Hot CoffeeJoin Date: 2010-11-03Member: 74744Members, Constellation
I definitely notice the optimizations; movement and general playability are much more stable now. My main complaints are that my keys still get stuck while moving sometimes, and the rifle firing noise/animation will not stop when they should, making combat difficult. Besides these two issues, the game feels almost completely playable to me.
I don't have any hard data but my FPS seems higher as well with this patch.
For me this release has been the greatest improvement to the alpha so far. I can actually play! I was running around, shooting lerks, eating marines, building crags. Good stuff, I really dig the effects for taking out the power nodes, got me really excited for the final release of the game. Still a lot of work needed, frame rate and latency is far from perfect, but it's still an improvement. Great work, UWE!
I can see the improvement in performance when I play locally for sure. I was able to use the alien commander a bit and mess around with the tech tree, but I still can't join a server and see anything that resembles gameplay. With a near non-existent framerate, I can hardly move.
Though it must be said I am intensely jealous of those of you getting into actual games now that things are getting better. Someday, I'll be there, I'm sure of it.
UW is doing a great job. The game is looking awesome, and I am very excited.
I can actually play! It still stutters at times, but it's a lot smoother than it was. Good freakin' work. I was actually enjoying it. Can't wait for the next patch.
On a side note - Turning of the shadows makes it run a little better.
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
<!--quoteo(post=1804425:date=Nov 3 2010, 09:41 PM:name=Baron_Bad_Egg)--><div class='quotetop'>QUOTE (Baron_Bad_Egg @ Nov 3 2010, 09:41 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-->
after you start the game, go into your task manager and end the "gameoverlay.exe" task. it will restart, but you'll be able to join games.
I played a full game and I can see many improvements over the last area. some issues I noticed:
BUGS: <ul><li> in Tram at double res, the power node doesn't seem to be linked to the lights, or at least didn't have an affect on the lights the time i destroyed it</li><li> after round restart, areas that have had their power node destroyed don't power back on, though the node comes back and buildings work in it. -note: the left marine expansion didn't power on for round 2 throughout the game, but buildings worked in it. the top left alien expansion powered on as soon as a turret was placed in it.</li><li> can't connect on some machines without restarted gameoverlay.exe</li><li> on some conditions i've seen eggs stop respawning, causing aliens to be unable to spawn. </li><li> from spectator, if viewing the map from outside, the entire map seems to be drawn, causing a massive performance decrease. perhaps have a draw distance limit? or a limit on triangles to be drawn?</li><li> i researched flamethrowers, which gave me the option to research flamethrowers again, as well as the option to research the secondary? then after i did that the shotgun research option went away?</li><li> macs/glowies really need to be limited, or at least have a time limit on creating. can cause extreme performance drop from griefers spawning tons of them</li><li> still seems to be some sort of odd hanging, where it feels like low fps, but frames are being rendered fine, just the game ticks aren't happening. causes a lag-like feeling. -note: possible cause: it feels like the server is lagging behind on computations, and when the server hangs the clients aren't allowed to send anymore info, so they freeze. they can still render what is happening around them, but aren't allowed the move or even re-orient themselves until the server catches up.</li><li> I think there's still some lag happening on lerk spikes. since they aren't hitscan, they are being treated differently by the engine. i'm imagining that each spike is a new entity being transmitted. what about treating them as a sort of delayed hitscan? more info below.</li></ul>
lerk spike server model: when the lerk shoots a spike, the server knows the trajectory, same as when a marine shoots and other hitscan actions. instead of creating a new entity to travel through the 3d world, just do calculations on where the spike would be at each server tick, if shot from a position at a certain trajectory. the clients can draw the spikes on their own, reducing network usage and entity usage on the server. if the spike path intersects an enemy path during that tick, it is a hit.
refer to attatchment
v0 - initial unit vector (direction of initial spike fire) mVel - spike muzzle velocity (v0 * standard muzzle velocity in distance unit per tick) (note: mVel could include lerk velocity for more realism i.e. mVel+lerkVel) spikeOrigin - the point at which the spike was shot from for that tick marinePos(N) - marine position at tick N Tick1 = mVel from spikeOrigin Tick2 = mVel from spikeOrigin+mVel TickN = mVel from spikeOrigin+mVel*(N-1)
if marinePos(N) to marinePos(N-1) intersects TickN then the spike hits the marine (or entity). could just check the marine's current position at that tick to reduce calculations.
