<!--quoteo(post=1896244:date=Jan 20 2012, 09:01 PM:name=yimmasabi)--><div class='quotetop'>QUOTE (yimmasabi @ Jan 20 2012, 09:01 PM) <a href="index.php?act=findpost&pid=1896244"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanx but Mine is crashing in this version too :(
It is crashing at the second splash screen when creating a local server or connecting to a server.
Is there any way to disable those splash screen ? I love them, so great, when they relased first most of them were my wallpaper more than a month. But now I just want to play NS2<!--QuoteEnd--></div><!--QuoteEEnd-->
Me too. :(
All I can add is the dots that give feedback after 'Starting local server<b>...</b>' don't increase, they are just static with a random # of dots. Then when it switches to another picture I notice the dot count is different but then it crashes and so I send another report :) well, tbh two or three are from me. <!--coloro:#008000--><span style="color:#008000"><!--/coloro--><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->Date: 01/20/12 Time: 22:02:33 -------------------------------------------------------------- Build 193 Starting Natural Selection 2 RenderDevice: ATI Radeon HD 4600 Series (6.14.10.7039) Connected to Steam servers Connecting to server 127.0.0.1:27015 Error: Couldn't open file 'models/alien/shift/shift.model Error: Couldn't open file 'models/alien/shift/shift.animation_graph Error: Couldn't open file 'models/alien/cocoon/cocoon.model Error: Couldn't open file 'models/marine/jetpack/jetpack.model Error: Couldn't open file 'models/marine/jetpack/jetpack.animation_graph Error: Couldn't open file 'models/alien/onos/onos_view.animation_graph Error: Couldn't open file 'models/alien/onos/onos.model Error: Couldn't open file 'models/alien/onos/onos_view.model Error: Couldn't open file 'models/alien/onos/onos.animation_graph Error: Couldn't open file 'models/marine/welder/welder.model Error: Couldn't open file 'models/marine/welder/welder_view.model Loading 'maps/ns2_tram.level' Error: Couldn't open file ' Client connecting (127.0.0.1) Error: PhysX: Gu::ConvexMesh::loadConvexHull: convex hull init failed! Error: PhysX: Error cooking body 0 of model models/props/refinery/refinery_skybuildings_pipes1.model Error: PhysX: Gu::ConvexMesh::loadConvexHull: convex hull init failed! Error: PhysX: Error cooking body 0 of model models/props/refinery/refinery_welcomescreen_01.model <!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
Alien commander pustules freeze up is still happening. I was in the Atruim hive placing cysts toward crevice. Locked up on 2nd placement. I was able to get cysts over to reactor but once I started to try to place more it would freeze. Even when I just have it (pustules) highlighted it froze.
Pretty sure the pustule freeze-up is something to do with the game trying to calculate really awkward cyst placements and just choking out people's computers (an educated guess from someone who doesn't understand how to computer much). I was messing around with making a map, and have a really high ledge overlooking a field, I place the cyst at the top of the ledge, then try and make a cyst chain directly down without the presence of a ramp, and the game starts chugging enormously until I mouse back over to the high ledge.
I then went and made a ramp down from the high ledge to the floor below, and the game doesn't chug anymore when I try.
<!--quoteo(post=1896311:date=Jan 21 2012, 12:26 AM:name=Heyman)--><div class='quotetop'>QUOTE (Heyman @ Jan 21 2012, 12:26 AM) <a href="index.php?act=findpost&pid=1896311"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Has hit registration gone to hell for anybody else? There was a server where aliens just attacked the cc relentlessly and barely ever died<!--QuoteEnd--></div><!--QuoteEEnd-->
I did much better in 191 so i do wonder if something has changed.
I would like to see improved fog and atmospheric effects, at the moment fog fills a room, makes no sense, this causes poor contrast, atmospherics should more transparent.
Also grenades bounce off invisible walls and players too easily, makes it annoying to use.
