Build 242 Beta Open - Natural Selection 2

SystemSystem Join Date: 2013-01-29 Member: 182599Members, Super Administrators, Reinforced - Diamond
edited March 2013 in NS2 General Discussion

imageBuild 242 Beta Open - Natural Selection 2

Most often, Natural Selection 2 builds are internally tested and then pushed out into your loving hands via Steam. That internal testing focuses on making the game is not broken in some major way before everyone gets it.

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  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    edited March 2013
    Please share your feedback on Build 242 in this. As Hugh says, we are seeking technical, rather than gameplay feedback at the moment (bugs, crashes, framerates, PCs on fire, cats on fire).

    Thanks everyone who helps test 242! :-) The more feedback we get the better the final 242 build will be and run.

    No changelog yet, but balance-wise the game is mostly the same as 241.

    The biggest point is that Infestation has been removed from the minimap of both teams to help with performance. This is intended currently so please leave all feedback otherwise.
  • YMICrazyYMICrazy Join Date: 2012-11-02 Member: 165986Members
    Thanks for doing this. I thought it would never happen again.
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    Wheeee wrote: »
    changelog?

    There will not be a changelog for beta 242. Rather than looking for testing of specific changes (This is what is done internally, anyway) we are seeking the 'vibe' the 'feel' and the anecdotal issues people encounter when they try out the build.
  • kais_4kais_4 Join Date: 2012-08-31 Member: 157127Members, Reinforced - Shadow
    Only 1027 hours? Get some time up noob! :P
  • ritualsacrificeritualsacrifice Join Date: 2012-11-14 Member: 171148Members, Reinforced - Shadow
    Hopped in a game on descent, seemed to get minor FPS improvements. The aliens said they didn't like the cysts not being on the map anymore, but i didn't get a chance to check it out. They also said that if you start killing a bunch of cysts the alert goes away, idk if that's going to be a problem or not. FPS dropped down to 50 after the map was thourougly cysted and the alien commander was microing 20 drifters around the room while i shot a flamethrower everywhere. There were only 3 players on the server at that point in time, so I don't know how much that contributed, but normally in a cyst spam + drifters + enzymes and flames sort of situation (like a late game hive push on a pub or something) i usually drop down to 30 fps or lower.
  • kalakujakalakuja Join Date: 2012-09-11 Member: 159045Members, NS2 Map Tester, Reinforced - Supporter
    No changelog. Not interested.
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    Hopped in a game on descent, seemed to get minor FPS improvements. The aliens said they didn't like the cysts not being on the map anymore, but i didn't get a chance to check it out. They also said that if you start killing a bunch of cysts the alert goes away, idk if that's going to be a problem or not. FPS dropped down to 50 after the map was thourougly cysted and the alien commander was microing 20 drifters around the room while i shot a flamethrower everywhere. There were only 3 players on the server at that point in time, so I don't know how much that contributed, but normally in a cyst spam + drifters + enzymes and flames sort of situation (like a late game hive push on a pub or something) i usually drop down to 30 fps or lower.

    I was trying the alien comm while ritual was hitting my cysts. You essentially have to rely on the alert system to know when one is dying... which is problematic. You get a blip on the minimap but in the heat of a match you might miss it. You certainly don't NEED to see them on the map but it is definitely a QoL thing and makes it less tedious.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    the lack of cysts on the map kind of (really) sucks, is it really that much overhead to keep a client-side copy?
  • frallan123frallan123 Join Date: 2012-05-12 Member: 151962Members
    It seems like my server browser got messed up, I can only find like 10 servers with all filters off and the ping meter to unlimited.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    frallan123 wrote: »
    It seems like my server browser got messed up, I can only find like 10 servers with all filters off and the ping meter to unlimited.
    Its a beta opt-in, that is probably the amount of servers online for it ;)
  • BigImpBigImp Join Date: 2010-11-19 Member: 75036Members, NS2 Playtester, WC 2013 - Shadow, Subnautica Playtester
    Not sure I'll notice a difference on my machine (too high end :) ), but I'll give it a whirl or two!
  • ShazbroShazbro Join Date: 2013-03-16 Member: 184007Members
    Well, this is... Fascinating. First run, I was greeted with the complete lack of a hud, tons of lua errors in the console, and a number of light sources nonfunctional. My marine would not animate, and I couldn't communicate through text (could not see, didn't try voice). However, I was still able to control myself. Then I closed the game, and attempted to verify the game cache twice. Both times, the files checked out, and both times I had the same issue. Following that, I took off a couple of mods that I had forgotten to remove, which solved the issue of lighting. I'm still having weird issues (TBGclan's 4.4ghz is nonfunctional, claims my files 'are corrupted or an update just came out'), but now most everything works.
  • ShazbroShazbro Join Date: 2013-03-16 Member: 184007Members
    According to my servermate, the issue was that it was a build 241 server showing up because I had it added to favorites. Odd, because I have other favorites that were not visible...
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    Favorite servers are appearing in the browser even through they're not running the beta. Couldn't autojoin those servers either so that might be broken also.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Shazbro wrote: »
    According to my servermate, the issue was that it was a build 241 server showing up because I had it added to favorites. Odd, because I have other favorites that were not visible...
    Known issue where your favorited servers will show up regardless of build. Best workaround is to just join servers that show up in your browser but aren't favorited.
  • FrothybeverageFrothybeverage Join Date: 2003-02-15 Member: 13593Members
    NS2 caused a cascade failure in my computer during 239.
    Sadly, I was forced to upgrade my computer.

