NS2 Build 275 - Status Report for Server Ops

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 July 2015 in Server Discussion
Hi Server Ops!

Some time Wednesday (most likely morning USA time), we'll be releasing build 275 of NS2. We'll be doing a big push in terms of PR and notifying the public of the new patch and content. We hope to see a small surge in player numbers as people return to try out the new patch.

We would ask that you talk to your communities encourage them to embrace these new and returning players with open arms.

As part of build 275, we are including the new NS2 map 'ns2_derelict'. Please be aware that you will need to add "ns2_derelict", to your MapCycle.json to enable the new map once the patch goes live as this will not be done automatically to existing servers.

We're currently finalizing the change-log blog post, however below is shorter version of the 275 changelog.

The CDT have worked exceptionally hard on this update. We want to thank you for your patience and for continuing to run NS2 servers. We couldn't keep NS2 going without you! :-)

Cheers!

-Obraxis
Co-Lead NS2 CDT



275 Changelog:

NEW MAP - DERELICT
by CDT Mapping Lead: Loki

Map developed by Loki - artwork & contributions also from: BeigeAlert, SamusDroid, Zavaro, Flaterectomy, Howser & the CDT/PT/Map Test Teams. Special thanks to the SCC (Spark Crafters Collective).

New Main Menu Backgrounds and Music


You can now choose your own main menu background and music from the options settings!.

All main menu levels have had an optimization pass to reduce file size in order to increase the speed at which the main menu loads.

PERFORMANCE


NS2 is now being compiled using Microsoft Visual Studio 2013, an upgrade from VS2005. From our testing, some users may gain an improvement of increased fps. The following are other optimizations:
  • Avoid certain health/armor predictions on client
  • Use fieldwatching to avoid some OnUpdate calculations
  • Linux: use FixPathCase only if file is not found.
  • Implemented filesystem cache to avoid file-lookup penalty for mods.
  • Improved GUIMinimap performance.
  • Improved performance of many GUIScripts.
  • Alien hivesight related LOS-checking was being done even for Marine players, where it is irrelevant.
  • Alien players are now always shown with Hive-Sight outlines, even when in LOS.
  • Changed Scoreboard data to only update twice per second instead of once per frame.
  • Cache OnosDirtEffectGeneration.
  • Improved Onos camera shaking code
  • Added caching surface beneath players, prevents additional traces for footstep sounds.

BUG FIXES

  • Fixed tons of code and libraries issues preventing the NS2 project to get compiled under VS 2013 (should also make NS2 more stable)
  • Fixed first person spectating causing hitching movement to other players.
  • Fixed that the server wasn’t necessarily using the same snapshot as the client when the client was extrapolating positions. (Other issues with hitreg which will be getting fixed in upcoming patches!)
  • Fixed cursor not centering properly in Fullscreen Windowed mode.
  • Reject attempts to load resources using empty strings.
  • MapCycle now automatically cycles to next map if the attempt to load a map fails.
  • Detects that a map change failed and cycle to next map.
  • The restriction that map mods had to be on the filesystem to be cycled to has been remove; the map mod will be downloaded if not present before being cycled to.
  • Replaced hardcoded keys for spectator drawing with:
  • Secondary Attack: Draw on the screen.
  • Reload: Clear the screen.
  • Bile bombs and gorge spit are now client side predicted.
  • Gorge Tunnels can now be exited at any height in the tunnel.
  • Fixed that Hive time-outs caused the “forceventeams”-vote to fail.
  • Fixed that cached Hive data were not applied correctly onto reconnecting players.
  • Fixed that the PAX badge was not applied on players who don’t have any Hive badges.
  • Fixed that it was not possible to disable the team auto-balancer.
  • Fixed Medpacks/Ammo/Catpacks not showing the pickup icons.
  • Fixed bug where Loading screen wouldn't use custom map backgrounds and made it scale with resolution.
  • Fixed that mod downloading via the web admin interface did not work.
  • Fixed Insight displaying Health for exos (they only use Armor).
  • Fixed jetpacks left behind by dead marines not dissolving with the body on death.
  • Fixed damage numbers and private sounds being sent to the original owner for MACs, Drifters, Whips, ARCs and Sentries. They are now sent to the current Commander.
  • Old mods are now deleted 24 hours after new versions have been downloaded (kept around for a while just in case you want to play on a server that haven’t upgraded yet).
  • Fixed that the Swedish translation wasn’t using the correct file.
  • Fixed various crash issues of the Overview.exe.
  • Added the latest patches from LuaJIT hopefully increasing the performance and stability of NS2 as well
  • Fixed a script error with LayMines.
  • Fixed a script error appearing sometimes when you tried to vote.
  • Added a blank model check for dynamic props so to the stop crashing the client.
  • Added sanity checks to avoid that the client crashes from any kind of corrupted texture files
  • Made net_loss a cheat command so people can’t use it to cheat anymore
  • Added consistency checking for hmp files.
  • Fixed embryos not having a taunt causing assert errors.
  • Fixed sending blank chat messages causing messages to overlap
  • Fixed being able to place an IP in eclipse where you shouldn't be able to
  • Auto deactivate mods on patch release
  • Fixed menu being unresponsive if mousing over webview while a window was loading
  • Fix highlighting of view models
  • sv_tests console command added. This allows server admins to give certain people access to the command.
  • Fixed error for Gorge Tunnel Enter/Exit screen FX preventing liquid effects from playing