<!--quoteo(post=1896288:date=Jan 21 2012, 02:20 AM:name=ts0mbi)--><div class='quotetop'>QUOTE (ts0mbi @ Jan 21 2012, 02:20 AM) <a href="index.php?act=findpost&pid=1896288"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Been like a year since I last played NS2. Played a bit again since the build 191, but I still get horrible game performance on every server. No matter what my graphics settings may be.
Maybe my GTS250 512MiB SLI & Ph.II 925 @ 3.0Ghz just aren't enough anymore?<!--QuoteEnd--></div><!--QuoteEEnd-->
At the current state the game is very CPU heavy and the bottleneck for most people is the speed of one CPU core rather than the graphics card. Also important is the speed of your bus as the game will load big chunks of data from the RAM to the VRAM via the CPU/BUS so if your Motherboard is on the slow side you will get heavy performance fluctuations while running through the map (depending on the map, of course),
oldassgamersJoin Date: 2011-02-02Member: 80033Members, Squad Five Blue, Reinforced - Shadow
edited January 2012
<b>While playing, barely after 2 minuts in-game my screen got stuck and game didn't work no more. Had the chanse to check the console in this period and I found this. Hope that it may help.</b>
Error: Physx:Gu::ConvexMesh::loadconvexhull:convexhull init failed Error: Physx: Error cocking body 0 of model models/props/summit/summit_welcomescreen_01.model Error: couldn't open file 'ui/info.dds
I'm still noticing what I *think* is a bug since like 190. Maybe someone can confirm/deny?
If you have 2 res and get an upgrade, then finish morphing and try to add 1/2 more upgrades, it uses the total cost of all 3 upgrades to check if you can do it (rather than the cost of the new ones).
For example: 1) Spawn with 2 res, morph carapace 2) Wait for 4 res, queue regen/frenzy and try to morph 3) ->It does not let you morph until you have 6 res, at which point it correctly spends 4 for the upgrades and morphs
<!--quoteo(post=1896363:date=Jan 21 2012, 05:07 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jan 21 2012, 05:07 AM) <a href="index.php?act=findpost&pid=1896363"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lua files auto-reload don't work anymore. What's up with that ?
(for those who don't know, not having lua auto-reload slows down development by a factor of about 10'000)<!--QuoteEnd--></div><!--QuoteEEnd--> I disabled it because it was causing some crashing problems that I didn't have the time to fix. I'll re-enable it when I fix those problems (most likely for the next patch).
<!--quoteo(post=1896412:date=Jan 21 2012, 05:50 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Jan 21 2012, 05:50 PM) <a href="index.php?act=findpost&pid=1896412"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I disabled it because it was causing some crashing problems that I didn't have the time to fix. I'll re-enable it when I fix those problems (most likely for the next patch).<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for the answer! This stuff is addictive once you tasted it..
Made a quick recording of the choke rates I get while fighting, I also get a lot of input lag when it happens :
<!--quoteo(post=1896211:date=Jan 20 2012, 07:42 PM:name=Crispix)--><div class='quotetop'>QUOTE (Crispix @ Jan 20 2012, 07:42 PM) <a href="index.php?act=findpost&pid=1896211"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Servers are still crashing :(<!--QuoteEnd--></div><!--QuoteEEnd--> i can confirm this.
<!--quoteo(post=1896418:date=Jan 21 2012, 06:24 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jan 21 2012, 06:24 PM) <a href="index.php?act=findpost&pid=1896418"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I also get a lot of input lag when it happens :<!--QuoteEnd--></div><!--QuoteEEnd--> Not only you :(
I dare say this build feels almost balanced, and it's fun to play.
My main complaint is that cyst placement in tram is broken in several rooms. It's particularly bad in Server Room, where two connected rooms don't allow cysts, forcing you to expand through the old Alien Start.