    After I install the video card tomorrow night, I'll try out 242b.
  • CrispixCrispix Join Date: 2007-01-10 Member: 59543Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow
    edited March 2013
    Went from constant 60fps in 241, to 16fps in just the main menu. There is definately something wrong with this beta....

    i7 @ 2.66ghz
    GTX 560ti
    12gb DDR3 RAM

    EDIT: Did a reboot, seems to be running fine....atleast for 241. Went back to try 241 and it too was lagging but it's running fine so far since a reboot. About to try the beta build after reboot.
  • YMICrazyYMICrazy Join Date: 2012-11-02 Member: 165986Members
    ^Maybe it's a mod. Fps did drop main menu for me though. I get 130fps in 241 and 124fps in this beta with the same settings. I am sure anyone can do the same test.
  • PakarsPakars Join Date: 2010-11-24 Member: 75262Members
    I'm using a GTS 560ti and I'm getting 110 FPS just fine.

    Feels like you gave skulks back their speed, praise the flying spaghetti monster!
  • XaoXao Join Date: 2012-12-12 Member: 174840Members
    Opening scoreboard still drops my FPS by 20+, only happened since 241.
  • BigImpBigImp Join Date: 2010-11-19 Member: 75036Members, NS2 Playtester, WC 2013 - Shadow, Subnautica Playtester
    Looks solid so far, though we only got to 2v2 on the server we were on. Skulk movement seems smoother or something, but I got 60FPS consistently on build 241 so the difference wasn't huge... it did seem smoother in fights, but like I said we had very few players.

    Some minor bugs:
    - As alien commander, there was a game where the log out button did not show the text (the background was there, and the button worked, but it didn't say "Logout" or have the arrow)
    - As alien commander, I selected a spur, and the interface updated, but I couldn't use the celerity icon even though it was active and we had enough resources. Clicking celerity on the overhead view (top left of spur) worked.
    - Favorite servers that are running the old version are not filtered out on the server list (not a big deal in general)
    - You can place cysts on top of the structure in Energy Flow (Descent), but not structures (only tried a crag)

    I think if there are several performance improvements skulks may end up being slightly overpowered again, though I wouldn't mess with the numbers for now... it could go the other way around too (since technically marines can aim better with a higher frame rate, too).

    Also, I think the master server currently returns all servers regardless of the sitation, and then the client lists them. I think it would work a lot better if the client can send some filters in the request, e.g. filtering by game server build (241 vs 240), on the master server side. You could also add a region dropdown so you can filter (again, server side) by region, and only see north american servers here, etc. It would greatly reduce network usage on the master server, as well as network usage on the game client and game servers (many less servers to ping, etc.).
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    Wheeee wrote: »
    the lack of cysts on the map kind of (really) sucks, is it really that much overhead to keep a client-side copy?

    You would not believe just how performance hungry those things are ;)

  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    Wheeee wrote: »
    the lack of cysts on the map kind of (really) sucks, is it really that much overhead to keep a client-side copy?

    You would not believe just how performance hungry those things are ;)

    Less overhead from the entity count is great but are there going to be other changes paired with it to reduce the tedium of maintaining a cyst chain without minimap references? Like unconnected cysts no longer dying? (like creep tumors in SC2, though this has balance implications)

    This change has major khamm gameplay side effects and kind of bothers me.
  • ShazbroShazbro Join Date: 2013-03-16 Member: 184007Members
    edited March 2013
    Alright, now that I've got a game in... Things seem a lot stabler than they used to be, though it may have just been because I was in BigImp's aforementioned small 2v2, as he said.

    Generally, I think I'm seeing a 5-10 fps increase, usually 50-60 steady. In 241, I would usually hover in the range of 40-50 outside of ready rooms.

    In addition to BigImp's comment on builds, I think I wouldn't even need a build filter, just a little column telling me 241/242/(b). Of course, this is minor and only beneficial during build updates, when servers are making the switch.

    Though, I think I'll have to disagree with Imp as far as skulks becoming overpowered through performance improvements. If anything, it'd improve the marines' aim considerably (with I suppose the other edge to the sword being slightly easier parasiting).

    One thing I noticed as marine was that there seemed to be an intense amount of slowdown in the proximity of several MACs building. Dunno if this is an old issue, but my frames went down from a steady 40-60 to the 10s, averaging around 14.

    I'm running a 2.6ghz quad core AMD CPU, and a 2GB 7850, with 8GB DDR3.
  • BigImpBigImp Join Date: 2010-11-19 Member: 75036Members, NS2 Playtester, WC 2013 - Shadow, Subnautica Playtester
    You would not believe just how performance hungry those things are ;)

    Sounds weird... can't they just go to sleep when no marines are around, like hydras do? In fact, can't they be asleep all the time, unless being shot? They don't need to animate or update, unless a cyst *somewhere* is created/destroyed.

    Though I don't know enough about how LUA handles 'sleep', so this may be completely off point.
  • BentRingBentRing Join Date: 2003-03-04 Member: 14318Members
    I was under the impression that the performance comes from the fact that the cysts need to keep checking on the chain.
  • giogio Join Date: 2012-08-14 Member: 155618Members
    Patched the beta branch and turned off my mods, but I still can't join a ns2_bt server. What do I need to do?
  • BigImpBigImp Join Date: 2010-11-19 Member: 75036Members, NS2 Playtester, WC 2013 - Shadow, Subnautica Playtester
    gio wrote: »
    Patched the beta branch and turned off my mods, but I still can't join a ns2_bt server. What do I need to do?

    You don't want a ns2_bt server, I don't think (that's a server on your favorites probably?)... you just want an ns2 server that filters through on your server list. Did Steam download a new version of NS2 for you? (around 90MB)
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