douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
just got into a game, had the same problem where i couldn't initially get into the game but restarted gameoverlay.exe and that fixed it. also, when i got into the game aliens couldn't spawn because there were no eggs?
<!--quoteo(post=1804387:date=Nov 3 2010, 11:57 PM:name=######beard the Pirate)--><div class='quotetop'>QUOTE (######beard the Pirate @ Nov 3 2010, 11:57 PM) <a href="index.php?act=findpost&pid=1804387"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->spammy caps lock rant<!--QuoteEnd--></div><!--QuoteEEnd-->
The problem is that the server sends a lot of crap down when you first connect, which prevents it from sending any world updates. Which is why it seems nothing is responding when you first connect. After a minute or two this seems to disappear.
Massive performance increase. It's actually sort of playable now, if there's not too many players. If more players join it will have short freezes every couple of seconds, with the periods of freezes getting longer the more players join.
major preformece increase for me here getting up to 18-24fps running on medium settings ( cant remember the resulotion ) compared to 12fps before the patch. system q6600 quad core 2.4ghz 4gb ram and hd5850 1gb graphic card allso when i join the game freezes for couple of seconds and then i can walk in the readyroom, allso a short freeze when am on the mainmenu before i could see the background and the buttons.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
<!--quoteo(post=1804378:date=Nov 3 2010, 03:38 PM:name=fsfod)--><div class='quotetop'>QUOTE (fsfod @ Nov 3 2010, 03:38 PM) <a href="index.php?act=findpost&pid=1804378"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nope but it just tuned to delivered in the progress tracker<!--QuoteEnd--></div><!--QuoteEEnd--> I really hope that fixes it... It's the one thing that really just makes it impossible for me to play NS2.
Not exactly playable on my laptop yet though but it's getting there. Not sure what to think about the rubberbanding, gravity defying tricks I did playing as a marine though. Also, removing the Fade Blink was just mean, I had a lot of fun playing around with that :(
So is this thread a Build Alpha 153 update thread now? :P
Most people are enjoying this patch, and patches are gonna be more recent now I can tell :D From the looks of it, by the end of February(January if were lucky) there will be a number of patches released and the Devs will be focusing on the in-game stuff rather then optimizations.
Just had my first proper playable game. 14 players, slightly laggy especially skulk leap, but MUCH better. Server did crash...but that's ok. Keep those optimisations coming guys!
<!--quoteo(post=1804411:date=Nov 4 2010, 02:19 AM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Nov 4 2010, 02:19 AM) <a href="index.php?act=findpost&pid=1804411"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sounds nice, and has the hitchiness of some alien buildings (Crag & Hydra) been fixed?<!--QuoteEnd--></div><!--QuoteEEnd-->
It appears to have been fixed from what I've seen.
I joined a server and immediatelly I found a bug (had console on while joining :D).
It seems as if when you are still loading or something, Client.GetLocalPlayer() returns nil, as someone said something, and I got the error: <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->bla bla chat.lua:line 115 attemp to index global 'player' (nil value)<!--QuoteEnd--></div><!--QuoteEEnd--> Or similar (It is about line 115 in chat.lua, where player is a nil value), we really need to be able of copy stuff from console.
I also noticed that in line 103 of chat.lua, it does: <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->player = Client.GetLocalPlayer()<!--QuoteEnd--></div><!--QuoteEEnd--> when it seems like it could do: <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->local player = Client.GetLocalPlayer()<!--QuoteEnd--></div><!--QuoteEEnd--> The difference is global/local variables, and local vars is usually better to use, as otherwise you might cause issues with something actually using global vars (and that local is less laggy as its removed after you exit the scope, but for a single variable thats hardly noticeable).
I also had to readd my lil mod for getting chat printed in console :P. But that is simple (Print(message) around line 121)
Patch is awesome ! The lights on the map is so much darker and better. Still servers lags and game feels smoother. Why UW didn't tell anything about this patch twit/blogpost ?
nadyliJoin Date: 2007-11-01Member: 62791Members, Squad Five Blue
edited November 2010
Really nice progress... I especially liked what you did for the power node effects (keep up the good for on the dynamic side of the game). Now if we only could get stable playable fps (around 50 should be fine for alpha?) and fixing keys getting stuck (already delivered) there should be lots of good games being played which of course would increase the feedback you guys get.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Occlusion is tighter I guess. It is so tight I have seen glitches on it as well. Moving around a corner as skulk/lerk speeds and the world was not drawn yet :P
Very dramatic improvements in commander mode. I can select things with no problem, and sometimes the hot keys actually work! When there were only 4-6 people in the server, it felt like a real game (albeit a "build stuff then hope out of the commander's chair to fend off the occasional skulk" game). The invisible and blank icons certainly are annoying, but what is done looks great.