TWEAKS

  • Added remaining cannister a ammo on the display for to the flamethrower
  • Lowered opacity for red colored low ammo warning on weapon displays.
  • Chat now displays tags before the player names for Rookies and Commanders.
  • Replaced the Reinforcement label in the Main Menu with a label linking to the CDT Trello page
  • Added the Serbian translation
  • Lowered the opacity of the tv_glare texture in the main menu so it distracts less from the menu background
  • You can now change the used gamma correction value in the option menu. This allows you to adjust the brightness of ns2 overall. The default is 2.2 (even though it is not the center of the slider)
  • Removed consistency checking for the screens folder. You can now have custom loading screens by putting jpg files inside a screens/custom folder.
  • Removed consistency checking for models/marnie/male/flashlight.dds. You can now have custom flashlight textures
  • Added a separate bind for movement override for commander

TOOLS



Map Editor

  • Fixed invalid triangle bug!
  • Displacement window is now properly sized.
  • Added a default bind to open entity list (‘O’ key).
  • Replaced “Create Color Grading” with “Create Reflection Probe” on the tools-ribbon.
  • Added a filter decals button.
  • Added a selection color option and a new light blue color option.
  • Added a brightness slider.


SDK

  • Fixed scoreboard hiding the GUIHoverMenu every frame as long as the scoreboard wasn't up.
  • Introduce FieldWatcher, a way for a client to detect that a network field changes.
  • Introduce a way for GUIScripts to run at less than full fps (set self.updateInterval).
  • Improve AddTimedCallback to give you time since last callback, return time to next callback.
  • Added MapChangeFailed Event Hook.
  • Fixed console commands passed on the command line failing to run because they were running in the loading world.
  • Added new server admin console command “sv_installmod <modid>” to download the given mod to the server.
  • New command “hud_rate <mul>”: specify a multiplier for the hud update rate (impacts fps)
  • Decals also load now in cinematics
  • Added propnames development console command to show names of nearby props while in game


Known Issues:
  • We are aware of some render distance issues with the Editor, this will be fixed in 276.

Comments

  • bs_bs_ Join Date: 2014-04-08 Member: 195245Members, NS2 Map Tester
    Obraxis wrote: »
    [*] Fixed that the server wasn’t necessarily using the same snapshot as the client when the client was extrapolating positions. (Other issues with hitreg which will be getting fixed in upcoming patches!)

    In layman's terms, what kind of issues would I see if this was happening to me in game?

    Cheers.