to see if intesection happens just do some small scaling trick, such as <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->multiple=10 for ctr=1 to multiple if ((spikeOrigin+mVel*(N-1)/multiple) is within bounding box of marine entity Then return HIT!<!--c2--></div><!--ec2-->
multiple could be 10, or 100 or anything. mostly dependent on the speed of the lerk spike. the higher the number the more accurate the scan. if the spike moves at 10 inches per tick, then using a multiple of 10 would make sure that the largest missable object would be 1 inch wide.
do these calculations serverside, and instead of transmitting the spike positions at every tick just inform of damage done. the same calculations could be done clientside so the clients could view the lerkspikes, or could be turned off without any real affects on the game.
servers wouldn't have to create all these spike entities, decreasing on memory and some cpu usage.
My FPS is not any better. I run radeon 4800 series with an i7, but still getting 16~ FPS
However, 153 is definitely a huge improvement. I shot and killed a skulk in real combat for the first time today. I was able to chase a lerk down the hall and almost kill him. Biting seems harder than shooting at the moment.
Game was close to "playable" until we got around 13 players. Well, it was either that or the hydra/turret spam, but I"m sure neither of them helped.
A temporary hard limit on turrets/hydras would be greatly appreciated. Even NS1 had a limit on the amount of Lame one could spam.
Also you have to make hydras a 2 hive ability or something because at the moment all it takes is one gorge to rush the spawn and plant hydras everywhere to make the game unplayable.
Playability has improved vastly, I can move around and hit stationary targets, however still is has lag so that hitting a moving target is very unlikely. However great work UWE keep it up, so far the most playable patch for atleast some of us who haven't been able to actually play since start of alpha.
<strike>Is anyone else getting a bug where upon firing a weapon, the muzzle flash sprite and sounds repeat themselves a moment after the real one, offset in the frame slightly?</strike>
I usually have a high bug tolerance, but this one is preventing me from recording...
Otherwise the word that first came into my mind when playing 153 was <i>smooth!</i>
Can't connect to a single server... and I'm in SF, where the devs are! And I used to connect just fine before this patch! Crap! What's wrong! :(
edit: Seems like it might have something to do with the Windows 7 Firewall. edit2: Nope. I just either get lucky or I don't. Out of about 50 times trying to connect to the same server, I got through once, and got both "authentication error" and "can't connect" errors at random. Something weird is going on here.
Definitely an improvement for me. For the first time I was actually able to navigate the map smoothly on my old laptop. Keyboard seemed to react sharp enough, but the mouse is still dragging behind badly on low FPS.
There were quite bit of stuck issues I didn't notice on previous patches, but those mostly concerned the unofficial onos and fade.
All in all a huge improvement for me performance wise. For the first time I was actually able to catch some ideas of what the game may look and feel in the future. By far the most positively surprising NS 2 patch so far. Great improvements in a short time span.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
can confirm perfomance is much better (fps wise) but it becomes unplayable when server becomes too busy (alot of hydras / turrets, too many player more than 10)
<!--quoteo(post=1804468:date=Nov 4 2010, 02:07 AM:name=NS2HD)--><div class='quotetop'>QUOTE (NS2HD @ Nov 4 2010, 02:07 AM) <a href="index.php?act=findpost&pid=1804468"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is anyone else getting a bug where upon firing a weapon, the muzzle flash sprite and sounds repeat themselves a moment after the real one, offset in the frame slightly?
I usually have a high bug tolerance, but this one is preventing me from recording...
Otherwise the word that first came into my mind when playing 153 was <i>smooth!</i><!--QuoteEnd--></div><!--QuoteEEnd-->
This is happening to me as well, along with a bunch of people that were in the server with me.
The first Alpha release did this as well, but was fixed, but it's back again!
- i can actually play this time around - hit registration seems to be in order - still alot of lag and warping - becomes unplayable after a certain period of time
AdambeanCardiff, South WalesJoin Date: 2005-06-03Member: 53038Members, Constellation, Reinforced - Shadow
Massive improvement, thanks each :)
This has probably been mentioned before, but I see no resources being generated despite having 3 extractors. Am I missing something? :s
Also the tooltips do not update right away in the commander interface. For example if you select a MAC then select Build, your mouse is now over a new button. The tooltip is still for the old button until I take the cursor off it and put it back on.
