Natural Selection 2 News Update - Beta build 226 (our last beta build?!)

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Comments

  • Sharp-ShooterSharp-Shooter Join Date: 2011-05-11 Member: 98364Members
    we are under lock down which means NO MORE FEATURES JUST BUG FIXES AND PERFORMANCE IMPROVEMENTS

    build 226 released!
    NEW FEATURE!!!
    INFESTATION!!!!!!11!

    lol, good work, i saw it coming
  • YoungTrotskyYoungTrotsky Join Date: 2007-03-09 Member: 60307Members
    edited October 2012
    Maybe I'm missing something but I don't see why screen shake should be removed. It doesn't seem like a bug but a deliberate feature, it adds realism to what it would be like to fire an automatic rifle and makes it slightly (and I mean <b>slightly</b>) more challenging to aim, which is probably a good thing now that hit reg is fixed. It seems a bit like asking for the skulks jaws to be removed so that you can aim bites more easily, it would reduce the realism of the shooter experience, in my opinion.

    <!--quoteo(post=2001076:date=Oct 30 2012, 05:46 PM:name=Sharp-Shooter)--><div class='quotetop'>QUOTE (Sharp-Shooter @ Oct 30 2012, 05:46 PM) <a href="index.php?act=findpost&pid=2001076"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->we are under lock down which means NO MORE FEATURES JUST BUG FIXES AND PERFORMANCE IMPROVEMENTS

    build 226 released!
    NEW FEATURE!!!
    INFESTATION!!!!!!11!

    lol, good work, i saw it coming<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's not a new feature, it's a new model for an existing feature. /pedantics
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Yea it's just a new graphic lol, one that you can turn off in the graphic settings even. Though I do hope they get on top of balance soon after 1.0. Marine win rate will be HUGE, it already is with the hit reg fixed tbh.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I agree that the infestation texture needs a little more grey in it, so that the greens pop out in certain areas.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    They'll always be optimizing it I guess. Whether or not you need a new card/system depends how bad it is now. Doubt if you're on 10fps now it will go up to 50fps later.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    The infestation looks great in dark areas

    <img src="http://i.imgur.com/LtmEqh.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/emznUh.jpg" border="0" class="linked-image" />

    In bright areas it would look better with some more brown and yellow tones

    <img src="http://i.imgur.com/1nLxeh.jpg" border="0" class="linked-image" />
  • saltybp53saltybp53 Join Date: 2010-07-22 Member: 72675Members
    I find it kinda funny, this is our last beta build and were talking like its business as usual.
  • Sharp-ShooterSharp-Shooter Join Date: 2011-05-11 Member: 98364Members
    <!--quoteo(post=2001091:date=Oct 30 2012, 01:52 PM:name=YoungTrotsky)--><div class='quotetop'>QUOTE (YoungTrotsky @ Oct 30 2012, 01:52 PM) <a href="index.php?act=findpost&pid=2001091"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's not a new feature, it's a new model for an existing feature. /pedantics<!--QuoteEnd--></div><!--QuoteEEnd-->
    Maybe so, thats not what the front page says
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    edited October 2012
    so far:

    infestation
    - performance: does it perform better? the whole game feels a lot smoother, and my FPS barely drops anymore in hive rooms. either way, I'm glad to be above 50FPS for the majority of the game.
    - aesthetics: agree with others, it should pulsate less "mechanically", not in sync with other pulses, cysts should have infestation underneath them always. I'm okay with the patches of infestation, it looks a little more raw.

    hit registry
    - WOW. gone are the days of point-blank shooting a skulk and causing 17 damage. feels fantastic.
    - interp is still questionable
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited October 2012
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I find it kinda funny, this is our last beta build and were talking like its business as usual.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Because 1.0 is really just another patch for the devs and us beta players to be honest :P
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    edited October 2012
    <!--quoteo(post=2000750:date=Oct 30 2012, 12:34 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Oct 30 2012, 12:34 PM) <a href="index.php?act=findpost&pid=2000750"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.youtube.com/watch?feature=player_embedded&v=GUuJdL69Wxc" target="_blank">http://www.youtube.com/watch?feature=playe...p;v=GUuJdL69Wxc</a>

    <a href="http://i.imgur.com/ZiJSK.jpg" target="_blank">http://i.imgur.com/ZiJSK.jpg</a>