<!--quoteo(post=1896443:date=Jan 21 2012, 02:06 PM:name=Stele007)--><div class='quotetop'>QUOTE (Stele007 @ Jan 21 2012, 02:06 PM) <a href="index.php?act=findpost&pid=1896443"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I dare say this build feels almost balanced, and it's fun to play.
My main complaint is that cyst placement in tram is broken in several rooms. It's particularly bad in Server Room, where two connected rooms don't allow cysts, forcing you to expand through the old Alien Start.<!--QuoteEnd--></div><!--QuoteEEnd--> Yep, was in a game where this crippled us because the marines started in Alien Start so we couldn't build anything.
<!--quoteo(post=1896443:date=Jan 21 2012, 08:06 PM:name=Stele007)--><div class='quotetop'>QUOTE (Stele007 @ Jan 21 2012, 08:06 PM) <a href="index.php?act=findpost&pid=1896443"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I dare say this build feels almost balanced, and it's fun to play.
My main complaint is that cyst placement in tram is broken in several rooms. It's particularly bad in Server Room, where two connected rooms don't allow cysts, forcing you to expand through the old Alien Start.<!--QuoteEnd--></div><!--QuoteEEnd-->
I can only speak for myself, but i would say lerk hide is a little bit too strong and fades might have a bit too much armor. (with carapace) Maybe its also still because of performance(especially server) and missing tech like jetpacks... so i would not overnerf this stuff just now.
Filter current patch: <a href="http://endgamestats.own.cz/" target="_blank">http://endgamestats.own.cz/</a>
In ensl gather (filter map turtle, we also play summit with fixed spawns, but since you cant filter per server with this stats...) we are now at 86% alien wins... Ensl gather is organized, so we decide commanders and plan tactics until we start a match etc... (mostly clanplayers like from duplex, archaea ,ohnoes, etc..)
<!--quoteo(post=1896389:date=Jan 21 2012, 02:14 PM:name=cron)--><div class='quotetop'>QUOTE (cron @ Jan 21 2012, 02:14 PM) <a href="index.php?act=findpost&pid=1896389"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->At the current state the game is very CPU heavy and the bottleneck for most people is the speed of one CPU core rather than the graphics card. Also important is the speed of your bus as the game will load big chunks of data from the RAM to the VRAM via the CPU/BUS so if your Motherboard is on the slow side you will get heavy performance fluctuations while running through the map (depending on the map, of course),<!--QuoteEnd--></div><!--QuoteEEnd-->
My motherboard is Asus M3N-HT with HT 3.0 support. I'd say it's altogether still pretty high-end even on today's standards.
While running the game, my processor usage does not pass around 80% on none of the 4 cores, so it would seem like the processor isn't what's causing the huge performance slowdown.
That all leads me to think it just might have something to do with my SLI configuration and it certainly wouldn't be the first time it is to blame. Gotta try to do some tweaking, I guess!
can you make the marine hud adjustable? if i play with the net stats on i cant see the info on the top left corner, or at least move the net stats info
marine movement is still crappy. feels blocky or like im wearing cement boots
lerk gas is still cumbersome, only reason its tolerable is because lerk movement has improved so much
dont know if this is a fluke, but firing the GL while running caused weapon to stick in fire anim until switching to pistol.
<!--quoteo(post=1896459:date=Jan 21 2012, 04:19 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jan 21 2012, 04:19 PM) <a href="index.php?act=findpost&pid=1896459"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because balance.lua is easy to tweak?<!--QuoteEnd--></div><!--QuoteEEnd-->
not sure if you're joking
if you're not, it's important to realize that the balance of the game has as much do with high-level design choices and the options available to players as it does with raw numbers
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited January 2012
<!--quoteo(post=1896480:date=Jan 21 2012, 10:40 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Jan 21 2012, 10:40 PM) <a href="index.php?act=findpost&pid=1896480"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->not sure if you're joking
if you're not, it's important to realize that the balance of the game has as much do with high-level design choices and the options available to players as it does with raw numbers<!--QuoteEnd--></div><!--QuoteEEnd--> Well let's just say these continuous posts that assume balancing the game, so it can be enjoyable for the public beta testers, is taking away development time from other stuff like performance work and bug testing are just getting to me a bit...