Jitter bug is still in and keys still keep getting stuck. But I can actually move and join a team and stuff. Me likes the patch :) As far as I'm concerned, less QA for each individual patch, more releases of the status quo. Who cares if a patch completely breaks the game for everybody when you get a new one in 3 days?
- onother player's marine model was playing the running animation on and off while moving. when not playing the model was straight and stiff with arms down, while moving. - still some issues with "sticky (movement) keys". moving around and shooting randomly often resets this to normal. - mac welding sparc if way off by like 10m - pilot light still seems broken - fuel indicator doesn't seem to work - still some ghost sounds (heard from flamethrower) - encountered flame effect glitching once with alot of action in MS. had a stray thin (and long) flame going around
otherwise GREAT WORK UWE! you've got something playable now!!
Might as well post a few things I noticed / comments / ideas too:
-Killed by flamethrower, respawned still on fire and died once more :[
-When connecting to a server it is fairly quick however once I'm in the ready room there tends to be ~30 seconds of hang where I can see whats around me but can't move until I wait it out.
-As a gorge I got hit directly by a grenade and it killed me instantly which was like the coolest death ever.
-I'm sure its been said before but hydras etc slow the server a lot. I have a few ideas that might improve this issue a little. Some of these might have been done already but if not then worth mentioning: > Since props are now instanced how about the other entities? > Entities that don't 'move' shouldn't have the server updating their positions to the clients. Actually anything that isn't moving shouldn't be updating position on the client. Is the server checking to make sure it is only sending new (changed) positions? Would cut down networking traffic significantly. > Another idea would be for each client to not receive update information for entities that are not currently visible from their pov. Some kind of server side occlusion where everything within a certain radius would updated as well as things outside of the radius that are still visible to said player. Consider how much less would need to be sent to each client per update.
Been ages since I gave any feedback, mainly because I only have access to my old laptop at the moment. But yesterday I fired up the old beast and had a go. It's a Macbook Pro from late 2006. And it has some amazing stats: 2.33 GHz (T7600) Intel Core 2 Duo with 4 MB on-chip L2 cache, 2GB DDR2 SDRAM (667 MHz), ATI Mobility Radeon X1600 with 256 MB of GDDR3 SDRAM. Boom!
Started of running the game on awful in 640x480. But soon realized I had to be at least 1024x768 to be able to see the "Join Server.." button bellow the server list. Double clicking a server or just hitting enter doesn't work. But the game changes resolution fast so I stepped down to 800x600 once inside.
Could only see about 8 servers last night (I'm located in Norway) and joined one with 77 ping. When joining I get the Authentication (even when creating a LAN server?) for about 15 sec, then black for about 4 sec, a sound and the alpha text in the top corner for about 15 before the graphics reveal them self.
I get around 0,5 at the lowest, but mostly it's between 5 and 13 fps. And there seem to be no difference between creating a LAN or joining a online servers (which was a huge difference when I tested 151 on a quad i7 12GB ram watercooled gfx monster). On the first one I played there was about 5 marines, 1 Kharaa, and maybe 3 in RR. At first my name was up there on the scoreboard, but after sometime (probably after I died) it was gone. Could still chat to people though. Were using about all of my texture memory (around 220 of 256) and about 450 on audio memory.
Everything is as expected for an Alpha and I'm not expecting it to get much better for my hardware. Although I have played through both Crysis, Gear of War co-op and Left 4 Dead with decent frame-rate. I also play COD4 MP quite regularly. Of course I drop the graphics quality to the lowest there too.
Didn't see many bugs though. One small thing is that the graphics that shows up next to your name when you kill someone or die is broken very badly. And the same goes for the same kind of graphics buttons when commanding the build bots. I didn't get burst flames from my LMG every time but the flamethrower worked. And there are still some corners of the map where the collision detection is to far from the wall.
If I have a complaint, then it must be the design of the "checked" box in the menus, such as when creating a LAN or not. I keep forgetting that the square actually means it's checked off. I'm always expecting a check mark to appear inside the box. Being a graphics designer maybe that's only me. And typical picking on such a small detail.
But the game never crashed!
So good work UW. Looking forward to testing more. And getting myself a new computer.
Thanks for all your feedback. Most of the issues listed are already being fixed or just did not make it into the patch, So much to do! I reinstated the builder spamming issue. There was a localised area limit of 20 put in but i have asked for an overall server limit of 15 builders per team and a local area limit of 5.
