I just did a few small optimizations today. So the answer is: next patch.
As Cory said, we are always doing little optimzations. Sometimes a lot of effort can add up to 0.05 milliseconds saved per frame. This is not perceivable by most human beings unfortunately. But with enough 0.05 milliseconds added up, we make progress.
It's not like nobody at UWE is working on performance issues. It's a very complicated task. It should be obvious from the changelogs that it's always being worked on. If every changelog just listed the myriad ways they optimized different parts of the game, people would complain that they're not adding enough new content.
i had that bug earlier too. It was annoying, lol. I just kept switching weapons axe to primary weapon while on nano shield then that happened. Also what's with ns2_tram? when you view the map, the right side of it looks messed up(server room to observation).
I would post a screenshot but my screenshot function doesn't work so i'll just describe the bug. After I finish building something and my weapon switches back to my gun, the blue lines coming from the builder-gun will still be there attached to my regular gun, they go away after a while though.
Have anyone got an issue where when the NS2 crashes, your pc just freezes for about couple of mins? Sometimes even more that I have to manually restart my computer. it never happened to me before build 201.
Have not played the last two patches so much but i have to say that i really like the skulk movement now. Feels not as broken and squishy as before and even has some skill involved.Also like the sounds while jumping.Gives me overall a smal bit movement feeling from NS1 with some new feautures. Think you should keep the direction with skulk movement now.
After playing a whole bunch, later games become really hard due to drastic fps drops in fortified marine areas. I don't know if it's the material system or what, but it's almost unplayable.
dunno if this is a recent bug or not but sending a drifter from atrium (right where the hive is at) to crevice gives it a path that takes it above the map, making it untargetable.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1922009:date=Apr 4 2012, 09:54 PM:name=DJPenguin)--><div class='quotetop'>QUOTE (DJPenguin @ Apr 4 2012, 09:54 PM) <a href="index.php?act=findpost&pid=1922009"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->dunno if this is a recent bug or not but sending a drifter from atrium (right where the hive is at) to crevice gives it a path that takes it above the map, making it untargetable.<!--QuoteEnd--></div><!--QuoteEEnd-->
I had the same thing with drifters getting stuck high in the air at drill (near the encapsulated area around the power node, and near where the engine block is) and gap (near the back wall and the abyss). I managed to reproduce it in a Lan game for the first spot in drill once, but after that I could not manage to get them to bug anymore. It was quite far into the game at the time, perhaps lag plays a roll.
The following is very easy to reproduce in a Lan game though. As a gorge you can easily get stuck in repair room, north-east between the pillar and the console closest to the top exit. As a gorge or onos in ore extraction, directly south from the hive between the light post and the construction coming from the wall. Also as an onos at the standing spikes just south of the hive in cave (been stuck there as gorge but could not reproduce that easily, as onos I could).
Great build! I've complained at the last because of the random lag, but now, it plays almost perfectly. Yeah, when a room is full of buildings/fight, you can get lag, but otherwise, the game is really fluid.
Onos seems easier to kill now too. They still mean "game over", but marines can fight back better.
There is a Huge balance problem in this version, In order to marines to win a game they need a really good comm and players, otherwise is very easy for aliens, they can win even without a comm!
The speed in which aliens develop is too fast for humans to keep up! At the beginning of the game, humans have weak weapons low armor and low ammo vs Skulls, which are small, hard to hit if they keep jumping, can hide behind a corner and take quite a lot of damage, it only takes 2 bites to kill a human, as a Skull you can just come jumping in front of a human without fear of being killed the human will run out of ammo before shooting you down, and if a marine starts to recharge is over, it takes too much time to reload a weapon.
Also aliens can turn into Lerk really early in the game, lerks are really hard to hit and to kill with no upgrades, they block humans visibilty making it easier for skulls to hit, all this while aliens can see eveything in their alien vision.
All this prevents Human developing further while aliens keep just saving res for fades/onos, they don't need anything else to win, humans need upgrades, radars, armories, weapons, etc... the chance of wining as a human is too low!
