<!--quoteo(post=1803436:date=Oct 28 2010, 07:18 AM:name=VeNeM)--><div class='quotetop'>QUOTE (VeNeM @ Oct 28 2010, 07:18 AM) <a href="index.php?act=findpost&pid=1803436"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yea, this forum needs a ignore list sadly. some ppl really need to dont bother till beta.
also i forgot where the default config was at, anyone remember?<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1803266:date=Oct 27 2010, 11:52 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Oct 27 2010, 11:52 PM) <a href="index.php?act=findpost&pid=1803266"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Damn, sorry there are so many problems. We've been testing mostly on a LAN with 4-6 players at a time (although we do some larger scale testing too) and we haven't seen issues like this.
We're trying to figure out what's causing these problems right now!<!--QuoteEnd--></div><!--QuoteEEnd-->
It's cool man, appreciate the hard work. I've played my first real NS2 game with this patch :)
<!--quoteo(post=1803431:date=Oct 28 2010, 03:13 AM:name=NS2HD)--><div class='quotetop'>QUOTE (NS2HD @ Oct 28 2010, 03:13 AM) <a href="index.php?act=findpost&pid=1803431"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Win7 64 Running ok here Bloodhouse, what's your graphics card?
Also that log file/console dumping theory sounds very plausible to me. If a log file is being written to disk at every instance, then the slowdowns could be very significant. Keyloggers (for legitimate purposes) have this effect as well as they write mouse movements/keystrokes/window states constantly.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah definitely something to be looked into. It really gets spammed and has to be having some bad effect.
<!--quoteo(post=1803436:date=Oct 28 2010, 09:18 AM:name=VeNeM)--><div class='quotetop'>QUOTE (VeNeM @ Oct 28 2010, 09:18 AM) <a href="index.php?act=findpost&pid=1803436"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yea, this forum needs a ignore list sadly.<!--QuoteEnd--></div><!--QuoteEEnd--> there is, but i dont know where the link is anymore.
Back to the topic at hand, it seems to have improved, but my budget gpu (50€, moving down from a 500€ one that bursted into flames) or cpu seems unable to handle this for now.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited October 2010
<!--quoteo(post=1803330:date=Oct 28 2010, 02:59 AM:name=kabab)--><div class='quotetop'>QUOTE (kabab @ Oct 28 2010, 02:59 AM) <a href="index.php?act=findpost&pid=1803330"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just found a pretty major issue..
In the ready room just looking in one particular corner the draw calls sky rocket 8000+ also the occlusion queries go into the thousands, as does the object count and the polygon count hits 2.5 million..
I think in some conditions the occlusion culling isn't working...
I've sent Flayra a screen grab hopefully it helps....<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know, if it's isn't working properly or just needs improvement, but I can confirm that judging from my own map. Props sometimes don't block view unless you stick rock props into each other so they overlap. Editor geometry doesn't block view as soon as vertices go mental and their position slides into some float comma value, which happens, when you copy & paste and transform faces instead of creating new faces or instead of drawing and tieing everything together (which is then hard to manipulate later on). There are cracks between faces occasionally, visible ingame, although the vertices are on the grid and don't show float comma values (maybe rounded down?).
Areas with a lot of rock props or clean, simple geometry have some amazing vising already though.
<!--quoteo(post=1803306:date=Oct 28 2010, 02:10 AM:name=Eyeless)--><div class='quotetop'>QUOTE (Eyeless @ Oct 28 2010, 02:10 AM) <a href="index.php?act=findpost&pid=1803306"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is anyone really surprised? i mean this is what happens here now. They put out a patch that doesnt work and we wait for another month or 2 for another one that doesnt work. ###### they ask us for help, the developers of the ask the customers how to adjust something or fix something. How are things going to work if they dont even seem to know what to do......<!--QuoteEnd--></div><!--QuoteEEnd--> The Problem is, they don't test the Versions with the community, only intern or with local playtesters. Anyway, we have to wait, maybe end of 2012 we got the final and its playable, i hope so! Beta comes maybe Q3 2011
Thank you for all the hard work, UW team! It is much appreciated - I hope all your efforts bring much success when the game is complete!
I skimmed the patch notes (extended) - but did it say if they fix the UI disappearing when selecting alien [kharaa] upgrades in the "buy" menu? And, still downloading the patch, but has the network fixes made the game more playable? <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Fixed problem where attack vector lagged behind by one frame (this makes a big difference for feel!)<!--QuoteEnd--></div><!--QuoteEEnd-->
And lastly, my eyes are getting quite blurry now - Is there also a fix for full screen and dual monitors? (Flickers when running in this format sometimes)
<!--quoteo(post=1803456:date=Oct 28 2010, 11:33 AM:name=Price)--><div class='quotetop'>QUOTE (Price @ Oct 28 2010, 11:33 AM) <a href="index.php?act=findpost&pid=1803456"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Problem is, they don't test the Versions with the community, only intern or with local playtesters. Anyway, we have to wait, maybe end of 2012 we got the final and its playable, i hope so! Beta comes maybe Q3 2011<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah that's true, and they said they used to test with 4-6 players but i honestly can't imagine a 3 vs 3 or... lol... a 2 vs 2 match in this game to be the most usual situation...
