I haven't been paying much attention to this thread. I don't know if anything has been said about skulk sounds yet but that is my question. Are loud skulks going to be modified officially?
A friend and I were discussing it. I was thinking they wouldn't if they haven't already. He thought they were going to in b265.
In the most recent build, I keep getting stuck in "meatgrinder" pgs, because of the skulks blocking everything, resulting in me being unable to move. This was never an issue before; I usually was able to jump/run/fly out. Is this
a) An intentional or unintentional change?
b) A change at all? (= Am I hallucinating here?)
c) Going to be fixed?
In the most recent build, I keep getting stuck in "meatgrinder" pgs, because of the skulks blocking everything, resulting in me being unable to move. This was never an issue before; I usually was able to jump/run/fly out. Is this
a) An intentional or unintentional change?
b) A change at all? (= Am I hallucinating here?)
c) Going to be fixed?
Skulks got smarter? Idk... I thought this is/was working as intended. Don't leave your phase gates unguarded or this can happen.
for quite some versions, i have a bug which will let my first attack-click be ignored sometimes. it seems to be present when respawning but sometimes also after evolving. to be a bit more precise: even if i keep the mouse pressed for a longer time, no attack will happen. this has never happened in any other game i played yet and there's definately a pattern to it, so i figure it's an ns2 issue.
the bug might appear quite minor when reading it (click again, then it works), but i've already lost an onos (and countless other lifeforms, mostly skulks though) due to this by forgetting to attack randomly right after spawning/evolving. really, nothing is as confusing as the game not responding to a certain input. it will distract me and screw with my movement (and obviously prevent my initial attack), all while being in melee range with at least one marine... and it always makes me feel like an idiot to die like this
it might be only happening on the alien side, but i'm not entirely sure. is this a known bug? if not, i will try to figure out the details of occurence. still, if other people don't encounter it at all then i have no idea what exactly might be the reason behind it. the only thing i can think of is that my fps are sometimes low in combat, but the bug will even happen right after spawning and when theres not much going on nearby.
NarfwakJoin Date: 2002-11-02Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
@Loash'Ra I'll just re-iterate what IronHorse said: that's the first I've heard of it, so please make a support thread. If you can record video of it happening that would help tremendously.
Is it intentional that Marine players (sometimes?) see hallucinations in bright purple on their map? I though the point was that they should be as indistinguishable as possible?
(I asked this in the "Build 264 now live on Steam" thread, but got no answer there.)
Is it intentional that Marine players (sometimes?) see hallucinations in bright purple on their map? I though the point was that they should be as indistinguishable as possible?
(I asked this in the "Build 264 now live on Steam" thread, but got no answer there.)
You got no answer because you asked in the "Build 264 now live on Steam".
Here's a bug: If you sprint with either a hand grenade (any type) or a rifle equipped, and then take off in a jetpack before releasing sprint, it will play the sprint-jump animation the entire time you're in the air (instead of the standard weapons-ready view).
It's barely noticeable with the rifle, but with a hand-grenade, because the sprint jump animation is the same as the sprint animation, it looks like you're sprinting while flying through the air.
I have tested all of the equippable weapons. However, I forgot to check if nanoshield or catpacks somehow make a difference.
Is this the bug report thread? My current bind (mousewheel up) for evolve last upgrades has not been working since the patch. Tested with all mods off.
I found a bug that is fairly easy to reproduce:
Noticed it few builds ago, but I though that it might be PGP related, I only did that thing during PGP, but now that I tested it on empty server...
*snip* Removed possible exploit
Next time pm me something that can crash a server. Thanks though
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
edited May 2014
@belliom
We have heard about it occurring but we are unable to reproduce it, so it is currently not reported. We need people like you who experience it to help gather that data.
Feel free to start a thread in the tech support forums if you are willing.
Somehow my account from 2003 vanished, so this is new.
Ugly server crash (had hoped it'd be fixed in 265..):
Description:
- Server process does not exit
- Network traffic on the server goes towards 0 and stays like that
- CPU usage random spazzes about for server.exe
(Detail: The Core where most CPU time was used during normal operation goes towards 0)
- All players get red plug and client times out.
- Server browser reports server as active, with the last playercount/performance value as right before crash
(Detail: When "Filter Empty" is checked, the server appears for a second then disappears; When unchecked it's visible.
If you open the server details, it shows it as if everything was fine. And counts each players connection time continuously)
- Some official servers have remained like that for weeks, as nobody would manually reset them.
Appearance:
- I've personally seen it happen on servers from 8 - 42 players
- Modded, unmodded, or official are all the exact same. Several community members can confirm this.