Many issues playing online like the server feeling as if its falling behind or the status of things not updateing is because of server tick rate drops. Those are being fixed there is a big fix related to this thats taking some time to do.
Most of the bugs related to visiuals/fx get pushed out of the way by show stoppers or majour bugs that cause gameplay issues, they are listed its just getting a case of getting round to them.
Can those who are having connection issues and/or issues related to gameoverlay.exe please see if you still have issues when you turn off steams overlay by going to: Settings > IN-GAME and untick "Enable Steam Community in Game"
*If everyone else does the same and notices any differeances, please check a few times over on&off and let me know what you find.
<!--quoteo(post=1804387:date=Nov 4 2010, 12:57 AM:name=######beard the Pirate)--><div class='quotetop'>QUOTE (######beard the Pirate @ Nov 4 2010, 12:57 AM) <a href="index.php?act=findpost&pid=1804387"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The problem is that some retards think it'll be a sweet idea to just flood in to a heavily populated server and what inevitably happens is a crash.
HEY, PROTIP FOR THOSE OF YOU SPAWNING STUCK OR FROZEN IN THE READY ROOM
IT'S HAPPENING BECAUSE YOU'RE JOINING A HIGH PING SERVER WITH ALREADY TOO MANY PEOPLE IN IT
WHATS MORE IS IT'S RUINING EVERYONE ELSE'S EXPERIENCE
STOP ###### DOING IT
FIND A NICE SERVER WITH LESS THEN 6 PEOPLE AND JOIN THAT AND YOU'LL BE RIGHT<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeh, alright Barry Scott - no need to scream everything, keep your hair on!
and fyi, it was not high ping servers I was joining.
Seems random, some work, some don't. Funnily enough, the most success I had was on a server already occupied by 10 people.
Comments
Still terrible framerate, still terrible hit detection, still terrible lag, still can't connect to 90% of servers.
Still unplayable.
I don't have any hard data but my FPS seems higher as well with this patch.
Though it must be said I am intensely jealous of those of you getting into actual games now that things are getting better. Someday, I'll be there, I'm sure of it.
UW is doing a great job. The game is looking awesome, and I am very excited.
...that is until "Smoke Masta" decided to spam hydras and make the game unplayable. Sigh.
On a side note - Turning of the shadows makes it run a little better.
after you start the game, go into your task manager and end the "gameoverlay.exe" task. it will restart, but you'll be able to join games.
I played a full game and I can see many improvements over the last area. some issues I noticed:
BUGS:
<ul><li> in Tram at double res, the power node doesn't seem to be linked to the lights, or at least didn't have an affect on the lights the time i destroyed it</li><li> after round restart, areas that have had their power node destroyed don't power back on, though the node comes back and buildings work in it.
-note: the left marine expansion didn't power on for round 2 throughout the game, but buildings worked in it. the top left alien expansion powered on as soon as a turret was placed in it.</li><li> can't connect on some machines without restarted gameoverlay.exe</li><li> on some conditions i've seen eggs stop respawning, causing aliens to be unable to spawn. </li><li> from spectator, if viewing the map from outside, the entire map seems to be drawn, causing a massive performance decrease. perhaps have a draw distance limit? or a limit on triangles to be drawn?</li><li> i researched flamethrowers, which gave me the option to research flamethrowers again, as well as the option to research the secondary? then after i did that the shotgun research option went away?</li><li> macs/glowies really need to be limited, or at least have a time limit on creating. can cause extreme performance drop from griefers spawning tons of them</li><li> still seems to be some sort of odd hanging, where it feels like low fps, but frames are being rendered fine, just the game ticks aren't happening. causes a lag-like feeling.