<!--quoteo(post=1803266:date=Oct 28 2010, 09:52 AM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Oct 28 2010, 09:52 AM) <a href="index.php?act=findpost&pid=1803266"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Damn, sorry there are so many problems. We've been testing mostly on a LAN with 4-6 players at a time (although we do some larger scale testing too) and we haven't seen issues like this.
We're trying to figure out what's causing these problems right now!<!--QuoteEnd--></div><!--QuoteEEnd-->
Er what? Why are we still testing on LAN why are you not testing on a WAN type scenario?
Seriously make a server in your office and test from home or vice-versa, hell set up a dedicated server at someones office or in a datacenter, LAN is not going to help the majority of us and seems to be a big problem with these net-code issues?
Yeah, I have been playing around a bit windowed. Everything is generally pretty good!
I still have massive issues with building/upgrading/etc... knowing what you have to upgrade and build in order to get the flamethrower say.. is a nightmare.
<!--quoteo(post=1803483:date=Oct 28 2010, 08:54 AM:name=derWalter)--><div class='quotetop'>QUOTE (derWalter @ Oct 28 2010, 08:54 AM) <a href="index.php?act=findpost&pid=1803483"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->is there a possibility of having an alpha only forum?<!--QuoteEnd--></div><!--QuoteEEnd--> Why? 90+% of us are in it.
<!--quoteo(post=1803490:date=Oct 28 2010, 04:30 PM:name=Onozki)--><div class='quotetop'>QUOTE (Onozki @ Oct 28 2010, 04:30 PM) <a href="index.php?act=findpost&pid=1803490"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Am i the only one who thinks "If you have any hints about the CPU/network issues: charlie@unknownworlds.com" sounds bit worrying?<!--QuoteEnd--></div><!--QuoteEEnd-->
It does sound worrying, but it is probably UWE trying to get the community involved. If they can get someone to identify the problems for free... all the better.
<!--quoteo(post=1803433:date=Oct 28 2010, 09:16 AM:name=Martin)--><div class='quotetop'>QUOTE (Martin @ Oct 28 2010, 09:16 AM) <a href="index.php?act=findpost&pid=1803433"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's why it's best to write to the log in batches ;)<!--QuoteEnd--></div><!--QuoteEEnd--> For the sound files missing, ¿Did anyone tried to create empty wav with the propper name? May this way the write count will go down and discard this.
<!--quoteo(post=1803261:date=Oct 27 2010, 03:49 PM:name=DJPenguin)--><div class='quotetop'>QUOTE (DJPenguin @ Oct 27 2010, 03:49 PM) <a href="index.php?act=findpost&pid=1803261"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->couple that with people hell bent on destroying the CC or hive as soon as the game starts, and it's really hard to even "test" what little there is. the game right now is a sandbox with a shovel but no pail.<!--QuoteEnd--></div><!--QuoteEEnd-->
Wait I think you're on to something.. but maybe its a sandbox with a shovel and pail but no sand?
<!--quoteo(post=1803266:date=Oct 27 2010, 05:52 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Oct 27 2010, 05:52 PM) <a href="index.php?act=findpost&pid=1803266"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Damn, sorry there are so many problems. We've been testing mostly on a LAN with 4-6 players at a time (although we do some larger scale testing too) and we haven't seen issues like this.
We're trying to figure out what's causing these problems right now!<!--QuoteEnd--></div><!--QuoteEEnd-->
Please test more in an online setting. I'd love to be able to have a go at this alpha in a LAN, to see if I can get some of the good experience the NS2 team is. However, not everyone has the ability to LAN with another player. Heck, join some public servers and get some live feedback.
11 fps, 780ish mb texture memory used, still very laggy. hit reg seems to be fixed, but the lag makes that redundant.
eventually the server crashed and i timed out cuz of memory leaks i assume.
couple notes: turret rotation hasn't been implemented.
and i had a game where there were two commanders in the same box. it was slightly uncomfortable but once we got a rhythm going it seemed to work out okay.
Yes it has. Select the turret, hit attack, then click in the direction you want it to point. There is no feedback, but the turret will SLOWLY reorient itself that way. It works fine. The turrets are just crazy overpowered, especially against gorges.
Comments
also i forgot where the default config was at, anyone remember?
also i forgot where the default config was at, anyone remember?<!--QuoteEnd--></div><!--QuoteEEnd-->
Default config for client or server?
client
We're trying to figure out what's causing these problems right now!<!--QuoteEnd--></div><!--QuoteEEnd-->
It's cool man, appreciate the hard work.
