FrozenNew York, NYJoin Date: 2010-07-02Member: 72228Members, Constellation
I'm having a serious issue with this patch, and I haven't heard of anybody else having it. When I'm in game I will get what someone was describing to me as memory leaks.
What this means is that say I want to check my back or corner really quick, my framerate appears to drop from say 80fps to 50fps. That's what I see the fps count say, but it's more like it goes to 0 for a fraction of a second. Thus I both lose control of my movement and lose the vision I would have gained. This is not the only situation. It happens pretty much any time something is happening, it makes my marine miss, my skulk useless, and my fade dead and there is literally no way I can work around this.
The only bit of decent news about it is that it is not 100% of the time. On a fresh startup it won't happen, map changes, it starts. Sometimes it starts without a map change. When I restart the problem is not fixed, but when I shut down then power up it seems to be fine. Then it will start again.
Last night also this was happening constantly, so I wound up sitting a round out in spectate where it was still happening but much less. When I got out of spec it was now working fine until I stopped playing.
My point of describing this as such is that I have no idea what causes this or stops this, and it seems to have no rhyme or reason.
All I know for sure is that this build is not really playable for me.
I run on a Macbook Pro 15" June 2012. It's not the notebook, it is the patch, but maybe there's something to be told by that.
DC_DarklingJoin Date: 2003-07-10Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
Its not a memory leak. If you have a memory leak the problem will not end and only get worse, and worse and worse, till not a shred of memory is left.
Then your windows will fail. hard. hehe
Anything which keeps wrong values in memory id not count as a leak.
* Try to run the profile command. Type "profile" in console. use space to stop the profiler as fast as you can AFTER a lagspike. Yes this mean you can not jump.
* In the top of the screen are things like "game". Which bar is the biggest?
* Scroll down to the part which belongs to this very big bar. It will most likely be the biggest purple bar on screen.
* click it open as much as you can.
make pictures of everything and show the PTs & devs in this topic. They will have more clues then.
Its not a memory leak. If you have a memory leak the problem will not end and only get worse, and worse and worse, till not a shred of memory is left.
Then your windows will fail. hard. hehe
Anything which keeps wrong values in memory id not count as a leak.
* Try to run the profile command. Type "profile" in console. use space to stop the profiler as fast as you can AFTER a lagspike. Yes this mean you can not jump.
* In the top of the screen are things like "game". Which bar is the biggest?
* Scroll down to the part which belongs to this very big bar. It will most likely be the biggest purple bar on screen.
* click it open as much as you can.
make pictures of everything and show the PTs & devs in this topic. They will have more clues then.
Can you please implement a tournament mode? sv_tournamentmode 1 or whatever.
Also, why does something ALLWAYS have to break when there's a new patch? EVERY. SINGLE. PATCH.
@wiry dude its the mods that break EVERY. SINGLE. PATCH.
I think that's the point... the mods aren't changing, the game is changing. It doesn't make a lot of sense for things like ns2stats and tournament mode to break every time there's an update..
DC_DarklingJoin Date: 2003-07-10Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
No game developer should EVER even remotely mind if they break mods.
Even if every mod in the workshop breaks every patch, it should never be uwe's problem. You will create a growing problem if you do that.
They can give out more documentation on which stuff changes, which may be valuable for mod makers to know but uwe is already working on documentation if I kept up with the forum posts over here.
Alien structures die faster when off infestation (which recedes faster) and marines can build on infestation (so 2 marines would build at same speed as 1...welders would completely negate this slower build speed unless I am mistaken).
And two marines building at the speed of one is still better than two building at the speed of two. Marines who build something are open to a surprise attack from nearby aliens.
Welders never speed up the construction of any structure. They just increase the HP a bit more during the build process compared to using the Build Tool.
I am sorry but you sir are wrong, building with welders significanly improves build times...try it some time.
Basically the infestation is all about handicapping aliens and offering no meaningful resistance to a prepared marine.
