Build 242 Live on Steam - Natural Selection 2

SystemSystem Join Date: 2013-01-29 Member: 182599Members, Super Administrators, Reinforced - Diamond
edited March 2013 in NS2 General Discussion

imageBuild 242 Live on Steam - Natural Selection 2

Build 242 has been released. We are quite proud of this build. Brian, Steve, Dushan, Max and Andi have been hard at work making the game work better, faster, and with more carrot.

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  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    edited March 2013
    Patch 242 has been released on Steam!

    Changelog:

    Optimization

    Fixed issue where video cards with small amounts of off-board memory would unload textures unnecessarily.
    Optimized lighting shaders.
    Optimized occlusion culling rasterization using SIMD.
    Infestation is no longer derived from entity and produces less network traffic.
    Multi-threaded effect updating.
    Infestation updates less often when it is "stable"
    Smoother velocity input for player animations.
    Flinches are updated less often on the Client.
    Optimized lighting.
    Removed need to constantly check if a unit should be deselected based on LOS.
    The code that determines what effects to trigger now has a memory.
    Disabled unnecessary C++ features.

    Change

    Units appear now red on minimap when under attack.
    Score board will now reset on round start (instead on round end)
    Babbler Bait is now hit scan when the target is close enough.
    When building more than 3 babbler eggs, the first babblers will get destroyed (same as Clogs and Hydras)
    Babblers now follow more disciplined the Gorges orders and will cling onto an Alien until told to leave.
    Increased Babbler lifetime to 5 minutes, up from 2.

    Feature

    Added "FollowAndWeld" order for the MAC. The MAC will follow a target and attempt to weld/construct anything in range.

    Fix

    Fixed bug where "Removing old version of mod" would not actually remove the mod from disk.
    Fixed issue where HUD and other important textures would take a long time to load on some Machines.
    Decreased the number of performance samples stored on the server to prevent hitches while the admin is using web admin.
    Fixed rounding error for damage numbers.
    Fixed script error caused by a render model not being initialized in some cases.
    Fixed potential crash when dequeuing a texture for loading.
    Fixed crash when docking windows in the Editor.
    Don't show the game needs a restart message on computers with no input and/or output devices.
    Fixed Flamethrower showing flame effect during deploying.
    Fixed death messages being incorrect when multiples of the same unit die in the same server tick.
    Fixed LOS not being reset when viewer dies.
    Fixed certain Marine structures not ragdolling.
    Fixed crash when calling Server.GetClientAddress with a nil value.
    Fixed script error caused by a Commander being ejected.
    Fixed bug where cached shader files would not always be rebuilt when necessary.

    Editor

    Added ambient_sound_player entity, useful for making a button play nearby ambient sounds for a jukebox as an example.

    Sdk

    Added Entity:AddTimedCallback() API, replaces the old TimedCallbackMixin.
    Increased the maximum number of entities to 4096.

    Refinery

    Reduced travel time from Flow Control by moving Smelting & Transit further west.
    Tracked down and deleted some prop entities that had invalid file references.
    Made cosmetic improvements to Flow Control and Exchange



    Note: If you are getting a skulk jumping bug, it is due to NS2Stats not being compatible with 242 yet, it will need to be updated. It's suggested servers do not run it until it has been updated.
  • ExplosifBeExplosifBe Join Date: 2006-11-03 Member: 58284Forum Admins, Playtest Lead, Constellation, NS2 Playtester, Reinforced - Onos, WC 2013 - Shadow, Pistachionauts, Retired Community Developer
    Thanks to every PT that helped!
  • digitaljuicedigitaljuice Join Date: 2003-01-17 Member: 12420Members
    thanks for this! I knew that xenocide bug is not actually a bug and working as intended! ;)
  • jorgamunjorgamun Join Date: 2013-03-05 Member: 183703Members
    thanks for this! I knew that xenocide bug is not actually a bug and working as intended! ;)

    What's that?
  • Blarney_StoneBlarney_Stone Join Date: 2013-03-08 Member: 183808Members, Reinforced - Shadow
    thanks for this! I knew that xenocide bug is not actually a bug and working as intended! ;)

    What xenocide bug?

    Nice to see the Babblers get a little bit of a buff. Time to head into the game and see how effective they are now. Thanks UWE!
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    thanks for this! I knew that xenocide bug is not actually a bug and working as intended! ;)

    What xenocide bug?

    Nice to see the Babblers get a little bit of a buff. Time to head into the game and see how effective they are now. Thanks UWE!


    Use xenocide and jump in the hive before you detonate. Nothing exploitative, just fun.
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    Note: If you are getting a skulk jumping bug, it is due to NS2Stats not being compatible with 242 yet, it will need to be updated. It's suggested servers do not run it until it have been updated.
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    edited March 2013
    Until told to leave? How do you tell the babblers to leave? If you have 9 babblers and 6 are attached to an alien, does throwing the bail ball not only send the 3 that are not attached due to the limit but removes the ones on the alien? Damn babblers are a mess.

