275 Feedback
Martigen
Australia Join Date: 2002-11-01 Member: 2714Members, NS1 Playtester, Contributor, Reinforced - Onos
Figure we'd need one of these anyway, so lets start it off!
1) Chat changes
The new '[C]' and '[Rookie]' tags are nice, but can we return to having these lines colored as well? As someone else said on the server tonight, they know to pay attention to yellow lines because they're commander speak. Yes the '[C]' is yellow but amongst a flood of chat it's harder to pick it out quickly. Same goes for rookie chat no longer being green.
2) Font change on loading screens:
http://steamcommunity.com/sharedfiles/filedetails/?id=490423166
The text is about half the size that it used to be. Unfortunately don't have a before shot, just imagine it... twice as big. It's a small thing, but I liked it how it was before. I'm guessing this may only affect >1080p res players. I play at 2560x1600.
Incidentally, I know UI scaling is on the cards in future updates. In-game I absolutely love the current size of the UI at 2560x1600. The map can be a bit small at times, but I wouldn't change a thing from the way it scales at the moment. At 4K, which I've tested previously, it definitely needs scaling as you know. Anyway, when UI scaling is implemented it would be lovely to be able to enable/disable the scaling or even set the scale factor directly.
Apart from this and a few hours of play, very smooth.
1) Chat changes
The new '[C]' and '[Rookie]' tags are nice, but can we return to having these lines colored as well? As someone else said on the server tonight, they know to pay attention to yellow lines because they're commander speak. Yes the '[C]' is yellow but amongst a flood of chat it's harder to pick it out quickly. Same goes for rookie chat no longer being green.
2) Font change on loading screens:
http://steamcommunity.com/sharedfiles/filedetails/?id=490423166
The text is about half the size that it used to be. Unfortunately don't have a before shot, just imagine it... twice as big. It's a small thing, but I liked it how it was before. I'm guessing this may only affect >1080p res players. I play at 2560x1600.
Incidentally, I know UI scaling is on the cards in future updates. In-game I absolutely love the current size of the UI at 2560x1600. The map can be a bit small at times, but I wouldn't change a thing from the way it scales at the moment. At 4K, which I've tested previously, it definitely needs scaling as you know. Anyway, when UI scaling is implemented it would be lovely to be able to enable/disable the scaling or even set the scale factor directly.
Apart from this and a few hours of play, very smooth.
Comments
Was during mapvote / change so maybe map behaving different then normal (not sure if u can walk around there normally).
Sounds more like the old "getting no more server physic updates and prediction taking over issue"
lol yea you're not supposed to be able to get out there. Spectate teamjoin is supposed to stop you... can't believe I didn't think about that.
Which is why the text looks smaller in the loading screen for you, right now there's no scaling up past 1280p. It's supposed to be a bit bigger.
Pre this patch the text was larger on the loading screens, though.
On Derelict: really minor, but here it is anyway: you can run into (or rather jump into) and get stuck briefly in the bobcat models (the mini forklift vehicles).
We're investigating this now. Local servers aren't affected, but for whatever reason, that forklift is getting weird collision issues on servers.
wasnt 275 the big one?
i dont see any steam community announcements or any sort of recent news
No this is not the BIG ONE, we spread out plans over the next few patches. As far as advertising, its on steam, blog, email, twitter, FB and announcements have been sent. Sorry you havent seen them
We're combining fades and onos into one, best-of-both-worlds class. Blink-stomp is huge hit with the PT team.
I'd prefer huge Babblers
Can we have Onos Xeno for the ultimate nuke?
Even better. http://forums.unknownworlds.com/discussion/131562/onos-mount/p1
PSHHHH
Replace contaminate with the Babbler King.
Or even better, GORGEzilla!
It's totally awesome btw. I fully advocate for its inclusion as a 4th hive upgrade :P
NS2 doesn't check or do anything if another player spawns in the same position in the ready room.
As comm, bringing up the map and clicking on it with mouse takes you to that spot instantly.
As spec, the view glides from where you are to that spot instead, and this is stuttering as it moves. Further once the view lands it pauses for half a second, then jumps a few pixels to the side, then centres again and stops. This is repeatable with any click on the map.
Actually, it's not polycount that should be worried about -- spark is quite good at dealing with really high polygon counts. What really kills frame rates is lights and shadows.
Also, keep in mind that ns2 is designed to be played with 6-8 players per team, not 16. It's not exactly fair to us for you to criticize performance on servers that have been hacked to accommodate FAR more players than the game was designed to handle.
And yet, those servers now handle almost 50% of the remaining community. The few games I've played on them weren't less balanced than on more 'regular' servers despite the game not being designed at first for this amount of slots. Things are moving.
Which means that the render thread have never been optimized.
With 275, it may finally be worth looking at the renderer thread... plenty of plans, not much time :-/
@Martigen this is a ns2+ option. in MISC you just scroll to the far bottom to the option called "spectator overhead smoothing" and set it to "instant"