Dammit.. Have to wait 10-13 hours before I can play... Looking so much forward to joining all the other supporters in this feast, and help make NS2 even better for the final version XD
Thanks for the feedback everyone! I'm glad to see that most of you are having a good time playing. Not all of you of course, but it IS an alpha. :)
First things first - we'll fix the server connectivity issues (doh, forgot about filtering out listenservers from that list!) and we'll get the hit detection fixed. With your help, this game will get a lot better, a lot faster, than it would've otherwise.
<!--quoteo(post=1785753:date=Jul 27 2010, 05:38 PM:name=Speculator)--><div class='quotetop'>QUOTE (Speculator @ Jul 27 2010, 05:38 PM) <a href="index.php?act=findpost&pid=1785753"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->O, awesome! Also, have they tried experimenting with Ramp shading? Little to no performance hit and has great results with lighting (company used it to much success, especially because of its scalability on lower end hardware)<!--QuoteEnd--></div><!--QuoteEEnd--> You could probably use that technique with either method of rendering.. Although it probably wouldn't work so well with an FPS environment with lots of obvious light sources.
The difference between a deferred renderer and a forward render are quiet significant a ramp shading is more just a simple effect, what we are discussing is a complete rendering pipeline.
Glad to see the alpha up and "running" so to speak - I'm trying to re-dl atm to see if I can connect to anything, but I may have to wait for the listen server issue to be fixed, lol... but anyway, the LAN portion gave me a great first impression! Keep up the good work :)
<!--quoteo(post=1785789:date=Jul 27 2010, 02:58 AM:name=kabab)--><div class='quotetop'>QUOTE (kabab @ Jul 27 2010, 02:58 AM) <a href="index.php?act=findpost&pid=1785789"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You could probably use that technique with either method of rendering.. Although it probably wouldn't work so well with an FPS environment with lots of obvious light sources.
The difference between a deferred renderer and a forward render are quiet significant a ramp shading is more just a simple effect, what we are discussing is a complete rendering pipeline.<!--QuoteEnd--></div><!--QuoteEEnd--> Indeed, I could only imagine the trouble using DX9 with this rendered :S
I don't get what a lot of you guys are complaining about. Only unexpected issues I'm seeing are have to do with general lagginess (a lot of which can be accounted for by massive spamconnect attempts and alpha netcode syndrome). This is an alpha, I don't know how much "gameplay" you expected to be getting on the initial alpha release.
As a general policy for any game approaching any kind of initial release deadline in alpha or beta, if you're looking to be more of a player and less of a bugtester, set your calendar back by a week. Maybe two weeks, depends on the product.
<!--quoteo(post=1785797:date=Jul 27 2010, 03:07 AM:name=Speculator)--><div class='quotetop'>QUOTE (Speculator @ Jul 27 2010, 03:07 AM) <a href="index.php?act=findpost&pid=1785797"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Indeed, I could only imagine the trouble using DX9 with this rendered :S<!--QuoteEnd--></div><!--QuoteEEnd-->
Everyone raging against DX9 is kind of misguided. A lot of really nice, modern-looking games have been rendered on DX9 for a very long time. In fact it's really the only version of DX that's been approaching stable until very recently.
<!--quoteo(post=1785744:date=Jul 27 2010, 08:34 AM:name=Scribbles)--><div class='quotetop'>QUOTE (Scribbles @ Jul 27 2010, 08:34 AM) <a href="index.php?act=findpost&pid=1785744"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Perhaps we could use an NS alpha subforum?
The main page is getting cluttered with technical issue threads.<!--QuoteEnd--></div><!--QuoteEEnd-->
Go to getsatisfaction.com/unknownworlds where all the tech problems and what not are posted - the forum isn't such a good way to deal with these problems.
<!--quoteo(post=1785800:date=Jul 27 2010, 06:13 PM:name=cmc5788)--><div class='quotetop'>QUOTE (cmc5788 @ Jul 27 2010, 06:13 PM) <a href="index.php?act=findpost&pid=1785800"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Everyone raging against DX9 is kind of misguided. A lot of really nice, modern-looking games have been rendered on DX9 for a very long time. In fact it's really the only version of DX that's been approaching stable until very recently.<!--QuoteEnd--></div><!--QuoteEEnd--> Deferred rendering in dx 10.1 and above is significantly faster for no penailty since the api was designed to do that kinda of rendering...