Of course it is about "handicapping" aliens. It would be ridiculous if the khammander could instantly drop a structure anywhere on the map that builds itself or cast his Bonewall and Rupture anywhere at marines.
It is also not supposed to provide a meaningful resistance. A Power Node doesn't provide any meaningful resistance against aliens either. The game is about PvP, not PvE. That still doesn't change the fact that aliens have an advantage in infested areas and marines have a disadvantage. I don't see your problem since that advantage was never intended to be so strong that it completely favors a side.
Well cysts cost money..power nodes do not.
Also marines can drop building all over the map..unless I am mistaken it requires an alien to run through the ghost before the khamm can drop.
Meanwhile we are essentially re-visiting the power packs of old...but without the limitation that they had (being linked to a specific structure...and not able to be changed as the need required)...so again marines get their hand held if they didn't respond fast enough to beacon people or respond via phase gates.
If marines don't respond to an attack in time, they pay the price of losing a structure. Of course if the aliens are so greedy and only go for the one structure in the base that doesn't cost anything, it's their own fault. They can still try to go for any of the other ones instead and since the commander can only power one structure at a time, marines are still at a disadvantage if they decide to go for their PG rather than their only Arms Lab.
So we should no longer focus on the power node when they have IP's, PG's and an OBS in a base?
If I take out the powernode...no more marines spawning...will mean I can do MORE damage by taking out the PG, IP's, OBS, arms labs etc well before marines can run back to save things.
Power packs got removed because they were unintuitive
So we change the feature so that it is more intuitive and thus don't remove it? Mission accomplished!
Nope...we bring back a mechanic that was broken.
Reason is that marines dont want to have to stop what they are doing to repsond to a threat to their base.....and deem it unfair if this failure to respond impacts their team.
and needlessly delayed games (not to mention removed the supposed achiles heal in the powernode).
Players said time and again that they disliked the Power Node mechanic as Achilles heel of a base. Taking some of it's importance away is a good thing. It is still a very important structure, but now you might actually consider to target another structure in the base if you are not sure that you can take the entire base down on your own once the marines get reinforcements. Going for the Arms Lab, Obs or IP is actually a viable choice again, just like in NS1. Ninja PGs are a viable choice again, just like in NS1.
If you kill the Power Node in a final turtle, it's still pretty much over because the marines can only power one IP at a time and don't have any upgrades left then.
Players have also stated the opposite, many like myself through out the beta pushed for power nodes to start socketed so aliens could take advantage of the emergency lighting.
Then we talk about turtle breaking ability...2 tech point marines are hard to stop when they have IP's, OBS, PG's etc in both locations...the only way to stop more marines appearing is to take out the power....taking out the other three objects takes well and truly too long.
Finally the 1 CC for exo's and JP's....just totally stuffs up end game even further and leads to more turtles that are even harder to break.
Taking out the 2nd CC meant you knew the JP's would be limited and no new ones would appear...was this way for a while in the beta and simply extended games well and truly beyond their rightful length.
I don't know what you are going for. You need 2 CCs for Prototype Lab stuff in the Balance mod as well.
I suggest you get your head out of the sand and read the balance test notes...
Marine Tech Tree:
- reduced armor / weapon research times by 20 seconds
- nano shield is now a research at command station
- arms lab no longer requires an armory
- welders no longer require a research
- reduced exosuit research cost by 50
- exosuits require now a built robotics factory
- removed flame thrower and grenade launcher research (unlock with advanced armory) - JP and Exosuit are now available with 1 command station
That states they are available on 1 CC...pretty clear.
If you have a protolab you can still get exo's and JP's on 1 CC....as I said simply makes breaking that last turtle even harder...you now have all those marines that were defending 2 tech points..defending 1....now with exo's and JP's.
I'm not 100% sure on this, but my understanding is that welders do not build faster than the build tool, but they do make the health go up faster. I haven't played the bt for a while, though, so not sure if it's changed in that. Last time I joined a bt mod server, people weren't actually playing (and said 'dude, it's to test out new things in the game,' which apparently didn't include playing the game to see how they worked... I left those guys to their mucking about).
