twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
Good to see the patch fixed a few frustrating bug (flame thrower sprite, egg spawn locations, and rifle accuracy). On the other hand, build 160 seems to have a negative impact on server performance, as well as FPS drop (to as low as 3 FPS in marine spawn as alien on Tram) for me. Althought I am on a 1.86GHz Core 2.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2010
Yeah currently he game seems to work fine on rockdown with about 10 to 12 players
Tram or more players seem to kill the engine. Tram always has though, I've managed to get a nice game going with 3vs3, but that map is sooooo big for only 6 players... Not to mention that only the west part of the map seems to have people walking around, the east part is like a ghost town...
Also servers still die after about 20-30 minutes any way you slice it, from my experience with build160
(following on from crash report on getsatisfaction due to high texture memory usage - 700Mb+ on tram)
Can anyone from UWE give an indication of the expected texture memory required for rockdown / tram, and what the difference is between the detail level (memory-wise) - it might help us figure out if it's a program bug, or just very high requirements.
i.e.
Tram (high) 500Mb (med) 450Mb (awful) 400Mb
Also, is it correct that the main menu alone requires almost 200Mb of textures ? (I think it's about 198Mb)
160 seems to improve perfomrance for me, tram was playable for the first time around 30fps but the longer the game took (and the more people joined) it became more laggy, being nearly unplayable at the end. But still it was playable now for some time.
Flamethrower is still "gg", maybe because the Onos is still missing. Would be cool (and good for playtesting) to see it in soon. But in the end it would most likely get stuck in rockdown ;)
This is really great patch. Already today have played for more that 3hrs straight on a max server (16) rada sucks Aus server. However the sever had to restart a few times in between games. Rockdown seems to be the only some what playable map. Trams getting there but i still get that flickering texturers thing sceen wide. Had a good time and like NS2 HD, i am reaallly enjoying the rifle butt - Killed 3 fades in one game with it.
There is still lag times when whole server just stops for few secs, before coming right. Trying to spin with the shotgun to shoot a skulk as he jumps around me is a pain in the ass, by the time i turn around im usually nearly dead. The fade blink takes some getting use to, its very disorientating but i guess thats just practice makes perfect kinda thing.
Probably going to implemented later but a fast weapon switch (q) would be very useful.
@Asraniel - I know r_stats will show you the memory used - which is why I was able to query how much *should* be getting used... i'm pretty sure earlier releases peaked about about 460Mb on tram, but the last couple of releases have randomly bumped up to over 700Mb mid-game and caused missing textures and program crashes for me.
198Mb or so just for the textures for the main menu seems quite high to me, so I was trying to find out if there was duplication in the way they're loaded, and again if the maps only require 400Mb of textures but over 700Mb is being loaded, there's clearly an issue.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Maybe a very basic background level (or just a black background) would help some people so they aren't already screwed, when the game menu appears or at least have more minutes to play before the game goes crazy ?!?
With developers working around the clock Im confident balance issues will be ironed out.
However I urge dev to look into graphic options to INCREASE fps or code the graphics in a less resource intensive manner.
I am running a core 2 duo 2.33GHz 4GB ram 5700HD ATI gfx. Although i understand it is not the fastest CPU out there, i think dev should bear in mind most people are running on such CPUs or slightly better ones.
*SIDE note* If dev require suggestion into breaking into asian market (i suppose 6 months from now when the game is more = stable 8v8 lag free) Please feel free to contact me and we can start a dicussion with the rest of the asian players on how to market NS2 into asia. I gather this info from a tread i started <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111667&st=0" target="_blank">http://www.unknownworlds.com/ns2/forums/in...111667&st=0</a>
As dev can see most people who bought the game PRE-order are mostly from EU/Canada/NA.
I wish to help to promote this game in asia as it has great gameplay as compared to many *#%#@%@#%* FPS games sold here. PM me if interested thanks!
For a beta NS2 has come along way and is great overall, a few balancing tweeks still specifically, Nerf the damage a flame thrower does to lifeforms.
Many bugs but right now i think the bug that bothers me most is stacking turrets with stacked MACs to weld. Aliens need 3 players for a good game, else its very tough.