    <a href="http://i.imgur.com/b0N00.jpg" target="_blank">http://i.imgur.com/b0N00.jpg</a>

    <a href="http://i.imgur.com/YCIZ7.jpg" target="_blank">http://i.imgur.com/YCIZ7.jpg</a>

    <a href="http://i.imgur.com/gIKgZ.jpg" target="_blank">http://i.imgur.com/gIKgZ.jpg</a><!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks for putting these up!
  • dethovudethovu Join Date: 2009-06-23 Member: 67906Members
    <!--quoteo(post=2000604:date=Oct 30 2012, 02:28 AM:name=dethovu)--><div class='quotetop'>QUOTE (dethovu @ Oct 30 2012, 02:28 AM) <a href="index.php?act=findpost&pid=2000604"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>V-SYNC + MULTICORE</b> = severe movement hitching

    It seems disabling either one stops the hitching.

    I have to play with V-sync, so I disabled multi-core to make the game playable. But I also noticed all 4 cores were still being used (?)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm surprised I don't see discussion on this...or is it just me?

    I haven't played today, but last night when I would ask if anyone else was hitching, a lot of people answered yes.

    The problem as far as I can tell: having v-sync and multicore both enabled causes major, unplayable hitching in movement (double buffering makes it slightly less worse than triple buffering). Disabling either completely gets rid of the hitching. Since I have to have v-sync to play, I disabled multicore, but noticed all 4 cores were still being used, but there was no more hitching. End game hitching was unplayble, however.

    i5-3470 // 1GB 6850 // 8GB // Win7 x64
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    Go away beta, i will not miss you :P
    Gratulation Unknown Worlds Team for beeing alive as Indie Developer since 10th April 2010, were the Engine Test started ^^
    <b>Over 2 Years of development and the final release is close!</b>
  • havok?havok? Join Date: 2012-05-22 Member: 152462Members, NS2 Map Tester
    Positional audio / surround sound is still pretty buggy.
  • GodofThunderGodofThunder Join Date: 2011-12-13 Member: 137815Members
    Havent played in ages so this is going to be exciting. Will be like a whole new game to play. Fun fun fun. Cant wait to show up green and go commander.
  • dethovudethovu Join Date: 2009-06-23 Member: 67906Members
    <!--quoteo(post=2001161:date=Oct 30 2012, 02:38 PM:name=dethovu)--><div class='quotetop'>QUOTE (dethovu @ Oct 30 2012, 02:38 PM) <a href="index.php?act=findpost&pid=2001161"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->having v-sync and multicore both enabled causes major, unplayable hitching in movement<!--QuoteEnd--></div><!--QuoteEEnd-->

    Just played another game and can confirm that it is still doing this. Disabling multicore doesn't stop all 4 cores from being used, but it gets rid of the hitching. Likewise, disabling v-sync stops the hitching if multicore is enabled. The combination of the two makes the game unplayable. Haven't had any problems with this in beta until now.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    <!--quoteo(post=2001270:date=Oct 30 2012, 03:54 PM:name=dethovu)--><div class='quotetop'>QUOTE (dethovu @ Oct 30 2012, 03:54 PM) <a href="index.php?act=findpost&pid=2001270"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just played another game and can confirm that it is still doing this. Disabling multicore doesn't stop all 4 cores from being used, but it gets rid of the hitching. Likewise, disabling v-sync stops the hitching if multicore is enabled. The combination of the two makes the game unplayable. Haven't had any problems with this in beta until now.<!--QuoteEnd--></div><!--QuoteEEnd-->

    So that would explain the terrible performance I was having a few patches ago.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    [BUG]

    There is frequently a short half second delay when doing a short (~0.5s) blink followed by an immediate swipe. This seems to happen very often when I jump > blink > swipe. Long blinks never seem to cause this delay. Also, tapping blink -> swipe frequently yield a noticeably delay on the swipe.

    There shouldn't be any delay on the swipe. I'm noticing a delay on about half my swipes where as half of them are firing instantly when I come out of blink. This problem was introduced in b225.

    The delay seems most frequent, almost consistent, when exiting a blink a few feet off the ground. Though it may have to do with the duration of the blink. I'm not totally sure, but there is clearly something wrong.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited October 2012
    Thanks gorgeous.