- Servers with webadmin active or not, all the same.
- The logs show nothing out of the ordinary, neither does the console.
Reproducability:
- None so far.
- It happens every now and then. Sometimes 3 times a day, sometimes not for 4 days.
- It appears to happen only when there's considerable activity (unlike for example right after mapcycle)
while at the same time it's not related to extreme load, high entity counts, etc.
- Round time ranges from very few minutes to long games
- Fairly sure i've never seen before or after a round. Only during rounds
Relief efforts:
- Server console: You can press q, but nothing happens even if you wait.
If you press CRTL-C however, sometimes immediately, sometimes with a considerable delay.
It will write something about memory leaks and actually exit.
- If you do nothing, it will stay like this forever.
- It needs to be manually closed and restarted, there is no workaround.
In my opinion this crash appears to affect only one server thread, the main one.
That would explain why the cpu usage of that thread/core goes down, while the other(s) spazz about and why the clients do not
get another network packet but the status request (server browser) side still responds.
This issue has been around for a good while now.
I have spent the last 3 weeks trying to find a way to detect this type of crash/server state so that it can be terminated, to no avail. I would like to ask for a fix, even if everything else remains unfixed.
This bug is very likely already known to you, but if you need further info, i'd be happy to assist.
Thanks for reading.
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
Thank you for that awesome detailed report @ATF !
What was your old user name? I can resurrect it.
No promises on getting a fix pushed out, even if we do manage to narrow it down / reproduce it, due to current engine developer resources.
BUT I'd still very much like to continue diagnosing this issue in hopes that if we find the exact culprit it can justify a small time frame to fix and therefore would be more likely to get patched.
Would you mind reposting all this information in a new tech support forum thread for us to continue in? Thx
Some questions for you when you post there :
Have you tried running server pLogs to capture it?
Have you ever attempted to make a 64 bit dump while the server is "hanging"? (this would provide a gigantic file, but would give the most efficient / clear indicator of the culprit, and the quickest way for a dev to fix)
Please do these things with zero mods active, of course, just to prevent any influence.
@IronHorse any luck reproducing THAT nade crash bug using female model? I'm really curious, because it never happens to me as male and always as female, and I want to know if it is just me (i.e. my system, PC, config), or is NS bug.
Is this the bug report thread? My current bind (mousewheel up) for evolve last upgrades has not been working since the patch. Tested with all mods off.
Is anybody currently working on this: Balanced skill system?
The thread got a lot of approval and activity in February/March, and people were working to put it into the game. But then the responsible dev was pulled to work on another, more important project...
If this actually works, it might not only reduce pub-stomping for stats (since the stat benefit would be minimal), but could also replace the current ELO shuffle system.
This thread is basically now irrelevant considering the CDT now publicly shows what we are working on!!
You can even vote on the issues you care about most.
But should you ever need to contact or report a bug, you may do so here.
Comments
A friend and I were discussing it. I was thinking they wouldn't if they haven't already. He thought they were going to in b265.
Should be fixed for next patch.
It should have gone in the hotfix, but its a long explanation of why.
a) An intentional or unintentional change?
b) A change at all? (= Am I hallucinating here?)
c) Going to be fixed?
This is reported, yeah.
Its a bug.
Was reported september 13th, 2013, normal priority
Skulks got smarter? Idk... I thought this is/was working as intended. Don't leave your phase gates unguarded or this can happen.
the bug might appear quite minor when reading it (click again, then it works), but i've already lost an onos (and countless other lifeforms, mostly skulks though) due to this by forgetting to attack randomly right after spawning/evolving. really, nothing is as confusing as the game not responding to a certain input. it will distract me and screw with my movement (and obviously prevent my initial attack), all while being in melee range with at least one marine... and it always makes me feel like an idiot to die like this
it might be only happening on the alien side, but i'm not entirely sure. is this a known bug? if not, i will try to figure out the details of occurence. still, if other people don't encounter it at all then i have no idea what exactly might be the reason behind it. the only thing i can think of is that my fps are sometimes low in combat, but the bug will even happen right after spawning and when theres not much going on nearby.
That is definitely not reported, you should make a tech support thread in those forums to diagnose the issue
(I asked this in the "Build 264 now live on Steam" thread, but got no answer there.)
You got no answer because you asked in the "Build 264 now live on Steam".
No that is not intentional.
It's barely noticeable with the rifle, but with a hand-grenade, because the sprint jump animation is the same as the sprint animation, it looks like you're sprinting while flying through the air.
I have tested all of the equippable weapons. However, I forgot to check if nanoshield or catpacks somehow make a difference.