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
<!--quoteo(post=1922284:date=Apr 5 2012, 09:43 PM:name=sirneko)--><div class='quotetop'>QUOTE (sirneko @ Apr 5 2012, 09:43 PM) <a href="index.php?act=findpost&pid=1922284"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is a Huge balance problem in this version, In order to marines to win a game they need a really good comm and players, otherwise is very easy for aliens, they can win even without a comm!
The speed in which aliens develop is too fast for humans to keep up! At the beginning of the game, humans have weak weapons low armor and low ammo vs Skulls, which are small, hard to hit if they keep jumping, can hide behind a corner and take quite a lot of damage, it only takes 2 bites to kill a human, as a Skull you can just come jumping in front of a human without fear of being killed the human will run out of ammo before shooting you down, and if a marine starts to recharge is over, it takes too much time to reload a weapon.
Also aliens can turn into Lerk really early in the game, lerks are really hard to hit and to kill with no upgrades, they block humans visibilty making it easier for skulls to hit, all this while aliens can see eveything in their alien vision.
All this prevents Human developing further while aliens keep just saving res for fades/onos, they don't need anything else to win, humans need upgrades, radars, armories, weapons, etc... the chance of wining as a human is too low!
-sorry for my english<!--QuoteEnd--></div><!--QuoteEEnd-->
Try playing alien for a while. You will notice that marines are impossible to hit, take 3 or 4 bites to kill, while their shotties kills you instantly. And their ARC train whipes your hive in 10 seconds.
Welcome to NS2 - where the other side is always OP :-)
This game is one of my favourites, i loved ns and i love ns2.
I know you guys are aware of this, but thought i would throw it in: the performance (which i believe is server) is waaaaay down atm. gets really choppy late game with even a 5v5 match and not too many structures (well, not an unreasonable amount)
Just a bit worried that people might flock after PAX and be annoyed at the choppiness server side... just thought i would add my input.
Pls fix fade, i thought it had been changed so that a1 required 3 swipes :<. Also they should just make blink not give invulnerability/complete invis, and give fade back HP.
People complained that the bite collision sound was delayed, so it seems that a client side one was implemented just to make people happy while waiting for the server to respond, resulting in two bite collisions. This is all well and good, but I am just being taunted by endless squelches as the client side bite hits a marine, but absolutely nothing happens because the server side bite inevitably misses. I just want consistent feedback, I don't care if its delayed.
Since 202, when the game crashes and I fill in the error report, it hardly ever completes sending it (just hangs on Sending report). Usually there is not much to report other then that often the game was or had become very laggy (not network lag) for a while. It does not matter if I was playing from the start or just joined the laggy game, I have had crashes after 10 mins of joining and also over an hours play. Sometimes when I go back to the server, half the people have crashed.
<!--quoteo(post=1922739:date=Apr 7 2012, 01:42 AM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Apr 7 2012, 01:42 AM) <a href="index.php?act=findpost&pid=1922739"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What's with the double bite thing in this patch?
People complained that the bite collision sound was delayed, so it seems that a client side one was implemented just to make people happy while waiting for the server to respond, resulting in two bite collisions. This is all well and good, but I am just being taunted by endless squelches as the client side bite hits a marine, but absolutely nothing happens because the server side bite inevitably misses. I just want consistent feedback, I don't care if its delayed.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is really annoying, yeah. It makes playing skulk feel like a total guessing game any time the server has a bit of trouble.
<!--quoteo(post=1923010:date=Apr 8 2012, 02:53 AM:name=twostroker)--><div class='quotetop'>QUOTE (twostroker @ Apr 8 2012, 02:53 AM) <a href="index.php?act=findpost&pid=1923010"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just played a game where lurks where flying under ground ..
you could not shoot them<!--QuoteEnd--></div><!--QuoteEEnd-->
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
edited April 2012
<!--quoteo(post=1922739:date=Apr 6 2012, 09:42 PM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Apr 6 2012, 09:42 PM) <a href="index.php?act=findpost&pid=1922739"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What's with the double bite thing in this patch?