    Hope less client updates on flinch animations doesn't result in terrible structure hitreg again.

    No fix for mostly invulnerable alien structures is a shame.

    Nice performance improvements.

  • Blarney_StoneBlarney_Stone Join Date: 2013-03-08 Member: 183808Members, Reinforced - Shadow
    Industry wrote: »
    thanks for this! I knew that xenocide bug is not actually a bug and working as intended! ;)

    What xenocide bug?

    Nice to see the Babblers get a little bit of a buff. Time to head into the game and see how effective they are now. Thanks UWE!


    Use xenocide and jump in the hive before you detonate. Nothing exploitative, just fun.

    I'll give it a try... if I'm in a game where the comm actually researches xenocide.
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    Industry wrote: »
    thanks for this! I knew that xenocide bug is not actually a bug and working as intended! ;)

    What xenocide bug?

    Nice to see the Babblers get a little bit of a buff. Time to head into the game and see how effective they are now. Thanks UWE!


    Use xenocide and jump in the hive before you detonate. Nothing exploitative, just fun.

    I'll give it a try... if I'm in a game where the comm actually researches xenocide.


    exploreeeeeeee mode.

  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    or, tram, rush 3 hives, rush xenocide. gg mariens.
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    edited March 2013
    Still lose 30 - 50 frames to cysts and infestation. It's the thought that counts though. Little improvement is better than none.
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    I am intrigued to see if this "Weld & Follow" order is easier to assign than the one in the Balance Test mod. Last time I tried, it was nearly impossible to assign it to a moving target due to a delay of checking what has been clicked on and when the click occurred.
  • despairdespair Join Date: 2012-11-01 Member: 165746Members
    its already deployed? is my game already updated then?

    tried joining servers, says invalid verison.
  • CrazyEddieCrazyEddie Join Date: 2013-01-08 Member: 178196Members
    Obraxis wrote: »
    Score board will now reset on round start (instead on round end)

    Hooray!

    I heart UWE.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    Open console when you open the game, it will say what version you have.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited March 2013
    Obraxis wrote: »
    Feature

    Added "FollowAndWeld" order for the MAC. The MAC will follow a target and attempt to weld/construct anything in range.

    <3

    [EDIT] Though I wonder whether it prioritizes following over welding/building. Otherwise I feel sorry for the ARC train that makes the mistake of wandering past an unarmored marine who is going in the opposite direction.
  • rehreh Join Date: 2011-12-11 Member: 137450Members
    Thanks for the optimization. My game is buttery smooth till the very end now.
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    Thanks for posting this Obby - I'm late on this due to PAX prep. Will get a news post up - Can a mod then merge threads?
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    edited March 2013
    good job on the performance, noticed about a 25% improvement, very noticeable that large battles weren't a slideshow as in previous patches.

    however, i did get a c2d while playing on refinery.

    "Fixed issue where HUD and other important textures would take a long time to load on some Machines."

    best change ever, it was annoying to wait 30-60s after loading into game for the minimap/some textures to show up.
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    Bump to get comment thread to show up - Could a clever mod merge this with the existing thread?
  • ma$$a$$terma$$a$$ter Join Date: 2012-11-01 Member: 165651Members
    ninja 2 am update... nice
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
  • GrizeenGrizeen Join Date: 2013-03-17 Member: 184036Members
    seems like marines are OP for larger servers... if we get larger maps, larger teams are nice... plz don't ruin all the large servers...
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    Hugh is lazy: strayans new alias.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited March 2013
    Stomp seems to be going through walls...
    Or at least it did in the last game I played, marines were in departures and the onos was behind the wall in the corridor outside it stomping them at the CC.

    Performance definitely feels a bit better, thanks for that! Hope to see more of this in the future!
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    For me fps improved dramatically this patch. around 50% more fps overall.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Mouse wrote: »
    Obraxis wrote: »
    Feature

    Added "FollowAndWeld" order for the MAC. The MAC will follow a target and attempt to weld/construct anything in range.

    <3

    [EDIT] Though I wonder whether it prioritizes following over welding/building. Otherwise I feel sorry for the ARC train that makes the mistake of wandering past an unarmored marine who is going in the opposite direction.

    Looks like they do prioritize following over welding/building. But they don't move at the speed of whatever they're following. So if you have them following a slow ARC train and they happen to catch up when they're within range of something that needs welding, they'll stop following the ARC, weld whatever needs welding and then catch up to the ARC.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Jekt wrote: »
    Still lose 30 - 50 frames to cysts and infestation. It's the thought that counts though. Little improvement is better than none.

    Most of the improvements are aimed at worst-case FPS, ie large combats in built-up areas where fps dropped < 30 for average rigs. For that particular example, fps for the PTs that participated increased by 25-50%, in a conservative estimate.

    Personally, I consider aiming at increasing worst-case fps is probably the right way to go. Best-case fps can probably take care of itself ... :-)
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