Noticed it few builds ago, but I though that it might be PGP related, I only did that thing during PGP, but now that I tested it on empty server...
*snip* Removed possible exploit
Next time pm me something that can crash a server. Thanks though
We have heard about it occurring but we are unable to reproduce it, so it is currently not reported. We need people like you who experience it to help gather that data.
Feel free to start a thread in the tech support forums if you are willing.
Sometimes whips will not attack structures. Sometimes they do but do no (apparent, no floating numbers) damage.
Next patch update... there will be Match making 100% work base on skill like CSGO ?
Thanks and hope there is "gold comment"
http://forums.unknownworlds.com/discussion/134531/bug-report-whips-sometimes-don-t-deal-dmg#latest
Ugly server crash (had hoped it'd be fixed in 265..):
Description:
- Server process does not exit
- Network traffic on the server goes towards 0 and stays like that
- CPU usage random spazzes about for server.exe
(Detail: The Core where most CPU time was used during normal operation goes towards 0)
- All players get red plug and client times out.
- Server browser reports server as active, with the last playercount/performance value as right before crash
(Detail: When "Filter Empty" is checked, the server appears for a second then disappears; When unchecked it's visible.
If you open the server details, it shows it as if everything was fine. And counts each players connection time continuously)
- Some official servers have remained like that for weeks, as nobody would manually reset them.
Appearance:
- I've personally seen it happen on servers from 8 - 42 players
- Modded, unmodded, or official are all the exact same. Several community members can confirm this.
- Servers with webadmin active or not, all the same.
- The logs show nothing out of the ordinary, neither does the console.
Reproducability:
- None so far.
- It happens every now and then. Sometimes 3 times a day, sometimes not for 4 days.
- It appears to happen only when there's considerable activity (unlike for example right after mapcycle)
while at the same time it's not related to extreme load, high entity counts, etc.
- Round time ranges from very few minutes to long games
- Fairly sure i've never seen before or after a round. Only during rounds
Relief efforts:
- Server console: You can press q, but nothing happens even if you wait.
If you press CRTL-C however, sometimes immediately, sometimes with a considerable delay.
It will write something about memory leaks and actually exit.
- If you do nothing, it will stay like this forever.
- It needs to be manually closed and restarted, there is no workaround.
In my opinion this crash appears to affect only one server thread, the main one.
That would explain why the cpu usage of that thread/core goes down, while the other(s) spazz about and why the clients do not
get another network packet but the status request (server browser) side still responds.
This issue has been around for a good while now.
I have spent the last 3 weeks trying to find a way to detect this type of crash/server state so that it can be terminated, to no avail. I would like to ask for a fix, even if everything else remains unfixed.
This bug is very likely already known to you, but if you need further info, i'd be happy to assist.
Thanks for reading.
Continued at forums.unknownworlds.com/discussion/134813/server-hangs-yet-server-exe-does-not-terminate?new=1
What was your old user name? I can resurrect it.
No promises on getting a fix pushed out, even if we do manage to narrow it down / reproduce it, due to current engine developer resources.
BUT I'd still very much like to continue diagnosing this issue in hopes that if we find the exact culprit it can justify a small time frame to fix and therefore would be more likely to get patched.
Would you mind reposting all this information in a new tech support forum thread for us to continue in? Thx
Some questions for you when you post there :
Have you tried running server pLogs to capture it?
Have you ever attempted to make a 64 bit dump while the server is "hanging"? (this would provide a gigantic file, but would give the most efficient / clear indicator of the culprit, and the quickest way for a dev to fix)
Please do these things with zero mods active, of course, just to prevent any influence.
Would appreciate an update on this.
Its a place where you can ask what is being worked on, mostly, which is replaced by our now public trello board https://trello.com/b/91ApENY6/ns2-cdt-development-tracker
But you can still report things here or in a PM to any of us on the CDT, including myself.
I'll mention that bug and investigate further
@xen32 I MANAGED TO CRASH IT!! woo hoo.. female model was the trick. very interesting. thanks
The thread got a lot of approval and activity in February/March, and people were working to put it into the game. But then the responsible dev was pulled to work on another, more important project...
If this actually works, it might not only reduce pub-stomping for stats (since the stat benefit would be minimal), but could also replace the current ELO shuffle system.
Yes.
https://trello.com/c/9r7Le7Aj/251-implement-new-skill-system
Edit:
This thread is basically now irrelevant considering the CDT now publicly shows what we are working on!!
You can even vote on the issues you care about most.
But should you ever need to contact or report a bug, you may do so here.
https://trello.com/b/91ApENY6/ns2-cdt-development-tracker