It's all part of the bigger picture! But every time UWE even dares to release a build that has balancing/gameplay changes in it, there's always a bunch of people on here that start crap like "UWE needs to work more on performance and bug fixing". Even if there have been significant improvements in those areas in the same build. On the other hand if there are close to no balancing in a build these same people start about that...
The human mind can probably be explained by: "Oh hey the sun is shining or it is cold, it's too warm <--> it's too cold"
And there isn't always time to test everything for a build deadline, that is why we have hot fixes. Hehe and then there will probably be posts about too many new builds taking away time from development .........
Yeah, I can agree with that. Obviously balance is going to shift back and forth a lot, but a great deal of complaints are about design decisions that we hope won't stick around when it's time to focus on balancing the game out.
It's like someone watched me playing with action figures as a kid and then figured out a way to make good versions of all the sounds I made with my mouth.
<!--quoteo(post=1896519:date=Jan 22 2012, 01:25 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jan 22 2012, 01:25 PM) <a href="index.php?act=findpost&pid=1896519"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The sounds in NS2 continue to impress me.
It's like someone watched me playing with action figures as a kid and then figured out a way to make good versions of all the sounds I made with my mouth.<!--QuoteEnd--></div><!--QuoteEEnd--> Thats not surprising. Didnt you know? Simon is God.
<!--quoteo(post=1896483:date=Jan 21 2012, 05:59 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jan 21 2012, 05:59 PM) <a href="index.php?act=findpost&pid=1896483"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The human mind can probably be explained by: "Oh hey the sun is shining or it is cold, it's too warm <--> it's too cold"<!--QuoteEnd--></div><!--QuoteEEnd-->
What can I say, whining is gratifying.
While were on the subject of gameplay, was there something the devs were planning to do about marines spamming jump in melees? It just seems to me that the constant jumping makes melee too much of a cluster******, marines should be focusing on not letting the aliens get close rather than playing keep away once the latter are already in biting range. (I remember one of the builds added a slow after completing a jump as marine but I am not sure what happened to that, is it still in game?)
Other then that the game is alot more balanced then last build (lol) and the performance is very good as well! Still, can't wait for onos. I want to stomp squishies!
I have some issues with getting the update for build 193. NS2 is installed and running since build 190. But for some reason Steam doesn't update to build 193. Currenty I can see 5 servers an no one playing on them. If I join one these servers the build-information says "build 192".
<!--quoteo(post=1896524:date=Jan 22 2012, 01:46 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Jan 22 2012, 01:46 PM) <a href="index.php?act=findpost&pid=1896524"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thats not surprising. Didnt you know? Simon is God.<!--QuoteEnd--></div><!--QuoteEEnd--> Simon does an awesome job! Kudos to him :) Wouldn't mind meeting him if I ever go up to Sydney.
<!--quoteo(post=1896519:date=Jan 22 2012, 03:25 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jan 22 2012, 03:25 AM) <a href="index.php?act=findpost&pid=1896519"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The sounds in NS2 continue to impress me.
It's like someone watched me playing with action figures as a kid and then figured out a way to make good versions of all the sounds I made with my mouth.<!--QuoteEnd--></div><!--QuoteEEnd-->
:D thanx , thats a really awesome compliment! im glad u like it,
and also i get the same feeling sometimes that all im doing is playing with action figures and making them go "BADOOM SPLAT PIEW ZAP"
# I agree on mines, why not just up the cost. Or turn it into a defensive weapon only, whereby it only explodes when marines are out of range (5M or so) so it can't be used as a form of attack, and you can't use it to stalemate end games when everyone is stuck in base.