I'm running into an issue right now where all the collision geometry is being displayed (grid textures everywhere railings are etc). Prior to fixing the bug where collision geometry was being displayed this wasn't happening to me (except on rare occasion) but now it is all the time?
<!--quoteo(post=1818499:date=Dec 22 2010, 04:40 PM:name=Lazer)--><div class='quotetop'>QUOTE (Lazer @ Dec 22 2010, 04:40 PM) <a href="index.php?act=findpost&pid=1818499"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm running into an issue right now where all the collision geometry is being displayed (grid textures everywhere railings are etc). Prior to fixing the bug where collision geometry was being displayed this wasn't happening to me (except on rare occasion) but now it is all the time?<!--QuoteEnd--></div><!--QuoteEEnd--> screenshot?
<!--quoteo(post=1818436:date=Dec 22 2010, 01:01 PM:name=ben1099)--><div class='quotetop'>QUOTE (ben1099 @ Dec 22 2010, 01:01 PM) <a href="index.php?act=findpost&pid=1818436"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->*SIDE note* ... Regards, Ben<!--QuoteEnd--></div><!--QuoteEEnd--> Sounds like a great idea, try sending a PM to <a href="http://www.unknownworlds.com/ns2/forums/index.php?showuser=3" target="_blank">Flayra</a> about it:)
<!--quoteo(post=1818571:date=Dec 22 2010, 06:32 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Dec 22 2010, 06:32 PM) <a href="index.php?act=findpost&pid=1818571"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I haven't been able to get any servers listed since it updated.<!--QuoteEnd--></div><!--QuoteEEnd--> Have you tried "connect *serverIP*" aswell?
<!--quoteo(post=1818529:date=Dec 22 2010, 10:37 PM:name=Lazer)--><div class='quotetop'>QUOTE (Lazer @ Dec 22 2010, 10:37 PM) <a href="index.php?act=findpost&pid=1818529"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oddly enough when I went to go take a screen shot the problem stopped but soon resumed after hopping between a few different servers:
Either way, it happened the entire time I played last night which was a couple hours easily.<!--QuoteEnd--></div><!--QuoteEEnd--> I get that too, though I hadn't noticed it being anything other than random textures getting dropped.
<!--quoteo(post=1818042:date=Dec 22 2010, 10:54 AM:name=Arakash)--><div class='quotetop'>QUOTE (Arakash @ Dec 22 2010, 10:54 AM) <a href="index.php?act=findpost&pid=1818042"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i didn't read anything about hydra optimisation, but NS2HD said, that they are spammable in this patch?<!--QuoteEnd--></div><!--QuoteEEnd-->
I didn't mean to say that they are 'spammable,' only that their use in significant numbers is no longer a death knell for a server. When I say significant numbers, I mean around 8.
The hydra "+5" has been delayed to build 161.. lots of things have been delayed to another build. When i check the current Build 161 project, i see things that should have been done in previous builds..
What i wait the most is a SDK and hoping some modder would get us back to NS1 gameplay without drone and setting the gorge as a useful lifeform and not only an hydra spam + heal.
<!--quoteo(post=1818616:date=Dec 23 2010, 03:03 AM:name=Paul-Hewson)--><div class='quotetop'>QUOTE (Paul-Hewson @ Dec 23 2010, 03:03 AM) <a href="index.php?act=findpost&pid=1818616"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What i wait the most is a SDK and hoping some modder would get us back to NS1 gameplay without drone and setting the gorge as a useful lifeform and not only an hydra spam + heal.<!--QuoteEnd--></div><!--QuoteEEnd--> i actually have a, imho, perfect solution for this... read my ideathread and give some thoughts: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111628" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=111628</a>
I actually got one of my friends to buy the game too lol, thanks for the holiday special.
Noticed a few little hiccups but I blame my computer for that, whenever someone would spawn I would see a massive FPS drop and hear my computer loading quite abit extra. It would come right again a few seconds later but it was quite consistent.
