironhorse, I had a jam today while I was dead-on blasting a fade in his... hunch... thing. Unless a stray bullet flew away I dont think I missed one. I had some suspicions with this too, nevermind. Still tryin' to be useful!
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
@Cr4zyb4st4rd
Whoa.. never seen that one before.
The powernode itself looks weird too..
That had to be on a modified server, right? Otherwise we would have seen that before at least once in the past years..
Let me know if you get any further info on that, thanks.
Also, rifle jam bug is a nightmare to actually fix... oldest and toughest bug ever. If you have videos please feel free to share.
@meatmachine
Seems like the closest reproduction we can get for riflejam is when your system is loading something, like the parasite shader for the first time. (easiest way to repro riflejam currently)
I'll try your suggestion too
Comments
Here how the match was:
Veil. Aliens in cargo. Decided to do fun game with no cysts, comm only builds on tunnels. Got tunnels sub, pipe and c-12. Hive was dropped in pipline and built by gorges with no drifter support. Not a single cyst placed. Hive was up and I heard later my team complained that they can't spawn at pipe even tho they set it as spawn location. I checked it and it didn't had any eggs. I spawned some manually (successfully), but hive didn't start to produce anything on it's own. I thought it might because we had no cysts around (who knows). Cyst was placed, hive didn't lay a single egg by itself still.
But there was changes to the game.
Being a playtester, I believe I'd know when there was a patch, and it wasn't two days ago
It began just after phase gate exiting became client side predicted to allow for faster input from the player to the world (hence other players being the last thing in the scene to render)
It was reported 1st September 2013.
We have no reliable reproduction steps.
I'd rather have higher chance of being bitten due to 0.1 phasing delay, than seeing all the stuff mentioned above.
The delay was far more than that 0.1 ms you are suggesting..
There was always traffic jams, prior, anyhow.. this is at least far more responsive for the client.
The bug phasing to the same location should just be fixed.. leaving the only downside "pop ins" which is still worth it compared to what we had.
Are the new player collision models likely to be debugged by the next patch?
There are zero issues reported, as well... what are you specifically referring to / what issues do you see?
If marines don't move off of the IP before the next one respawns, they frequently become stuck inside eachother. Very easy to reproduce, seems to happen quite alot (at least, when there's an AFK sat on the IP like a muppet).
I've seem a similar problem happen with PGs as referenced in this post: http://forums.unknownworlds.com/discussion/comment/2174099/#Comment_2174099
I'd imagine repro steps are similar (get a few marines to hang around too close to a PG?)
The IP bug has been fixed for the next build.
We had a go at trying to repro the PG bug a few times in EUPT last night without any luck, if anyone has any more info on how to reproduce it please let us know.
I know NS2 team did work on precaching more. But I cant see any advantages, cause sometimes the graphic is still not fully loaded when I joined the ready room, its like 16bit of colors, no details on the walls and so on for a couple of mins, before its fully loaded.
The loadtime to server was great in patch 260 and 261 like 1-2.5min MAX
Yeah im still on XP and 32bit. but still I dunno why the loadtime is broken again it was great in patch 260 and 261.
Does that sound like the same bug?
Edit: build 261
Also what's the status on the rifle jam bug? Fix in the works or still unknown? Had it happen on 261 and 262 since it was initially "supposedly" fixed. I have videos on both builds if those happen to be any help.
Its possible the rifle jams only when you kill something. I did look out for it at one point and seemed to be right but if someone else could pay attention to this next time they get a jam and confirm/notconfirm that'd be cool.
EDIT: Ignore the above,
OK I did a bit more paying attention and it seems like the rifle jams when you're holding LMB and you hit something but then drag your aim off of them while still firing. Anyone think this could be a possible part of the mechanic?
Further EDIT: Ok what you said might be more reasonable @Ironhorse, I had a jam today while I was dead-on blasting a fade in his... hunch... thing. Unless a stray bullet flew away I dont think I missed one. I had some suspicions with this too, nevermind. Still tryin' to be useful!
Whoa.. never seen that one before.
The powernode itself looks weird too..
That had to be on a modified server, right? Otherwise we would have seen that before at least once in the past years..
Let me know if you get any further info on that, thanks.
Also, rifle jam bug is a nightmare to actually fix... oldest and toughest bug ever. If you have videos please feel free to share.
@meatmachine
Seems like the closest reproduction we can get for riflejam is when your system is loading something, like the parasite shader for the first time. (easiest way to repro riflejam currently)
I'll try your suggestion too
www.twitch.tv/current1y/c/3407645
(it's a link now - Mouse)