You could indicate this to players by (UV light say, only visble to that marines) a light that goes on once you are out of range.
# With the debate going on about IPs and build times, why not just make it so IPs DONT require building, same goes for power nodes.
Building power nodes initially just adds a pointless task to the game, which should be spent building structures in new rooms. Repairing is fine, but what is the point of building them initially?
With people moaning about IP skulk rushes as well, I wouldn't see it as a problem - it may even lead to IP spam which will seriously dent resources anyway, so it is a win win situation.
We also hardly ever see any portal tech sneaking, this would also help.
Comments
It is crashing at the second splash screen when creating a local server or connecting to a server.
Is there any way to disable those splash screen ? I love them, so great, when they relased first most of them were my wallpaper more than a month.
But now I just want to play NS2<!--QuoteEnd--></div><!--QuoteEEnd-->
Me too. :(
All I can add is the dots that give feedback after 'Starting local server<b>...</b>' don't increase, they are just static with a random # of dots. Then when it switches to another picture I notice the dot count is different but then it crashes and so I send another report :) well, tbh two or three are from me.
<!--coloro:#008000--><span style="color:#008000"><!--/coloro--><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->Date: 01/20/12
Time: 22:02:33
--------------------------------------------------------------
Build 193
Starting Natural Selection 2
RenderDevice: ATI Radeon HD 4600 Series (6.14.10.7039)
Connected to Steam servers
Connecting to server 127.0.0.1:27015
Error: Couldn't open file 'models/alien/shift/shift.model
Error: Couldn't open file 'models/alien/shift/shift.animation_graph
Error: Couldn't open file 'models/alien/cocoon/cocoon.model
Error: Couldn't open file 'models/marine/jetpack/jetpack.model
Error: Couldn't open file 'models/marine/jetpack/jetpack.animation_graph
Error: Couldn't open file 'models/alien/onos/onos_view.animation_graph
Error: Couldn't open file 'models/alien/onos/onos.model
Error: Couldn't open file 'models/alien/onos/onos_view.model
Error: Couldn't open file 'models/alien/onos/onos.animation_graph
Error: Couldn't open file 'models/marine/welder/welder.model
Error: Couldn't open file 'models/marine/welder/welder_view.model
Loading 'maps/ns2_tram.level'
Error: Couldn't open file '
Client connecting (127.0.0.1)
Error: PhysX: Gu::ConvexMesh::loadConvexHull: convex hull init failed!
Error: PhysX: Error cooking body 0 of model models/props/refinery/refinery_skybuildings_pipes1.model
Error: PhysX: Gu::ConvexMesh::loadConvexHull: convex hull init failed!
Error: PhysX: Error cooking body 0 of model models/props/refinery/refinery_welcomescreen_01.model
<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
I then went and made a ramp down from the high ledge to the floor below, and the game doesn't chug anymore when I try.
<img src="http://i527.photobucket.com/albums/cc356/Smaug_PenDraig/2012-01-21_00001.jpg" border="0" class="linked-image" />
The arrow points to the ramp I made.
I hope this helps fixing the bug!
(for those who don't know, not having lua auto-reload slows down development by a factor of about 10'000)
I did much better in 191 so i do wonder if something has changed.
I would like to see improved fog and atmospheric effects, at the moment fog fills a room, makes no sense, this causes poor contrast, atmospherics should more transparent.
Also grenades bounce off invisible walls and players too easily, makes it annoying to use.
Maybe my GTS250 512MiB SLI & Ph.II 925 @ 3.0Ghz just aren't enough anymore?<!--QuoteEnd--></div><!--QuoteEEnd-->
At the current state the game is very CPU heavy and the bottleneck for most people is the speed of one CPU core rather than the graphics card.