However I have to agree with previously posted comments about the marine speed whilst walking backwards - it is justified but its also far too slow now. Had a few games and makes retreating while firing really lame against a pack of skulks. It also makes strafe retreating useless as the backward speed shouldn't affect the strafe to such a degree.
Also along with movement. I'm finding it really hard to smoothly 'run-jump'. basically running and then jumping. I have tested this out with a few mates and it seems that when running we have to release the shift key then press space to perform the action. I know its a minor thing but having been use to Battlefield series and CoD series controls, it feels rather 'jagged'.
Will play some more games and provide more feedback later :)
<!--quoteo(post=1818600:date=Dec 22 2010, 09:09 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Dec 22 2010, 09:09 PM) <a href="index.php?act=findpost&pid=1818600"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I get that too, though I hadn't noticed it being anything other than random textures getting dropped.<!--QuoteEnd--></div><!--QuoteEEnd-->
I just wanted to re-iterate that i'm having the same issue. I did not see this kind of graphical issue in 159.
<!--quoteo(post=1818600:date=Dec 22 2010, 08:09 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Dec 22 2010, 08:09 PM) <a href="index.php?act=findpost&pid=1818600"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I get that too, though I hadn't noticed it being anything other than random textures getting dropped.<!--QuoteEnd--></div><!--QuoteEEnd-->
After playing for a few hours, I noticed the same issue (same textures as well, maybe?). Restarting NS2 fixed the issue for me.
<!--quoteo(post=1818491:date=Dec 22 2010, 03:23 PM:name=ToeL)--><div class='quotetop'>QUOTE (ToeL @ Dec 22 2010, 03:23 PM) <a href="index.php?act=findpost&pid=1818491"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Many bugs but right now i think the bug that bothers me most is stacking turrets with stacked MACs to weld. Aliens need 3 players for a good game, else its very tough.<!--QuoteEnd--></div><!--QuoteEEnd--> I'm sure this is debatable, but I love MACs in their current form as mass welders/builders. They are definitely abusable right now (it is nigh impossible for a single fade to kill anything in a marine base if the comm has decent micro), but maybe if diminishing returns were added for multiple MACs on the same target it wouldn't be as bad.
The visible collison meshes are mostly reproducable if you join server and then disconenct and join another server - then most of the times you get the collison meshes visible.
Tried to join the lowest ping server NSArmory , it was running 7/12 Tram ... authentication and loading fine , pre comiling map fine...then black screen for 2 minutes then I am in the ready room, beep beep beep beep ... connection problems , then timed out. Try join again, ofc its bloody full by now *rage*
Tried another server with some players and it was 170 ms ping playing Rockdown, join aliens as that was the only slot open and ... Devs , do you actually play the game ? I mean the fLAMER still blinds the ######e out of a skulk ..sure if you can escape the afterburn flames are less, but the buggers can still just sweep around and fry a team of skulks with relative ease... cant see a damn thing when the fLAMER is on you. The range of that thing is madness, I was trying to para snipe the marines at west, just come from Alien start ... guy starts flaming from miles off and sure enough I die as I try run off... I would say the thing has the same EFFECTIVE range as a LMG, there is no negitive aspect to using it.
... well enough fLAMER ranting, it is a balance issue and not a performace issue. I just want to make sure you do understand that if a guy buys this now expecting to play based on what he/she sees on NS2HD or your trailer... well lets say you wont be getting any good publicity.
Finished aimelessly trying to actually fight when the Marines get fLAMERs , the Aliens lose that game... I join marines, before I can actually get in the game there is skulks biting on the IP. What a fun match, fLAMEd to death as Aliens, and skulk rushed as a Marine. Didnt see the improvement on LMG weapons fire... I emtpied clips tracking the skulks about to no avail, simply no contest LMG vs Skulk.
The games performance was about the same but it took a lot longer than usual getting into the rr, had that wall walking texture all over the place and the game crashed my Steam on exit after taking nearly 2 mins after I pressed Exit.
Overall, not impressed at all. Rockdown has idiots that dont want to play NS 2 they get thier jollies from short quick rushes that ruin any potential for a fight, and Tram routinely messes up whenever I try get in... if it loads and plays its laggy with a server tick of 8 - 5 , from 30 in the rr.
its worse for fades as you have flaming objects, screen flame, flame from marines, the blink "xhair" and the blink animation sprite AT THE SAME TIME. you cant see a damn thing and end up aimlessly blinking around if there are more than 2 marines with them.
