Build 155 bug reporting/feedback
Wheeee
Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
<div class="IPBDescription">I hate getsatisfaction</div>Rules of the thread:
1) Post system specs. CPU+speed, GPU +how much vram, OS, RAM. get these stats from dxdiag.
2) Post screenshots/videos if possible.
3) Describe anything you can about the circumstances of the bug, repeatability, etc.
specs: amd Phenom II x4 @3.4ghz, HIS radeon 4850 HD 1g vram, windows xp sp3, 4 (3.2) gig ddr 3.
General comments:
* Commander FPS is way down from build 154. r_stats 1 says 6-9 fps, previously was 15-20. Feels more like 2-3 FPS though. *edit* this is in tram. comm in rockdown is doing very well. */edit*
* Many less console errors. Much less console error spam
gameplay bugs/issues:
* Skulk leap is sort of borked. You can leap while going backwards and you won't gain any forward momentum (I know this is probably by design, but it just doesn't feel right).
Crashes found:
* crash on exit. Not really repeatable, it just opens up the error submission dialogue.
* crash on changing from medium to high graphics quality, full screen mode.
Graphics glitches found:
* texture glitch on the floor outside of alien start - missing textures/flickering. *edit* on tram */edit*
* unit selection sprite is corrupted after alt-tab or windowed mode switch.
* shadows are really blocky. shadow performance is better than in build 154, but still not as good as before.
unfixed bugs from previous builds:
* macs/drifters don't do collision detection with each other
* scoreboard doesn't update between rounds (your kill count and score doesn't reset after game ends)
* general issues with movement - running into something with irregular geometry will cause your camera to freak out (probably because it can't decide whether you're on top of the object or the floor).
*edit*
<span style='color:#000000;background:#000000'><img src="http://s2.kimag.es/share/62138697.jpg" border="0" class="linked-image" /></span>
<span style='color:#000000;background:#000000'><img src="http://s2.kimag.es/share/70414518.jpg" border="0" class="linked-image" /></span>
<span style='color:#000000;background:#000000'><img src="http://s2.kimag.es/share/68982134.jpg" border="0" class="linked-image" /></span>
and a video that shows the texture glitches and a little of the movement spazzing out.
<a href="http://www.youtube.com/watch?v=pfbIWuRCia0" target="_blank">http://www.youtube.com/watch?v=pfbIWuRCia0</a>
*edit 2* ugh, youtube quality is crap, so you can't really see what's going on with the egg.
skulk leap:
<a href="http://www.youtube.com/watch?v=VTijHq1ysOY" target="_blank">http://www.youtube.com/watch?v=VTijHq1ysOY</a>
1) Post system specs. CPU+speed, GPU +how much vram, OS, RAM. get these stats from dxdiag.
2) Post screenshots/videos if possible.
3) Describe anything you can about the circumstances of the bug, repeatability, etc.
specs: amd Phenom II x4 @3.4ghz, HIS radeon 4850 HD 1g vram, windows xp sp3, 4 (3.2) gig ddr 3.
General comments:
* Commander FPS is way down from build 154. r_stats 1 says 6-9 fps, previously was 15-20. Feels more like 2-3 FPS though. *edit* this is in tram. comm in rockdown is doing very well. */edit*
* Many less console errors. Much less console error spam
gameplay bugs/issues:
* Skulk leap is sort of borked. You can leap while going backwards and you won't gain any forward momentum (I know this is probably by design, but it just doesn't feel right).
Crashes found:
* crash on exit. Not really repeatable, it just opens up the error submission dialogue.
* crash on changing from medium to high graphics quality, full screen mode.
Graphics glitches found:
* texture glitch on the floor outside of alien start - missing textures/flickering. *edit* on tram */edit*
* unit selection sprite is corrupted after alt-tab or windowed mode switch.
* shadows are really blocky. shadow performance is better than in build 154, but still not as good as before.
unfixed bugs from previous builds:
* macs/drifters don't do collision detection with each other
* scoreboard doesn't update between rounds (your kill count and score doesn't reset after game ends)
* general issues with movement - running into something with irregular geometry will cause your camera to freak out (probably because it can't decide whether you're on top of the object or the floor).
*edit*
<span style='color:#000000;background:#000000'><img src="http://s2.kimag.es/share/62138697.jpg" border="0" class="linked-image" /></span>
<span style='color:#000000;background:#000000'><img src="http://s2.kimag.es/share/70414518.jpg" border="0" class="linked-image" /></span>
<span style='color:#000000;background:#000000'><img src="http://s2.kimag.es/share/68982134.jpg" border="0" class="linked-image" /></span>
and a video that shows the texture glitches and a little of the movement spazzing out.