    @Dethovu
    Vsync works like this afaik: your frame rate (fps) is capped to your monitor's refresh rate to prevent tearing - however if you cannot maintain that fps (usually 60) it halves it (usually to 30) and the fluctuating jump between that can give the feeling of hitching or stuttering.
    I recommend not using vsync, personally, after I experienced the same thing.
  • Defcon2021Defcon2021 Join Date: 2007-11-07 Member: 62850Members
    So 1.0 is out today, someone's gonna have to get workin' on that NS2Combat

    What Natural Selection was never meant to beâ„¢
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    NS2 Combat mod already exists :p Though I don't know if they'll have a version ready for launch, probably not soon after either way.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    <!--quoteo(post=2001330:date=Oct 30 2012, 09:41 PM:name=Defcon2021)--><div class='quotetop'>QUOTE (Defcon2021 @ Oct 30 2012, 09:41 PM) <a href="index.php?act=findpost&pid=2001330"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So 1.0 is out today, someone's gonna have to get workin' on that NS2Combat

    What Natural Selection was never meant to beâ„¢<!--QuoteEnd--></div><!--QuoteEEnd-->

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=119151&st=0&start=0" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t=0&start=0</a>
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    <!--quoteo(post=2001291:date=Oct 30 2012, 09:14 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Oct 30 2012, 09:14 PM) <a href="index.php?act=findpost&pid=2001291"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->[BUG]

    There is frequently a short half second delay when doing a short (~0.5s) blink followed by an immediate swipe. This seems to happen very often when I jump > blink > swipe. Long blinks never seem to cause this delay. Also, tapping blink -> swipe frequently yield a noticeably delay on the swipe.

    There shouldn't be any delay on the swipe. I'm noticing a delay on about half my swipes where as half of them are firing instantly when I come out of blink. This problem was introduced in b225.

    The delay seems most frequent, almost consistent, when exiting a blink a few feet off the ground. Though it may have to do with the duration of the blink. I'm not totally sure, but there is clearly something wrong.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Seconding this, very annoying.
  • Defcon2021Defcon2021 Join Date: 2007-11-07 Member: 62850Members
    <!--quoteo(post=2001336:date=Oct 30 2012, 12:44 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Oct 30 2012, 12:44 PM) <a href="index.php?act=findpost&pid=2001336"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=119151&st=0&start=0" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t=0&start=0</a><!--QuoteEnd--></div><!--QuoteEEnd-->

    I love you, and you and you, and most DEFINITELY you.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited October 2012
    UWe should consider showing the tutorials in the game, or at least full screen in the steam browser.

    EDIT: Just heard it's done for 1.0! Cool beans
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Something is wrong with skulk jump, it jitters badly sometimes. Reproduce the bug: bunny hop around on a flat surface and observe the jitter.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Critical bug: No jetpack in readyroom


    :P
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    edited October 2012
    <!--quoteo(post=2001393:date=Oct 30 2012, 01:38 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Oct 30 2012, 01:38 PM) <a href="index.php?act=findpost&pid=2001393"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Something is wrong with skulk jump, it jitters badly sometimes. Reproduce the bug: bunny hop around on a flat surface and observe the jitter.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I have this too. mitigated very slightly with 226, but it started in 224 iirc. jitters really badly every few jumps or my model will warp.
  • dethovudethovu Join Date: 2009-06-23 Member: 67906Members
    <!--quoteo(post=2001301:date=Oct 30 2012, 04:23 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Oct 30 2012, 04:23 PM) <a href="index.php?act=findpost&pid=2001301"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@Dethovu
    Vsync works like this afaik: your frame rate (fps) is capped to your monitor's refresh rate to prevent tearing - however if you cannot maintain that fps (usually 60) it halves it (usually to 30) and the fluctuating jump between that can give the feeling of hitching or stuttering.
    I recommend not using vsync, personally, after I experienced the same thing.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I have to use v-sync -- headaches ensue if I do not. Also, I maintain 60+ fps even in heavy combat with v-sync off, so that's not the issue. It is definitely some sort of bug -- others are reporting the same thing as "jittery" in this thread. It has something to do with the multicore rendering interfering with the v-sync I believe.

    I haven't had any issues what-so-ever with v-sync or multicore up until 226. But for what it is worth, disabling multicore fixes the problem for the most part, and all 4 cores are still used when it is off (which obvously doesn't sound right, which leads me to believe its some sort of bug).
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