Comments
Tram or more players seem to kill the engine. Tram always has though, I've managed to get a nice game going with 3vs3, but that map is sooooo big for only 6 players... Not to mention that only the west part of the map seems to have people walking around, the east part is like a ghost town...
Also servers still die after about 20-30 minutes any way you slice it, from my experience with build160
Can anyone from UWE give an indication of the expected texture memory required for rockdown / tram, and what the difference is between the detail level (memory-wise) - it might help us figure out if it's a program bug, or just very high requirements.
i.e.
Tram (high) 500Mb (med) 450Mb (awful) 400Mb
Also, is it correct that the main menu alone requires almost 200Mb of textures ? (I think it's about 198Mb)
Flamethrower is still "gg", maybe because the Onos is still missing. Would be cool (and good for playtesting) to see it in soon. But in the end it would most likely get stuck in rockdown ;)
Already today have played for more that 3hrs straight on a max server (16) rada sucks Aus server. However the sever had to restart a few times in between games.
Rockdown seems to be the only some what playable map. Trams getting there but i still get that flickering texturers thing sceen wide.
Had a good time and like NS2 HD, i am reaallly enjoying the rifle butt - Killed 3 fades in one game with it.
There is still lag times when whole server just stops for few secs, before coming right.
Trying to spin with the shotgun to shoot a skulk as he jumps around me is a pain in the ass, by the time i turn around im usually nearly dead.
The fade blink takes some getting use to, its very disorientating but i guess thats just practice makes perfect kinda thing.
Probably going to implemented later but a fast weapon switch (q) would be very useful.
198Mb or so just for the textures for the main menu seems quite high to me, so I was trying to find out if there was duplication in the way they're loaded, and again if the maps only require 400Mb of textures but over 700Mb is being loaded, there's clearly an issue.
Lots of small improvements in overall playability for me.
Those complaining over balance-issues should remember, that a felt third of the game content isn't even in yet.
If development continues at this rate, I think, that we might have a decent game this time next year.
However I urge dev to look into graphic options to INCREASE fps or code the graphics in a less resource intensive manner.
I am running a core 2 duo 2.33GHz 4GB ram 5700HD ATI gfx. Although i understand it is not the fastest CPU out there, i think dev should bear in mind most people are running on such CPUs or slightly better ones.
*SIDE note*
If dev require suggestion into breaking into asian market (i suppose 6 months from now when the game is more = stable 8v8 lag free)
Please feel free to contact me and we can start a dicussion with the rest of the asian players on how to market NS2 into asia.
I gather this info from a tread i started
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111667&st=0" target="_blank">http://www.unknownworlds.com/ns2/forums/in...111667&st=0</a>
As dev can see most people who bought the game PRE-order are mostly from EU/Canada/NA.
I wish to help to promote this game in asia as it has great gameplay as compared to many *#%#@%@#%* FPS games sold here.
PM me if interested thanks!
Regards,
Ben
Many bugs but right now i think the bug that bothers me most is stacking turrets with stacked MACs to weld.
Aliens need 3 players for a good game, else its very tough.
screenshot?
<img src="http://devin-afshin.com/devin/collision.jpg" border="0" class="linked-image" />
Either way, it happened the entire time I played last night which was a couple hours easily.
...
Regards,
Ben<!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds like a great idea, try sending a PM to <a href="http://www.unknownworlds.com/ns2/forums/index.php?showuser=3" target="_blank">Flayra</a> about it:)
Have you tried "connect *serverIP*" aswell?
<img src="http://devin-afshin.com/devin/collision.jpg" border="0" class="linked-image" />
Either way, it happened the entire time I played last night which was a couple hours easily.<!--QuoteEnd--></div><!--QuoteEEnd-->
I get that too, though I hadn't noticed it being anything other than random textures getting dropped.