-note: possible cause: it feels like the server is lagging behind on computations, and when the server hangs the clients aren't allowed to send anymore info, so they freeze. they can still render what is happening around them, but aren't allowed the move or even re-orient themselves until the server catches up.</li><li> I think there's still some lag happening on lerk spikes. since they aren't hitscan, they are being treated differently by the engine. i'm imagining that each spike is a new entity being transmitted. what about treating them as a sort of delayed hitscan? more info below.</li></ul>
lerk spike server model: when the lerk shoots a spike, the server knows the trajectory, same as when a marine shoots and other hitscan actions. instead of creating a new entity to travel through the 3d world, just do calculations on where the spike would be at each server tick, if shot from a position at a certain trajectory. the clients can draw the spikes on their own, reducing network usage and entity usage on the server. if the spike path intersects an enemy path during that tick, it is a hit.
refer to attatchment
v0 - initial unit vector (direction of initial spike fire)
mVel - spike muzzle velocity (v0 * standard muzzle velocity in distance unit per tick) (note: mVel could include lerk velocity for more realism i.e. mVel+lerkVel)
spikeOrigin - the point at which the spike was shot from for that tick
marinePos(N) - marine position at tick N
Tick1 = mVel from spikeOrigin
Tick2 = mVel from spikeOrigin+mVel
TickN = mVel from spikeOrigin+mVel*(N-1)
if marinePos(N) to marinePos(N-1) intersects TickN then the spike hits the marine (or entity). could just check the marine's current position at that tick to reduce calculations.
to see if intesection happens just do some small scaling trick, such as
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->multiple=10
for ctr=1 to multiple
if ((spikeOrigin+mVel*(N-1)/multiple) is within bounding box of marine entity Then return HIT!<!--c2--></div><!--ec2-->
multiple could be 10, or 100 or anything. mostly dependent on the speed of the lerk spike. the higher the number the more accurate the scan. if the spike moves at 10 inches per tick, then using a multiple of 10 would make sure that the largest missable object would be 1 inch wide.
do these calculations serverside, and instead of transmitting the spike positions at every tick just inform of damage done. the same calculations could be done clientside so the clients could view the lerkspikes, or could be turned off without any real affects on the game.
servers wouldn't have to create all these spike entities, decreasing on memory and some cpu usage.
However, 153 is definitely a huge improvement. I shot and killed a skulk in real combat for the first time today. I was able to chase a lerk down the hall and almost kill him. Biting seems harder than shooting at the moment.
Game was close to "playable" until we got around 13 players. Well, it was either that or the hydra/turret spam, but I"m sure neither of them helped.
A temporary hard limit on turrets/hydras would be greatly appreciated. Even NS1 had a limit on the amount of Lame one could spam.
And add a warmup time as well.
I usually have a high bug tolerance, but this one is preventing me from recording...
Otherwise the word that first came into my mind when playing 153 was <i>smooth!</i>
EDIT: Nvm it went away :)
edit: Seems like it might have something to do with the Windows 7 Firewall.
edit2: Nope. I just either get lucky or I don't. Out of about 50 times trying to connect to the same server, I got through once, and got both "authentication error" and "can't connect" errors at random. Something weird is going on here.
There were quite bit of stuck issues I didn't notice on previous patches, but those mostly concerned the unofficial onos and fade.
All in all a huge improvement for me performance wise. For the first time I was actually able to catch some ideas of what the game may look and feel in the future. By far the most positively surprising NS 2 patch so far. Great improvements in a short time span.
I usually have a high bug tolerance, but this one is preventing me from recording...
Otherwise the word that first came into my mind when playing 153 was <i>smooth!</i><!--QuoteEnd--></div><!--QuoteEEnd-->
This is happening to me as well, along with a bunch of people that were in the server with me.
The first Alpha release did this as well, but was fixed, but it's back again!
- i can actually play this time around
- hit registration seems to be in order
- still alot of lag and warping
- becomes unplayable after a certain period of time
This has probably been mentioned before, but I see no resources being generated despite having 3 extractors. Am I missing something? :s
Also the tooltips do not update right away in the commander interface. For example if you select a MAC then select Build, your mouse is now over a new button. The tooltip is still for the old button until I take the cursor off it and put it back on.
As far as I'm concerned, less QA for each individual patch, more releases of the status quo. Who cares if a patch completely breaks the game for everybody when you get a new one in 3 days?
- onother player's marine model was playing the running animation on and off while moving.
when not playing the model was straight and stiff with arms down, while moving.
- still some issues with "sticky (movement) keys". moving around and shooting randomly often resets this to normal.
- mac welding sparc if way off by like 10m
- pilot light still seems broken
- fuel indicator doesn't seem to work
- still some ghost sounds (heard from flamethrower)
- encountered flame effect glitching once with alot of action in MS. had a stray thin (and long) flame going around
otherwise GREAT WORK UWE!
you've got something playable now!!