People complained that the bite collision sound was delayed, so it seems that a client side one was implemented just to make people happy while waiting for the server to respond, resulting in two bite collisions. This is all well and good, but I am just being taunted by endless squelches as the client side bite hits a marine, but absolutely nothing happens because the server side bite inevitably misses. I just want consistent feedback, I don't care if its delayed.<!--QuoteEnd--></div><!--QuoteEEnd-->
can you reproduce this on video for me with net_Stats visible? i cant seem to reproduce it, or maybe i just misunderstand. thanks
<!--quoteo(post=1923010:date=Apr 7 2012, 04:53 PM:name=twostroker)--><div class='quotetop'>QUOTE (twostroker @ Apr 7 2012, 04:53 PM) <a href="index.php?act=findpost&pid=1923010"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just played a game where lurks where flying under ground ..<!--QuoteEnd--></div><!--QuoteEEnd-->
known exploit bug on summit. map change was snuck in at the last moment so that little bugger slipped by regrettably. it was fixed in the first 15 minutes the build was released. coming next patch :)
<!--quoteo(post=1923052:date=Apr 8 2012, 06:31 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Apr 8 2012, 06:31 AM) <a href="index.php?act=findpost&pid=1923052"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->can you reproduce this on video for me with net_Stats visible? i cant seem to reproduce it, or maybe i just misunderstand. thanks<!--QuoteEnd--></div><!--QuoteEEnd-->
Not so good with vidyas, but you can even do it on a local server. Just go aliens and bite the hive, you will hear it quite distinctly.
Comments
I just did a few small optimizations today. So the answer is: next patch.
As Cory said, we are always doing little optimzations. Sometimes a lot of effort can add up to 0.05 milliseconds saved per frame. This is not perceivable by most human beings unfortunately. But with enough 0.05 milliseconds added up, we make progress.
If every changelog just listed the myriad ways they optimized different parts of the game, people would complain that they're not adding enough new content.
<img src="http://img7.imagebanana.com/img/5turemsu/20120331_00001.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
i had that bug earlier too. It was annoying, lol. I just kept switching weapons axe to primary weapon while on nano shield then that happened. Also what's with ns2_tram? when you view the map, the right side of it looks messed up(server room to observation).
Feels not as broken and squishy as before and even has some skill involved.Also like the sounds while jumping.Gives me overall a smal bit movement feeling from NS1 with some new feautures.
Think you should keep the direction with skulk movement now.
that is all, keep up the good work!
Thank you, I'll look into this.
The following is very easy to reproduce in a Lan game though.
As a gorge you can easily get stuck in repair room, north-east between the pillar and the console closest to the top exit. As a gorge or onos in ore extraction, directly south from the hive between the light post and the construction coming from the wall. Also as an onos at the standing spikes just south of the hive in cave (been stuck there as gorge but could not reproduce that easily, as onos I could).
Onos seems easier to kill now too. They still mean "game over", but marines can fight back better.
The speed in which aliens develop is too fast for humans to keep up! At the beginning of the game, humans have weak weapons low armor and low ammo vs
Skulls, which are small, hard to hit if they keep jumping, can hide behind a corner and take quite a lot of damage, it only takes 2 bites to kill a human, as a Skull you can just come jumping in front of a human without fear of being killed the human will run out of ammo before shooting you down, and if a marine starts to recharge is over, it takes too much time to reload a weapon.
Also aliens can turn into Lerk really early in the game, lerks are really hard to hit and to kill with no upgrades, they block humans visibilty making it easier for skulls to hit, all this while aliens can see eveything in their alien vision.
All this prevents Human developing further while aliens keep just saving res for fades/onos, they don't need anything else to win, humans need upgrades, radars, armories, weapons, etc... the chance of wining as a human is too low!