<a href="http://www.youtube.com/watch?v=pfbIWuRCia0" target="_blank">http://www.youtube.com/watch?v=pfbIWuRCia0</a>
*edit 2* ugh, youtube quality is crap, so you can't really see what's going on with the egg.
skulk leap:
<a href="http://www.youtube.com/watch?v=VTijHq1ysOY" target="_blank">http://www.youtube.com/watch?v=VTijHq1ysOY</a>
Comments
But, what will happen is if I join a server that I am supposedly able to connect to (attempted to connect to one that had 0 players), is it will go "Attempting Connection", and then it will go "Authenticating", which usually means I connected and I'm good to go. However, that freezes up for a couple of seconds (Windows even give me that it's Not Responding), and then after about 15 seconds or so (not exactly sure on timing), it will kick me out and say it wasn't able to establish a connection with the server. :(
Anyone else having connection issues as well?
But, what will happen is if I join a server that I am supposedly able to connect to (attempted to connect to one that had 0 players), is it will go "Attempting Connection", and then it will go "Authenticating", which usually means I connected and I'm good to go. However, that freezes up for a couple of seconds (Windows even give me that it's Not Responding), and then after about 15 seconds or so (not exactly sure on timing), it will kick me out and say it wasn't able to establish a connection with the server. :(
Anyone else having connection issues as well?<!--QuoteEnd--></div><!--QuoteEEnd-->
servers are full, i've been testing on LAN.
I wasn't a Alpha player because I couldn't get my pre-order in time :(
But I can finally play 155 and I can't get anywhere because I can't connect to any servers!
I either get "Server Full" or "Couldn't Establish A Connection With The Server"
I can't even tell if the server is full or not. It just tells me how many players are playing in the server :S
I'm very confused
I wasn't a Alpha player because I couldn't get my pre-order in time :(
But I can finally play 155 and I can't get anywhere because I can't connect to any servers!
I either get "Server Full" or "Couldn't Establish A Connection With The Server"
I can't even tell if the server is full or not. It just tells me how many players are playing in the server :S
I'm very confused<!--QuoteEnd--></div><!--QuoteEEnd-->
not many servers have updated to build 155 yet. Try creating a LAN game first, and use the commands Flayra posted in the other thread to make some bots.
-Rines have Hive Sight now
-Alien commander's map window shakes/vibrates
Don't get carried away with the bot count. They can bring your computer to a grinding halt quick. Ran a LAN with 9 bots and it was like I was back on Build 151 (performance wise).
i7 960
AMD 5870
8GB RAM
SSD RAID 0
I don't think my computer is the bottle neck...
-Rines have Hive Sight now
-Alien commander's map window shakes/vibrates<!--QuoteEnd--></div><!--QuoteEEnd-->
Haven't played rines on 155 yet so don't know about the first one (that would be new). However, the second issue has been around for a while.
*Edit* Oh, I was finally able to connect to a server! Here's my initial feedback as aliens.
First off, the game is way better in terms of lag than 154. There were occassional hiccups, but they were just that, occassional.
I was able to go Fade (you may need a certain amount of hives since I started off and it was greyed out. I got up to 3 hives with a hive colony before I looked to see if I could become fade, and I could!). Playing Fade feels pretty good. Blink is fun (but unfortunately, tied to the occassional connection issues, it just was too hard). I did have an issue where I supposedly blinked out of a room, but then I died back in the room in some weird place by a turret. It could possibly be chalked down to lag, but it was about a second or so behind what I was doing (my ping to the server was in the low 100's). Also, the main attack's collision seemed a bit weird when I was playing it in lan. Didn't really have a far reach it felt. I was standing on an IP trying to destroy it, and I frequently was missing if I wasn't at the right angles or something.
Skulk leap just feels so meh. I attempted to use it but I did a baby leap that probably did more harm than good and I ended up dying. I would honestly rather not have it at all than have what is currently in there. The charging up solution sounds good (as per a different post in the Build 155 Released thread) where you have to charge it for a second, and you have to be standing still, but later can be upgraded to do it while moving.
This is a pretty good release though. Color me impressed. :)
Not sure quite what the place of the small one is yet, but for ambushes it might still be useful. Also if you aim a bit higher it works a little better.
Also getting much better FPS in the other maps other than tram. Tram runs too slowly for me.
If you encounter a marine with a flamer, and dont know the map with closed eyes, <u>u are dead</u>.
Yay got fade,
yay found a marine,
###### he got a flamer.... PANIC PANIC BLINK BLINK - DEAD. (in a corner because i couldnt see anymore and blinkd into walls and props.)
I
<a href="http://www.youtube.com/watch?v=H6dmm1dgezc" target="_blank">http://www.youtube.com/watch?v=H6dmm1dgezc</a>
*edit*
2 new bugs:
*Muzzle flash isn't in the correct place if you're crouching or on an inclined surface. (i.e. if you crouch, the muzzle flash appears over your head
*Lighting doesn't update correctly when you join a server with dead power nodes, light status doesn't update until someone bites the power node. I ran through rockdown with half the map being completely black (very eerie experience).