Player movement finally feels "right" as does shooting. I don't know how laggy it is, but it certainly doesn't feel terrible anymore (until too many people join). Definitely going to need more work to hold the critical mass of people required for play, but this is a big stride toward it.
Edit: Actually, upon further testing the building hotkeys work fine except for the essential B for Build
Things are improving rapidly for me. I still have the problem with the freeze up when I first join a game and get to the ready room but once things stabilize everything is running quite well. My FPS isn't great but then again I have a pretty old rig at this point. I can at least shoot/bite things though now and no one is warping around like they were before. Nice work!
can neither join a server nor create my own. it either times out, doesn't authenticate or just says connection failed. sorry but...i really feel like having fourty more bucks in my pocket... maybe my rig can't play this.
<!--quoteo(post=1804425:date=Nov 3 2010, 08:41 PM:name=Baron_Bad_Egg)--><div class='quotetop'>QUOTE (Baron_Bad_Egg @ Nov 3 2010, 08:41 PM) <a href="index.php?act=findpost&pid=1804425"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->can neither join a server nor create my own. it either times out, doesn't authenticate or just says connection failed. sorry but...i really feel like having fourty more bucks in my pocket... maybe my rig can't play this.<!--QuoteEnd--></div><!--QuoteEEnd--> I can't connect either, but my computer can definitely handle it. I can't even start my own server; it says that it failed to connect. I wouldn't worry about your computer being too slow quite yet...
Comments
Sounds like ns1 all over again :D
The problem is that the server sends a lot of crap down when you first connect, which prevents it from sending any world updates. Which is why it seems nothing is responding when you first connect. After a minute or two this seems to disappear.
system
q6600 quad core 2.4ghz
4gb ram and
hd5850 1gb graphic card
allso when i join the game freezes for couple of seconds and then i can walk in the readyroom, allso a short freeze when am on the mainmenu before i could see the background and the buttons.
It's kinda playable now yay!!
Can't wait for more patches..
I really hope that fixes it... It's the one thing that really just makes it impossible for me to play NS2.
Also, removing the Fade Blink was just mean, I had a lot of fun playing around with that :(
I can actually move on a server now! Yay!
Also seems 'smoother' :)
Most people are enjoying this patch, and patches are gonna be more recent now I can tell :D From the looks of it, by the end of February(January if were lucky) there will be a number of patches released and the Devs will be focusing on the in-game stuff rather then optimizations.
It appears to have been fixed from what I've seen.
<a href="http://www.youtube.com/watch?v=oUrirjFYiv8" target="_blank">http://www.youtube.com/watch?v=oUrirjFYiv8</a>
- build 151: 25 fps
- build 152: 26 fps
- build 153: 16 fps
<img src="http://www.paranerdos.com/wp-content/plugins/lmbbox-smileys/smileys/wp/icon_smile_facepalm.gif" border="0" class="linked-image" />
It seems as if when you are still loading or something, Client.GetLocalPlayer() returns nil, as someone said something, and I got the error:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->bla bla chat.lua:line 115 attemp to index global 'player' (nil value)<!--QuoteEnd--></div><!--QuoteEEnd-->
Or similar (It is about line 115 in chat.lua, where player is a nil value), we really need to be able of copy stuff from console.
I also noticed that in line 103 of chat.lua, it does:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->player = Client.GetLocalPlayer()<!--QuoteEnd--></div><!--QuoteEEnd-->
when it seems like it could do:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->local player = Client.GetLocalPlayer()<!--QuoteEnd--></div><!--QuoteEEnd-->
The difference is global/local variables, and local vars is usually better to use, as otherwise you might cause issues with something actually using global vars (and that local is less laggy as its removed after you exit the scope, but for a single variable thats hardly noticeable).
I also had to readd my lil mod for getting chat printed in console :P. But that is simple (Print(message) around line 121)
Player movement finally feels "right" as does shooting. I don't know how laggy it is, but it certainly doesn't feel terrible anymore (until too many people join). Definitely going to need more work to hold the critical mass of people required for play, but this is a big stride toward it.
Edit: Actually, upon further testing the building hotkeys work fine except for the essential B for Build
I can't connect either, but my computer can definitely handle it. I can't even start my own server; it says that it failed to connect. I wouldn't worry about your computer being too slow quite yet...
As a Skulk; attack a Power Node with Bite and as you're holding MOUSE1 (to bite) then hold TAB to bring up the scores.
Maybe it was a one-off, I shall attempt to recreate it in my next game.
(My name reappeared after getting some points from Parasite/killing a Marine.)