I didn't mean to say that they are 'spammable,' only that their use in significant numbers is no longer a death knell for a server. When I say significant numbers, I mean around 8.
When i check the current Build 161 project, i see things that should have been done in previous builds..
What i wait the most is a SDK and hoping some modder would get us back to NS1 gameplay without drone and setting the gorge as a useful lifeform and not only an hydra spam + heal.
i actually have a, imho, perfect solution for this...
read my ideathread and give some thoughts:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111628" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=111628</a>
I actually got one of my friends to buy the game too lol, thanks for the holiday special.
Noticed a few little hiccups but I blame my computer for that, whenever someone would spawn I would see a massive FPS drop and hear my computer loading quite abit extra. It would come right again a few seconds later but it was quite consistent.
However I have to agree with previously posted comments about the marine speed whilst walking backwards - it is justified but its also far too slow now. Had a few games and makes retreating while firing really lame against a pack of skulks. It also makes strafe retreating useless as the backward speed shouldn't affect the strafe to such a degree.
Also along with movement. I'm finding it really hard to smoothly 'run-jump'. basically running and then jumping. I have tested this out with a few mates and it seems that when running we have to release the shift key then press space to perform the action. I know its a minor thing but having been use to Battlefield series and CoD series controls, it feels rather 'jagged'.
Will play some more games and provide more feedback later :)
I just wanted to re-iterate that i'm having the same issue. I did not see this kind of graphical issue in 159.
After playing for a few hours, I noticed the same issue (same textures as well, maybe?). Restarting NS2 fixed the issue for me.
<!--quoteo(post=1818491:date=Dec 22 2010, 03:23 PM:name=ToeL)--><div class='quotetop'>QUOTE (ToeL @ Dec 22 2010, 03:23 PM) <a href="index.php?act=findpost&pid=1818491"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Many bugs but right now i think the bug that bothers me most is stacking turrets with stacked MACs to weld.
Aliens need 3 players for a good game, else its very tough.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm sure this is debatable, but I love MACs in their current form as mass welders/builders. They are definitely abusable right now (it is nigh impossible for a single fade to kill anything in a marine base if the comm has decent micro), but maybe if diminishing returns were added for multiple MACs on the same target it wouldn't be as bad.
Tried to join the lowest ping server NSArmory , it was running 7/12 Tram ... authentication and loading fine , pre comiling map fine...then black screen for 2 minutes then I am in the ready room, beep beep beep beep ... connection problems , then timed out.
Try join again, ofc its bloody full by now *rage*
Tried another server with some players and it was 170 ms ping playing Rockdown, join aliens as that was the only slot open and ... Devs , do you actually play the game ? I mean the fLAMER still blinds the ######e out of a skulk ..sure if you can escape the afterburn flames are less, but the buggers can still just sweep around and fry a team of skulks with relative ease... cant see a damn thing when the fLAMER is on you.
The range of that thing is madness, I was trying to para snipe the marines at west, just come from Alien start ... guy starts flaming from miles off and sure enough I die as I try run off... I would say the thing has the same EFFECTIVE range as a LMG, there is no negitive aspect to using it.
... well enough fLAMER ranting, it is a balance issue and not a performace issue. I just want to make sure you do understand that if a guy buys this now expecting to play based on what he/she sees on NS2HD or your trailer... well lets say you wont be getting any good publicity.
Finished aimelessly trying to actually fight when the Marines get fLAMERs , the Aliens lose that game... I join marines, before I can actually get in the game there is skulks biting on the IP. What a fun match, fLAMEd to death as Aliens, and skulk rushed as a Marine.
Didnt see the improvement on LMG weapons fire... I emtpied clips tracking the skulks about to no avail, simply no contest LMG vs Skulk.
The games performance was about the same but it took a lot longer than usual getting into the rr, had that wall walking texture all over the place and the game crashed my Steam on exit after taking nearly 2 mins after I pressed Exit.
Overall, not impressed at all. Rockdown has idiots that dont want to play NS 2 they get thier jollies from short quick rushes that ruin any potential for a fight, and Tram routinely messes up whenever I try get in... if it loads and plays its laggy with a server tick of 8 - 5 , from 30 in the rr.