Comments
What this means is that say I want to check my back or corner really quick, my framerate appears to drop from say 80fps to 50fps. That's what I see the fps count say, but it's more like it goes to 0 for a fraction of a second. Thus I both lose control of my movement and lose the vision I would have gained. This is not the only situation. It happens pretty much any time something is happening, it makes my marine miss, my skulk useless, and my fade dead and there is literally no way I can work around this.
The only bit of decent news about it is that it is not 100% of the time. On a fresh startup it won't happen, map changes, it starts. Sometimes it starts without a map change. When I restart the problem is not fixed, but when I shut down then power up it seems to be fine. Then it will start again.
Last night also this was happening constantly, so I wound up sitting a round out in spectate where it was still happening but much less. When I got out of spec it was now working fine until I stopped playing.
My point of describing this as such is that I have no idea what causes this or stops this, and it seems to have no rhyme or reason.
All I know for sure is that this build is not really playable for me.
I run on a Macbook Pro 15" June 2012. It's not the notebook, it is the patch, but maybe there's something to be told by that.
Then your windows will fail. hard. hehe
Anything which keeps wrong values in memory id not count as a leak.
* Try to run the profile command. Type "profile" in console. use space to stop the profiler as fast as you can AFTER a lagspike. Yes this mean you can not jump.
* In the top of the screen are things like "game". Which bar is the biggest?
* Scroll down to the part which belongs to this very big bar. It will most likely be the biggest purple bar on screen.
* click it open as much as you can.
make pictures of everything and show the PTs & devs in this topic. They will have more clues then.
Also, why does something ALLWAYS have to break when there's a new patch? EVERY. SINGLE. PATCH.
Will do this as soon as it happens again!
eh? most patches from UWE don't break anything.
Worse additional to the game so far.
"end_round_on_team_unbalance": 0
I think that's the point... the mods aren't changing, the game is changing. It doesn't make a lot of sense for things like ns2stats and tournament mode to break every time there's an update..
Even if every mod in the workshop breaks every patch, it should never be uwe's problem. You will create a growing problem if you do that.
They can give out more documentation on which stuff changes, which may be valuable for mod makers to know but uwe is already working on documentation if I kept up with the forum posts over here.
No simply pointing out its total irrelevence once it no longer impedes marines.
I am sorry but you sir are wrong, building with welders significanly improves build times...try it some time.
Well cysts cost money..power nodes do not.
Also marines can drop building all over the map..unless I am mistaken it requires an alien to run through the ghost before the khamm can drop.
So we should no longer focus on the power node when they have IP's, PG's and an OBS in a base?
If I take out the powernode...no more marines spawning...will mean I can do MORE damage by taking out the PG, IP's, OBS, arms labs etc well before marines can run back to save things.
Nope...we bring back a mechanic that was broken.
Reason is that marines dont want to have to stop what they are doing to repsond to a threat to their base.....and deem it unfair if this failure to respond impacts their team.
Players have also stated the opposite, many like myself through out the beta pushed for power nodes to start socketed so aliens could take advantage of the emergency lighting.
Then we talk about turtle breaking ability...2 tech point marines are hard to stop when they have IP's, OBS, PG's etc in both locations...the only way to stop more marines appearing is to take out the power....taking out the other three objects takes well and truly too long.
I suggest you get your head out of the sand and read the balance test notes...
Marine Tech Tree:
- reduced armor / weapon research times by 20 seconds
- nano shield is now a research at command station
- arms lab no longer requires an armory
- welders no longer require a research
- reduced exosuit research cost by 50
- exosuits require now a built robotics factory
- removed flame thrower and grenade launcher research (unlock with advanced armory)
- JP and Exosuit are now available with 1 command station
That states they are available on 1 CC...pretty clear.
If you have a protolab you can still get exo's and JP's on 1 CC....as I said simply makes breaking that last turtle even harder...you now have all those marines that were defending 2 tech points..defending 1....now with exo's and JP's.