<!--quoteo(post=1785788:date=Jul 27 2010, 02:58 AM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Jul 27 2010, 02:58 AM) <a href="index.php?act=findpost&pid=1785788"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for the feedback everyone! I'm glad to see that most of you are having a good time playing. Not all of you of course, but it IS an alpha. :)
First things first - we'll fix the server connectivity issues (doh, forgot about filtering out listenservers from that list!) and we'll get the hit detection fixed. With your help, this game will get a lot better, a lot faster, than it would've otherwise.
<!--quoteo(post=1785805:date=Jul 27 2010, 03:18 AM:name=kabab)--><div class='quotetop'>QUOTE (kabab @ Jul 27 2010, 03:18 AM) <a href="index.php?act=findpost&pid=1785805"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Deferred rendering on DX9 is a compromise.<!--QuoteEnd--></div><!--QuoteEEnd-->
I never said DX9 was absolutely optimal for a modern PC, but that's really not even close to the point.
And I'm sure Max followed good design practice and abstracted the renderer so they can add DX10 support in a modular way later on. The simple fact is, though, in order to reach the broadest possible audience you NEED to support DX9. DX9 is the common denominator, so of course it's going to be the first optimized renderer.
Hell, they mentioned they're interested in Linux and Mac, so they're going to need an OpenGL renderer. A pluggable DX10/11 renderer would be relatively easy to implement (a lot harder to fully bugtest, though).
Havent been able to play with other living people yet, but I had fun ordering my drifters around :P
Congrats guys, it is ###### awesome! Can't wait to see how it evolves slowly into a true retail masterpiece. We the community will act as the selection pressure of new features and visuals while you guys generate new builds which are slight variations of previous builds so that we can adapt the game through generations! :D
<!--quoteo(post=1785820:date=Jul 27 2010, 03:30 AM:name=whoppaXXL)--><div class='quotetop'>QUOTE (whoppaXXL @ Jul 27 2010, 03:30 AM) <a href="index.php?act=findpost&pid=1785820"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->mmh.. any ideas how to get an own game running? It just won't get over the Initializing sequence.<!--QuoteEnd--></div><!--QuoteEEnd-->
Press ~` (the console key) and see if there are any error messages. Do you have LAN checked or are you creating a listen server? If you don't have LAN checked you may need to open some ports on your router.
<!--quoteo(post=1785827:date=Jul 27 2010, 12:35 AM:name=cmc5788)--><div class='quotetop'>QUOTE (cmc5788 @ Jul 27 2010, 12:35 AM) <a href="index.php?act=findpost&pid=1785827"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Press ~` (the console key) and see if there are any error messages. Do you have LAN checked or are you creating a listen server? If you don't have LAN checked you may need to open some ports on your router.<!--QuoteEnd--></div><!--QuoteEEnd-->
Both did not work - which ports exactly? I looked around but it seems everyone has a different problem. I tried it with DNZ and it did not work either.
<!--quoteo(post=1785831:date=Jul 27 2010, 03:38 AM:name=whoppaXXL)--><div class='quotetop'>QUOTE (whoppaXXL @ Jul 27 2010, 03:38 AM) <a href="index.php?act=findpost&pid=1785831"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Both did not work - which ports exactly? I looked around but it seems everyone has a different problem. I tried it with DNZ and it did not work either.<!--QuoteEnd--></div><!--QuoteEEnd-->
Probably not a port issue. When it's stuck on Initializing, open the console. Are there any error messages? What do you see there?
<!--quoteo(post=1785847:date=Jul 27 2010, 12:44 AM:name=cmc5788)--><div class='quotetop'>QUOTE (cmc5788 @ Jul 27 2010, 12:44 AM) <a href="index.php?act=findpost&pid=1785847"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Probably not a port issue. When it's stuck on Initializing, open the console. Are there any error messages? What do you see there?<!--QuoteEnd--></div><!--QuoteEEnd-->
Nothing. It's kinda freezed and when i ALT+TAB it the "send error message" window pops up. Looks like i just have to wait for a fix. :) But, thanks bro.