Also important is the speed of your bus as the game will load big chunks of data from the RAM to the VRAM via the CPU/BUS so if your Motherboard is on the slow side you will get heavy performance fluctuations while running through the map (depending on the map, of course),
Error: Physx:Gu::ConvexMesh::loadconvexhull:convexhull init failed
Error: Physx: Error cocking body 0 of model models/props/summit/summit_welcomescreen_01.model
Error: couldn't open file 'ui/info.dds
If you have 2 res and get an upgrade, then finish morphing and try to add 1/2 more upgrades, it uses the total cost of all 3 upgrades to check if you can do it (rather than the cost of the new ones).
For example:
1) Spawn with 2 res, morph carapace
2) Wait for 4 res, queue regen/frenzy and try to morph
3) ->It does not let you morph until you have 6 res, at which point it correctly spends 4 for the upgrades and morphs
Is this the intended behaviour?
(for those who don't know, not having lua auto-reload slows down development by a factor of about 10'000)<!--QuoteEnd--></div><!--QuoteEEnd-->
I disabled it because it was causing some crashing problems that I didn't have the time to fix. I'll re-enable it when I fix those problems (most likely for the next patch).
Thanks for the answer! This stuff is addictive once you tasted it..
Made a quick recording of the choke rates I get while fighting, I also get a lot of input lag when it happens :
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/hRRLuzAAfyA"></param><embed src="http://www.youtube.com/v/hRRLuzAAfyA" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
i can confirm this.
<!--quoteo(post=1896418:date=Jan 21 2012, 06:24 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jan 21 2012, 06:24 PM) <a href="index.php?act=findpost&pid=1896418"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I also get a lot of input lag when it happens :<!--QuoteEnd--></div><!--QuoteEEnd-->
Not only you :(
My main complaint is that cyst placement in tram is broken in several rooms. It's particularly bad in Server Room, where two connected rooms don't allow cysts, forcing you to expand through the old Alien Start.
1. improve the movement. it doesnt feel "normal" at all
2. improve hit registry. its BAD
this will change the balance massivly anyway, so why make any changes to weapons etc when the basement is still crap
both could be effected by "too many" players on a server, but its not my job to locate thos
one of NS1 most important features is the great movement ability, so watch out what its going to be like in NS2...
My main complaint is that cyst placement in tram is broken in several rooms. It's particularly bad in Server Room, where two connected rooms don't allow cysts, forcing you to expand through the old Alien Start.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yep, was in a game where this crippled us because the marines started in Alien Start so we couldn't build anything.
My main complaint is that cyst placement in tram is broken in several rooms. It's particularly bad in Server Room, where two connected rooms don't allow cysts, forcing you to expand through the old Alien Start.<!--QuoteEnd--></div><!--QuoteEEnd-->
I can only speak for myself, but i would say lerk hide is a little bit too strong and fades might have a bit too much armor. (with carapace)
Maybe its also still because of performance(especially server) and missing tech like jetpacks... so i would not overnerf this stuff just now.
Filter current patch: <a href="http://endgamestats.own.cz/" target="_blank">http://endgamestats.own.cz/</a>
In ensl gather (filter map turtle, we also play summit with fixed spawns, but since you cant filter per server with this stats...) we are now at 86% alien wins...
Ensl gather is organized, so we decide commanders and plan tactics until we start a match etc... (mostly clanplayers like from duplex, archaea ,ohnoes, etc..)
Also important is the speed of your bus as the game will load big chunks of data from the RAM to the VRAM via the CPU/BUS so if your Motherboard is on the slow side you will get heavy performance fluctuations while running through the map (depending on the map, of course),<!--QuoteEnd--></div><!--QuoteEEnd-->
My motherboard is Asus M3N-HT with HT 3.0 support. I'd say it's altogether still pretty high-end even on today's standards.
While running the game, my processor usage does not pass around 80% on none of the 4 cores, so it would seem like the processor isn't what's causing the huge performance slowdown.