<a href="http://www.youtube.com/watch?v=dgW6R1oxuGM" target="_blank">http://www.youtube.com/watch?v=dgW6R1oxuGM</a>
I don't know if this possible fix is already included despite the status, but I made a few tests and observations:
-45° tech points work now and also stay that way when a hive/cc is dropped
-0° tech points snap to 45° (or -45° or whatever) as soon as a cc or hive is built (this goes for start-hive/cc aswell!)
-Options like Marine/Alien only, or neutral, don't make any difference.
Edit: OK NEVERMIND, doing a few more tests first, since it seems to work in offical maps.
Edit: After further testing it seems that one 45° tech point (not a teamstart) is enough to screw up all the other tech points.
After changing my one 45° tech point to 0° all other tech points seem to stick with 0° aswell.
So the engine seems to mix up all those different tech points and their attributes.
Its still a huge problem.
played for a bout 20 minutes and was getting laggy with about 10 players on, but thats the best bit of gameplay ive had with NS2 so far.
Keep up the good work chaps :)
Maybe they've played some Minecraft for inspiration lately.
Haven't tried connecting to a normal game yet.
i7 960
AMD 5870
8GB RAM
SSD RAID 0
I don't think my computer is the bottle neck...<!--QuoteEnd--></div><!--QuoteEEnd-->
Just to make sure that the good ol' "I got expensive components my computer is super fast crowd" gets its beating:
No Mainboard Info, No Raid Controller Info, No SSD Info, No RAM Info, No Info on cooling solution.
No OS Info, No Info on software running besides NS2, No Info on services running besides NS2, No Info on drivers being used, No configuration Info whatsoever.
No Info on your wan and lan infrastructure.
To sum it up: Just throwing around random, incomplete PC specs has never been that helpful. Starting with the fact, that If you programmed NS2 in assembler for only 1 specific hardware configuration you get get it amazingly fast and optimized :)
And Just to show off myself:
Blade with two hexa-cores and 256 GB RAM and a GPU Blade Extension utilizing Tesla M2070: Game runs fine (But crashes once the server leaks all the memory :D)
Now if anyone only new of a good way to cluster NS2 I might be willing to try something overkill.
At 12 players it was perfectly playable, with only a few minor glitches.
Specs:
i920
6GB DDR3
GeForce 470 @ 1080p
Onboard Sound
Bugs I found:
*Chat text overlaying Player Name. Number of people noticed.
*Gun-firing sound repeating bug has returned. ANNOYING! :(
*On a VERY low-ping server with only 4 people on it, I joined the readyroom, and the server took 2 mins to calm down from 'connection problem' before I could move.
*'Connection problems' printed to screen when any lag happens while in-game, even when ping is fine (looks like the server cant keep up)
*Server was playable and actually fairly fine for about 5-20 mins and then crashed.
*Hydras still crashing server through over-spam.
*Spawned as Alien in a wall on rock map. Had to evolve to fade and blink out.
*When server died, rather than get a 'server timed out' I was still able to walk or blink around the map as if the server was online.
*Server very laggy once you hit 14 people.
*Framerate still needs work, I'd deffo suggest you change the 'minimum spec' on the NS2 website.
Aesthetics that need addressed:
*Chat text quite large in center of screen. Maybe make it smaller and more toward the left side/bottom.
*Would be cool for 'Whips' to be able to move....albeit VERY slowly on their small tentacles ala SC2 SpineCrawlers - commander controlled.
*Shadows are more blocky, could do with a Gaussian effect on them to soften them up.
*The 'Ghost' fade for blinking needs to be see-through. He blocks things so I cant see where I'm blinking.
*Blinking is over-powered. Needs to use up much more energy.
Positives:
*Looking more and more like an actual playable game.
*Server was playable and actually fairly fine for about 5-20 mins and then crashed.
*12 players per server seems good, very little lag & playable.
*Framerate more consistent.
*Can deffo feel like there are multiple programmers now, with the almost-weekly updates.
I'll post more when I find them.
System:
Q6600 @ 3.4GHz
6GB
HD5850 @ stock
Client and sever were on the same system and until it crashed it was running superbly. 40-60fps at the start. As it got more busy and structures were all over, it got down to 25-30fps.
I don't think it was a lack of ram issue, seeing NS2b was running just shy of 1GB and the server was just shy of 1.9GB. When it crashed, it mentioned something about too many entities and an illegal operation. It didn't write a log, so I can't post up anything more detailed than that.
I'll try recreate it later on :D
I had about 90 second delay at one server. Server change seemed to fix it nicely though.
ATI HD5770
2 gigs of Ram
I join a server and get connection problem. Sometimes I can't do anything and have to reconnect because of it.
Graphics are skippy.
Looped gun sounds.
And if I actually get into a game where I can join a team, within 2 minutes my game locks up and crashes.
I have yet to be in a playable game.
Yeah, <i>just </i>1.9 GB memory for the server, that doesnt look like a memory leak problem at all.
Are you kidding?
Are you kidding?<!--QuoteEnd--></div><!--QuoteEEnd-->
"Just shy of 1.9 gb" =/= "Just 1.9 gb"