<!--quoteo(post=1785850:date=Jul 27 2010, 03:51 AM:name=whoppaXXL)--><div class='quotetop'>QUOTE (whoppaXXL @ Jul 27 2010, 03:51 AM) <a href="index.php?act=findpost&pid=1785850"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nothing. It's kinda freezed and when i ALT+TAB it the "send error message" window pops up. Looks like i just have to wait for a fix. :) But, thanks bro.<!--QuoteEnd--></div><!--QuoteEEnd-->
If it's frozen and the console won't open it means it's to the stage of loading level assets. At that point you just need to wait, sometimes for awhile. If it still doesn't load, I'd imagine there's some kind of bug specifically with your setup. Wait for a patch or something.
damn -.- first time i am able to connect to a server i get a black screen pressing the console "coldn't open file 'models/props/refinery/docking_bigpipes_01_str1.model' and this with all models -.- some one an idea whats wrong?
<!--quoteo(post=1785788:date=Jul 27 2010, 03:58 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Jul 27 2010, 03:58 PM) <a href="index.php?act=findpost&pid=1785788"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for the feedback everyone! I'm glad to see that most of you are having a good time playing. Not all of you of course, but it IS an alpha. :)
First things first - we'll fix the server connectivity issues (doh, forgot about filtering out listenservers from that list!) and we'll get the hit detection fixed. With your help, this game will get a lot better, a lot faster, than it would've otherwise.
Thanks everyone!<!--QuoteEnd--></div><!--QuoteEEnd--> Ah, good, thanks. ETA on that? Now, that's all well and good, but I'm getting a fatal error - I can't even create my own game. Now you've probably already received tonnes of these error reports... <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Build 149 RenderDevice: NVIDIA GeForce 8800 GT (6.14.11.8208) Starting server PhysX: cannot allocate CUDA device memory!! Couldn't open file 'models/marine/prototype_module/prototype_module.model' [...] PrecacheModel(models/marine/flamethrower/flamethrower_view.model) file doesn't exist. Loading 'maps/ns2_tram.level' teamNumber - Value is outside expected range (0.00, 2.00), clamping to 2.00: Couldn't open file 'models/props/refinery/docking_bigpipes_01_str1.model' Connecting to server 127.0.0.1:27015 Client connected (127.0.0.1). Client connected and authenticated on the server. Loading 'maps/ns2_tram.level' SetEnableFog(1) Direct3DDevice::Texture create/initialize failed [dds]. IDirect3DDevice9::CreateTexture(1024, 1024, 0, D3DFMT_A8R8G8B8) failed (Out of video memory) Direct3DDevice::Texture initialize failed- A8R8G8B8, xSize=1024, ySize=1024) Invalid format for resource 'models/props/generic/lights/generic_light_03_illum.dds' [...]<!--c2--></div><!--ec2--> Any news on this particular thing? I know it's not just me, based on the getsatisfaction.com bug reports - I'm watching the 6 of them that I found.
Comments
First things first - we'll fix the server connectivity issues (doh, forgot about filtering out listenservers from that list!) and we'll get the hit detection fixed. With your help, this game will get a lot better, a lot faster, than it would've otherwise.
Thanks everyone!
You could probably use that technique with either method of rendering.. Although it probably wouldn't work so well with an FPS environment with lots of obvious light sources.
The difference between a deferred renderer and a forward render are quiet significant a ramp shading is more just a simple effect, what we are discussing is a complete rendering pipeline.
The difference between a deferred renderer and a forward render are quiet significant a ramp shading is more just a simple effect, what we are discussing is a complete rendering pipeline.<!--QuoteEnd--></div><!--QuoteEEnd-->
Indeed, I could only imagine the trouble using DX9 with this rendered :S
As a general policy for any game approaching any kind of initial release deadline in alpha or beta, if you're looking to be more of a player and less of a bugtester, set your calendar back by a week. Maybe two weeks, depends on the product.
Everyone raging against DX9 is kind of misguided. A lot of really nice, modern-looking games have been rendered on DX9 for a very long time. In fact it's really the only version of DX that's been approaching stable until very recently.
The main page is getting cluttered with technical issue threads.<!--QuoteEnd--></div><!--QuoteEEnd-->
Go to getsatisfaction.com/unknownworlds where all the tech problems and what not are posted - the forum isn't such a good way to deal with these problems.