-sorry for my english
The speed in which aliens develop is too fast for humans to keep up! At the beginning of the game, humans have weak weapons low armor and low ammo vs
Skulls, which are small, hard to hit if they keep jumping, can hide behind a corner and take quite a lot of damage, it only takes 2 bites to kill a human, as a Skull you can just come jumping in front of a human without fear of being killed the human will run out of ammo before shooting you down, and if a marine starts to recharge is over, it takes too much time to reload a weapon.
Also aliens can turn into Lerk really early in the game, lerks are really hard to hit and to kill with no upgrades, they block humans visibilty making it easier for skulls to hit, all this while aliens can see eveything in their alien vision.
All this prevents Human developing further while aliens keep just saving res for fades/onos, they don't need anything else to win, humans need upgrades, radars, armories, weapons, etc... the chance of wining as a human is too low!
-sorry for my english<!--QuoteEnd--></div><!--QuoteEEnd-->
Try playing alien for a while. You will notice that marines are impossible to hit, take 3 or 4 bites to kill, while their shotties kills you instantly. And their ARC train whipes your hive in 10 seconds.
Welcome to NS2 - where the other side is always OP :-)
The Caution sign on the left side of the Command Station is reversed :(
I know you guys are aware of this, but thought i would throw it in: the performance (which i believe is server) is waaaaay down atm. gets really choppy late game with even a 5v5 match and not too many structures (well, not an unreasonable amount)
Just a bit worried that people might flock after PAX and be annoyed at the choppiness server side... just thought i would add my input.
Cheers
People complained that the bite collision sound was delayed, so it seems that a client side one was implemented just to make people happy while waiting for the server to respond, resulting in two bite collisions. This is all well and good, but I am just being taunted by endless squelches as the client side bite hits a marine, but absolutely nothing happens because the server side bite inevitably misses. I just want consistent feedback, I don't care if its delayed.
Usually there is not much to report other then that often the game was or had become very laggy (not network lag) for a while. It does not matter if I was playing from the start or just joined the laggy game, I have had crashes after 10 mins of joining and also over an hours play. Sometimes when I go back to the server, half the people have crashed.
People complained that the bite collision sound was delayed, so it seems that a client side one was implemented just to make people happy while waiting for the server to respond, resulting in two bite collisions. This is all well and good, but I am just being taunted by endless squelches as the client side bite hits a marine, but absolutely nothing happens because the server side bite inevitably misses. I just want consistent feedback, I don't care if its delayed.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is really annoying, yeah. It makes playing skulk feel like a total guessing game any time the server has a bit of trouble.
you could not shoot them
you could not shoot them<!--QuoteEnd--></div><!--QuoteEEnd-->
So we got Hipser-Lerks now?
<img src="http://images.sodahead.com/polls/001706661/2228474288_tumblr_lcyuywnYml1qdr9hr_xlarge.png" border="0" class="linked-image" />
People complained that the bite collision sound was delayed, so it seems that a client side one was implemented just to make people happy while waiting for the server to respond, resulting in two bite collisions. This is all well and good, but I am just being taunted by endless squelches as the client side bite hits a marine, but absolutely nothing happens because the server side bite inevitably misses. I just want consistent feedback, I don't care if its delayed.<!--QuoteEnd--></div><!--QuoteEEnd-->
can you reproduce this on video for me with net_Stats visible?
i cant seem to reproduce it, or maybe i just misunderstand.
thanks
<!--quoteo(post=1923010:date=Apr 7 2012, 04:53 PM:name=twostroker)--><div class='quotetop'>QUOTE (twostroker @ Apr 7 2012, 04:53 PM) <a href="index.php?act=findpost&pid=1923010"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just played a game where lurks where flying under ground ..<!--QuoteEnd--></div><!--QuoteEEnd-->
known exploit bug on summit. map change was snuck in at the last moment so that little bugger slipped by regrettably.
it was fixed in the first 15 minutes the build was released.
coming next patch :)
i cant seem to reproduce it, or maybe i just misunderstand.
thanks<!--QuoteEnd--></div><!--QuoteEEnd-->
Not so good with vidyas, but you can even do it on a local server. Just go aliens and bite the hive, you will hear it quite distinctly.