I've played my first real NS2 game with this patch :)
Also that log file/console dumping theory sounds very plausible to me. If a log file is being written to disk at every instance, then the slowdowns could be very significant. Keyloggers (for legitimate purposes) have this effect as well as they write mouse movements/keystrokes/window states constantly.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah definitely something to be looked into. It really gets spammed and has to be having some bad effect.
there is, but i dont know where the link is anymore.
Back to the topic at hand, it seems to have improved, but my budget gpu (50€, moving down from a 500€ one that bursted into flames) or cpu seems unable to handle this for now.
In the ready room just looking in one particular corner the draw calls sky rocket 8000+ also the occlusion queries go into the thousands, as does the object count and the polygon count hits 2.5 million..
I think in some conditions the occlusion culling isn't working...
I've sent Flayra a screen grab hopefully it helps....<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know, if it's isn't working properly or just needs improvement, but I can confirm that judging from my own map.
Props sometimes don't block view unless you stick rock props into each other so they overlap.
Editor geometry doesn't block view as soon as vertices go mental and their position slides into some float comma value, which happens, when you copy & paste and transform faces instead of creating new faces or instead of drawing and tieing everything together (which is then hard to manipulate later on).
There are cracks between faces occasionally, visible ingame, although the vertices are on the grid and don't show float comma values (maybe rounded down?).
Areas with a lot of rock props or clean, simple geometry have some amazing vising already though.
The Problem is, they don't test the Versions with the community, only intern or with local playtesters.
Anyway, we have to wait, maybe end of 2012 we got the final and its playable, i hope so!
Beta comes maybe Q3 2011
As we can see and read, all people encounter a lot of issue with connexion.
I'm pretty sure when developers will fix this major issue, we will be able to focus more on others problems.
Good luck ;-)
It is much appreciated - I hope all your efforts bring much success when the game is complete!
I skimmed the patch notes (extended) - but did it say if they fix the UI disappearing when selecting alien [kharaa] upgrades in the "buy" menu?
And, still downloading the patch, but has the network fixes made the game more playable?
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Fixed problem where attack vector lagged behind by one frame (this makes a big difference for feel!)<!--QuoteEnd--></div><!--QuoteEEnd-->
And lastly, my eyes are getting quite blurry now - Is there also a fix for full screen and dual monitors? (Flickers when running in this format sometimes)
Anyway, we have to wait, maybe end of 2012 we got the final and its playable, i hope so!
Beta comes maybe Q3 2011<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah that's true, and they said they used to test with 4-6 players but i honestly can't imagine a 3 vs 3 or... lol... a 2 vs 2 match in this game to be the most usual situation...
Which is interesting, because i don't have more frames, i would even say that ihave less.
<a href="http://www.youtube.com/watch?v=p5p3uVZzcak" target="_blank">http://www.youtube.com/watch?v=p5p3uVZzcak</a>
For those looking for a more positive view of the patch, it might be your cup of tea.<!--QuoteEnd--></div><!--QuoteEEnd-->
That idiot on the mic is me lol
We're trying to figure out what's causing these problems right now!<!--QuoteEnd--></div><!--QuoteEEnd-->
Er what? Why are we still testing on LAN why are you not testing on a WAN type scenario?
Seriously make a server in your office and test from home or vice-versa, hell set up a dedicated server at someones office or in a datacenter, LAN is not going to help the majority of us and seems to be a big problem with these net-code issues?
good gameplay additions and fixes though, good job.
I still have massive issues with building/upgrading/etc... knowing what you have to upgrade and build in order to get the flamethrower say.. is a nightmare.
Why? 90+% of us are in it.
ATI HD5770 1GB. On third boot it worked so thanks anyway! However by then I had to go to work :( so don't know what it's like "under the hood"
Bit of a hang on first join in the RR but after a few seconds I could join a team thru console easily enough
not the only one I'm afraid S:
For the sound files missing, ¿Did anyone tried to create empty wav with the propper name? May this way the write count will go down and discard this.
I'm at work, then I can't test it out :P
Wait I think you're on to something.. but maybe its a sandbox with a shovel and pail but no sand?
We're trying to figure out what's causing these problems right now!<!--QuoteEnd--></div><!--QuoteEEnd-->
Please test more in an online setting. I'd love to be able to have a go at this alpha in a LAN, to see if I can get some of the good experience the NS2 team is. However, not everyone has the ability to LAN with another player. Heck, join some public servers and get some live feedback.
eventually the server crashed and i timed out cuz of memory leaks i assume.
couple notes: turret rotation hasn't been implemented.
and i had a game where there were two commanders in the same box. it was slightly uncomfortable but once we got a rhythm going it seemed to work out okay.
ha!
Yes it has. Select the turret, hit attack, then click in the direction you want it to point. There is no feedback, but the turret will SLOWLY reorient itself that way. It works fine. The turrets are just crazy overpowered, especially against gorges.