Deferred rendering in dx 10.1 and above is significantly faster for no penailty since the api was designed to do that kinda of rendering...
Deferred rendering on DX9 is a compromise.
First things first - we'll fix the server connectivity issues (doh, forgot about filtering out listenservers from that list!) and we'll get the hit detection fixed. With your help, this game will get a lot better, a lot faster, than it would've otherwise.
Thanks everyone!<!--QuoteEnd--></div><!--QuoteEEnd-->
:D!
I never said DX9 was absolutely optimal for a modern PC, but that's really not even close to the point.
And I'm sure Max followed good design practice and abstracted the renderer so they can add DX10 support in a modular way later on. The simple fact is, though, in order to reach the broadest possible audience you NEED to support DX9. DX9 is the common denominator, so of course it's going to be the first optimized renderer.
Hell, they mentioned they're interested in Linux and Mac, so they're going to need an OpenGL renderer. A pluggable DX10/11 renderer would be relatively easy to implement (a lot harder to fully bugtest, though).
Congrats guys, it is ###### awesome! Can't wait to see how it evolves slowly into a true retail masterpiece. We the community will act as the selection pressure of new features and visuals while you guys generate new builds which are slight variations of previous builds so that we can adapt the game through generations! :D
Press ~` (the console key) and see if there are any error messages. Do you have LAN checked or are you creating a listen server? If you don't have LAN checked you may need to open some ports on your router.
Both did not work - which ports exactly? I looked around but it seems everyone has a different problem. I tried it with DNZ and it did not work either.
Probably not a port issue. When it's stuck on Initializing, open the console. Are there any error messages? What do you see there?
Nothing. It's kinda freezed and when i ALT+TAB it the "send error message" window pops up. Looks like i just have to wait for a fix. :) But, thanks bro.
thx quad, found it.
If it's frozen and the console won't open it means it's to the stage of loading level assets. At that point you just need to wait, sometimes for awhile. If it still doesn't load, I'd imagine there's some kind of bug specifically with your setup. Wait for a patch or something.
some one an idea whats wrong?
gogogo :D
:* just love unknown world since NS 1 beta
First things first - we'll fix the server connectivity issues (doh, forgot about filtering out listenservers from that list!) and we'll get the hit detection fixed. With your help, this game will get a lot better, a lot faster, than it would've otherwise.
Thanks everyone!<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah, good, thanks. ETA on that?
Now, that's all well and good, but I'm getting a fatal error - I can't even create my own game.
Now you've probably already received tonnes of these error reports...
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Build 149
RenderDevice: NVIDIA GeForce 8800 GT (6.14.11.8208)
Starting server
PhysX: cannot allocate CUDA device memory!!
Couldn't open file 'models/marine/prototype_module/prototype_module.model'
[...]
PrecacheModel(models/marine/flamethrower/flamethrower_view.model) file doesn't exist.
Loading 'maps/ns2_tram.level'
teamNumber - Value is outside expected range (0.00, 2.00), clamping to 2.00:
Couldn't open file 'models/props/refinery/docking_bigpipes_01_str1.model'
Connecting to server 127.0.0.1:27015
Client connected (127.0.0.1).
Client connected and authenticated on the server.
Loading 'maps/ns2_tram.level'
SetEnableFog(1)
Direct3DDevice::Texture create/initialize failed [dds].
IDirect3DDevice9::CreateTexture(1024, 1024, 0, D3DFMT_A8R8G8B8) failed (Out of video memory)
Direct3DDevice::Texture initialize failed- A8R8G8B8, xSize=1024, ySize=1024)
Invalid format for resource 'models/props/generic/lights/generic_light_03_illum.dds'
[...]<!--c2--></div><!--ec2-->
Any news on this particular thing? I know it's not just me, based on the getsatisfaction.com bug reports - I'm watching the 6 of them that I found.
Love the spark update and that I can check out my map as skulk!
open servers with them!
u could list listenservers, but only list them when they are full reachable from the outside and it would be fine to identify them by an icon or so.
Or is that part of the connectivity/lag issues? I doubt it, as it happens in LAN games too, but it could be...
That mouse lag though basically makes my game unplayable, therefore very difficult to test/bug find.