  • RustyRusty Canada Join Date: 2013-07-02 Member: 185850Members, NS1 Playtester, Constellation, NS2 Playtester, Reinforced - Silver
    edited July 2015
    This is Great! Thank you for posting this Obraxis! I'm really pleased at seeing the amount of content in which the CDT has accomplished in light of missing their build machine for months. Kudos to all of you! I also really like the sv_installmod feature. Awesome!!!

    @bs_ You know those times where you are fleeing bullets as a skulk and you get shot and killed AFTER you escape around a corner? This is what they are referring to. The server and your game need to update each other on what's going on at all times. the less time between communication - the better the " hit registration " ie - your bullets hit your target from your standpoint, and the server also agrees that this has happened. This is what has improved. Communication between server and game client. :) Hope this helps!
  • DaweiDawei Australia Join Date: 2013-12-23 Member: 190664Members
    Does better hitreg mean everyone's average accuracy will improve and marines will be slightly stronger?
  • MephillesMephilles Germany Join Date: 2013-08-07 Member: 186634Members, NS2 Map Tester, NS2 Community Developer
    Obraxis wrote: »
    • Fixed invalid triangle bug!

    Finally. After years of punishing mappers with this annoying thing this bug has finally been brought to justice (I rewatched death note again so my choice of words might be strange)

  • GhoulofGSG9GhoulofGSG9 Join Date: 2013-03-31 Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
    edited July 2015
    Dawei wrote: »
    Does better hitreg mean everyone's average accuracy will improve and marines will be slightly stronger?

    The fix which is included in 275 is only improving a very certain situation (e.g. skulk with 200+ ping cycling around a RT) and i guess most ppl won't even notice the difference tbh.

    Overall better hitreg doesn't necessarily means better accuracy as our tests have shown.

    And we will also roll out some improvements for aliens like this to compensate for the slightly increased marine accuracy.
  • SupaFredSupaFred Join Date: 2013-03-03 Member: 183652Members, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow, WC 2013 - Silver
    So much good stuff!
    <3 CDT
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    After the update the .bat that starts my server no longer works. Server will not start up.
  • 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
    ZEROibis wrote: »
    After the update the .bat that starts my server no longer works. Server will not start up.

    @ZEROibis

    Just sent an update to Server Ops, you might need VS2013 32bit redistributables installed on your server.

    https://www.microsoft.com/en-US/download/details.aspx?id=40784

    Specifically, the vcredist_x86.exe version.

    Thanks!
  • SupaFredSupaFred Join Date: 2013-03-03 Member: 183652Members, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow, WC 2013 - Silver
    ZEROibis wrote: »
    After the update the .bat that starts my server no longer works. Server will not start up.

    Install VS2013 that's in the Commonredist folder.
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    SupaFred wrote: »
    ZEROibis wrote: »
    After the update the .bat that starts my server no longer works. Server will not start up.

    Install VS2013 that's in the Commonredist folder.

    This worked but for others with the issue please note that you can not just install the x64 version you need both for it to work apparently.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    Thankfully im finished getting the TAW servers running.

    For fellow server ops:
    NSL mod is not working with this build yet. lua errors everywhere.
  • AirfireAirfire Join Date: 2002-11-03 Member: 6390Members
    Since build 275 I can't start my NS2 linux server anymore.
    Can't find the linux_server32 binary in any folder of NS2.
  • 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
    Airfire wrote: »
    Since build 275 I can't start my NS2 linux server anymore.
    Can't find the linux_server32 binary in any folder of NS2.

    We sent that out to 4940 but it seems steam isnt distributing it yet.
  • RustyRusty Canada Join Date: 2013-07-02 Member: 185850Members, NS1 Playtester, Constellation, NS2 Playtester, Reinforced - Silver
    @Airfire Yes - the binaries are missing. I'm waiting for it too. Most servers run windows, but for the few of us that run a real OS ( :p ) We just have to wait for steam to sync in order we can get the binaries.
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    The problems with the missing Linux binaries missing from 4940 should be sorted out now.
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