-Killed by flamethrower, respawned still on fire and died once more :[
-When connecting to a server it is fairly quick however once I'm in the ready room there tends to be ~30 seconds of hang where I can see whats around me but can't move until I wait it out.
-As a gorge I got hit directly by a grenade and it killed me instantly which was like the coolest death ever.
-I'm sure its been said before but hydras etc slow the server a lot. I have a few ideas that might improve this issue a little. Some of these might have been done already but if not then worth mentioning:
> Since props are now instanced how about the other entities?
> Entities that don't 'move' shouldn't have the server updating their positions to the clients. Actually anything that isn't moving shouldn't be updating position on the client. Is the server checking to make sure it is only sending new (changed) positions? Would cut down networking traffic significantly.
> Another idea would be for each client to not receive update information for entities that are not currently visible from their pov. Some kind of server side occlusion where everything within a certain radius would updated as well as things outside of the radius that are still visible to said player. Consider how much less would need to be sent to each client per update.
So far good work :p
Started of running the game on awful in 640x480. But soon realized I had to be at least 1024x768 to be able to see the "Join Server.." button bellow the server list. Double clicking a server or just hitting enter doesn't work. But the game changes resolution fast so I stepped down to 800x600 once inside.
Could only see about 8 servers last night (I'm located in Norway) and joined one with 77 ping. When joining I get the Authentication (even when creating a LAN server?) for about 15 sec, then black for about 4 sec, a sound and the alpha text in the top corner for about 15 before the graphics reveal them self.
I get around 0,5 at the lowest, but mostly it's between 5 and 13 fps. And there seem to be no difference between creating a LAN or joining a online servers (which was a huge difference when I tested 151 on a quad i7 12GB ram watercooled gfx monster). On the first one I played there was about 5 marines, 1 Kharaa, and maybe 3 in RR. At first my name was up there on the scoreboard, but after sometime (probably after I died) it was gone. Could still chat to people though. Were using about all of my texture memory (around 220 of 256) and about 450 on audio memory.
Everything is as expected for an Alpha and I'm not expecting it to get much better for my hardware. Although I have played through both Crysis, Gear of War co-op and Left 4 Dead with decent frame-rate. I also play COD4 MP quite regularly. Of course I drop the graphics quality to the lowest there too.
Didn't see many bugs though. One small thing is that the graphics that shows up next to your name when you kill someone or die is broken very badly. And the same goes for the same kind of graphics buttons when commanding the build bots. I didn't get burst flames from my LMG every time but the flamethrower worked. And there are still some corners of the map where the collision detection is to far from the wall.
If I have a complaint, then it must be the design of the "checked" box in the menus, such as when creating a LAN or not. I keep forgetting that the square actually means it's checked off. I'm always expecting a check mark to appear inside the box. Being a graphics designer maybe that's only me. And typical picking on such a small detail.
But the game never crashed!
So good work UW. Looking forward to testing more. And getting myself a new computer.
Most of the issues listed are already being fixed or just did not make it into the patch, So much to do!
I reinstated the builder spamming issue. There was a localised area limit of 20 put in but i have asked for an overall server limit of 15 builders per team and a local area limit of 5.
Many issues playing online like the server feeling as if its falling behind or the status of things not updateing is because of server tick rate drops. Those are being fixed there is a big fix related to this thats taking some time to do.
Most of the bugs related to visiuals/fx get pushed out of the way by show stoppers or majour bugs that cause gameplay issues, they are listed its just getting a case of getting round to them.
Settings > IN-GAME and untick "Enable Steam Community in Game"
*If everyone else does the same and notices any differeances, please check a few times over on&off and let me know what you find.
Thanks
HEY, PROTIP FOR THOSE OF YOU SPAWNING STUCK OR FROZEN IN THE READY ROOM
IT'S HAPPENING BECAUSE YOU'RE JOINING A HIGH PING SERVER WITH ALREADY TOO MANY PEOPLE IN IT
WHATS MORE IS IT'S RUINING EVERYONE ELSE'S EXPERIENCE
STOP ###### DOING IT
FIND A NICE SERVER WITH LESS THEN 6 PEOPLE AND JOIN THAT AND YOU'LL BE RIGHT<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeh, alright Barry Scott - no need to scream everything, keep your hair on!
and fyi, it was not high ping servers I was joining.
Seems random, some work, some don't. Funnily enough, the most success I had was on a server already occupied by 10 people.