That all leads me to think it just might have something to do with my SLI configuration and it certainly wouldn't be the first time it is to blame. Gotta try to do some tweaking, I guess!
some gripes though
can you make the marine hud adjustable? if i play with the net stats on i cant see the info on the top left corner, or at least move the net stats info
marine movement is still crappy. feels blocky or like im wearing cement boots
lerk gas is still cumbersome, only reason its tolerable is because lerk movement has improved so much
dont know if this is a fluke, but firing the GL while running caused weapon to stick in fire anim until switching to pistol.
Lerks are almost impossible to kill with lmgs now and play like a flying marine. Not sure how this is supposed to be better than the "flying skulk".
Mines are completely useless. Another case of treating the symptom (power) instead of the disease (low cost).
Weapon switching delays, both alien and marine, are still obnoxious.
Power grid still adds nothing to the game, same for alien commander.
not sure if you're joking
if you're not, it's important to realize that the balance of the game has as much do with high-level design choices and the options available to players as it does with raw numbers
if you're not, it's important to realize that the balance of the game has as much do with high-level design choices and the options available to players as it does with raw numbers<!--QuoteEnd--></div><!--QuoteEEnd-->
Well let's just say these continuous posts that assume balancing the game, so it can be enjoyable for the public beta testers, is taking away development time from other stuff like performance work and bug testing are just getting to me a bit...
It's all part of the bigger picture! But every time UWE even dares to release a build that has balancing/gameplay changes in it, there's always a bunch of people on here that start crap like "UWE needs to work more on performance and bug fixing". Even if there have been significant improvements in those areas in the same build. On the other hand if there are close to no balancing in a build these same people start about that...
The human mind can probably be explained by: "Oh hey the sun is shining or it is cold, it's too warm <--> it's too cold"
And there isn't always time to test everything for a build deadline, that is why we have hot fixes. Hehe and then there will probably be posts about too many new builds taking away time from development .........
Obviously balance is going to shift back and forth a lot, but a great deal of complaints are about design decisions that we hope won't stick around when it's time to focus on balancing the game out.
It's like someone watched me playing with action figures as a kid and then figured out a way to make good versions of all the sounds I made with my mouth.
It's like someone watched me playing with action figures as a kid and then figured out a way to make good versions of all the sounds I made with my mouth.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thats not surprising. Didnt you know? Simon is God.
What can I say, whining is gratifying.
While were on the subject of gameplay, was there something the devs were planning to do about marines spamming jump in melees? It just seems to me that the constant jumping makes melee too much of a cluster******, marines should be focusing on not letting the aliens get close rather than playing keep away once the latter are already in biting range. (I remember one of the builds added a slow after completing a jump as marine but I am not sure what happened to that, is it still in game?)
Other then that the game is alot more balanced then last build (lol) and the performance is very good as well! Still, can't wait for onos. I want to stomp squishies!
Do you have any idea about this? Thank you :)
Simon does an awesome job! Kudos to him :) Wouldn't mind meeting him if I ever go up to Sydney.
It's like someone watched me playing with action figures as a kid and then figured out a way to make good versions of all the sounds I made with my mouth.<!--QuoteEnd--></div><!--QuoteEEnd-->
:D thanx , thats a really awesome compliment! im glad u like it,
and also i get the same feeling sometimes that all im doing is playing with action figures and making them go "BADOOM SPLAT PIEW ZAP"
You could indicate this to players by (UV light say, only visble to that marines) a light that goes on once you are out of range.
# With the debate going on about IPs and build times, why not just make it so IPs DONT require building, same goes for power nodes.
Building power nodes initially just adds a pointless task to the game, which should be spent building structures in new rooms. Repairing is fine, but what is the point of building them initially?
With people moaning about IP skulk rushes as well, I wouldn't see it as a problem - it may even lead to IP spam which will seriously dent resources anyway, so it is a win win situation.
We also hardly ever see any portal tech sneaking, this would also help.