|
Post by rob on Apr 10, 2013 12:59:17 GMT -5
Hi all,
We've spent this week working on client framerate, and as such there are few user-visible changes. But here's what's new this week:
* Fix some broken disarm visuals * Fix bug where some augments were not working when newly purchased * Add new stats widget that shows Stage3d draw calls and triangles * Batch ground panes into shared textures
Most of our time went into figuring out how to pack textures into spritesheets so that we can avoid sending textures to the video card so often. We were successful for ground panes (3 textures now instead of 48), and we hope next week to do the same for vehicles. We are shooting for one texture per vehicle type, rather than one texture for each individual hull, turret and gun on the screen.
Please post bug reports and other comments below. Thanks for helping!
Rob & Tim
|
|
|
Post by hypevosa on Apr 11, 2013 8:49:37 GMT -5
This has been around for a while now, but the little blue enemies spawned by large round fortresses ignore cloaks.
|
|
zub
Courageous Tester
Posts: 42
|
Post by zub on Apr 11, 2013 11:47:15 GMT -5
|
|
|
Post by hypevosa on Apr 11, 2013 14:43:39 GMT -5
I believe is happens because it places local regions, cities, etc on the map in anticipation of you zooming out more.
|
|
|
Post by hypevosa on Apr 11, 2013 15:17:25 GMT -5
The wander radius on the yellow planes for circles is freaking HUGE, I just had a few pop over from over 20 squares away.
|
|
|
Post by hypevosa on Apr 11, 2013 17:40:33 GMT -5
Just augmented my wildfire while the guys were fighting a nearby drill and flash crashed on exiting the augment menu.
|
|
|
Post by amitp on Apr 11, 2013 22:40:34 GMT -5
We are shooting for one texture per vehicle type, rather than one texture for each individual hull, turret and gun on the screen.What?! I don't understand what this means, or maybe I just hope you weren't doing what it sounds like you were doing!
|
|
|
Post by Duco on Apr 12, 2013 10:12:09 GMT -5
Strange bug, happened while skype was updating.
|
|
|
Post by Ood on Apr 12, 2013 14:46:14 GMT -5
Also had a strange bug, seems similar to what Ocud had: I tped back to a city to save from death, the all buildings/everything disappeared. Tried refreshing game, and problem stuck. Here's some screen grabs: Both at nearly the same location Wasn't able to teleport to any city (z, or click on city) during this time. After waiting a few minutes (instead of just a refresh) everything is back to normal
|
|
|
Post by rob on Apr 15, 2013 9:43:55 GMT -5
Hi all,
About grid control tower minions -- we want to make them go away eventually. I don't think I'll bother to fix this right now.
Thanks for these freeze-related bug reports. I'm not sure what they are (garbage collection?), but we'll keep an eye out for them.
The "planes way far from their host" thing is likely a result of a server optimization I put in 2 builds ago. I was wondering if this would happen. Please let me know if it starts getting really annoying and I can spend some time fixing it.
We are aware of the changing draw call numbers based on zoom level, and we have some optimizations in progress.
About textures, we were creating each hull, turret or gun texture just once, but nd2d was not taking advantage of the fact that we reused the textures, and so it performed an expensive texture switch operation before drawing each element. We are switching to a system where we pack all the parts of each vehicle type into a single texture, and then draw all parts of all the vehicles using it with a single draw call (using a Sprite2DBatch).
|
|
|
Post by Ood on Apr 15, 2013 14:51:02 GMT -5
Thanks for these freeze-related bug reports. I'm not sure what they are (garbage collection?), but we'll keep an eye out for them. After playing a bit more (and having more near-death experiences), I've had a few similar experiences to the previous post. When dieing/nearly dieing and 'nexusing' happen almost simultaneously, bugs/crashes happen.
|
|
|
Post by hypevosa on Apr 15, 2013 17:56:44 GMT -5
Hi all, About grid control tower minions -- we want to make them go away eventually. I don't think I'll bother to fix this right now. [...] The "planes way far from their host" thing is likely a result of a server optimization I put in 2 builds ago. I was wondering if this would happen. Please let me know if it starts getting really annoying and I can spend some time fixing it. Oh, you're getting rid of them? Ignoring cloaks isn't a problem then if they're on their way to the recycle bin. The planes spawner is rare enough that the wandering planes aren't painfully annoying, they're a rare, mild annoyance at the moment - I just wanted to make note of the issue.
|
|
|
Post by tarbomb on Apr 15, 2013 22:16:15 GMT -5
It's also one of the very few things that can kill you after you teleport to the center of a city. I'm not too fond of the death punishment + instant get-out-of-jail-free card (it worked in realm, but it doesn't feel appropriate in Grid12), but if that's how the game's going to work, town centers should at least be kept safe.
|
|
|
Post by tarbomb on Apr 16, 2013 0:32:41 GMT -5
Freezing's still a problem, it seems. This time wasn't one of the esc-freezes. I was low on HP, though (it turned out to be a death upon refresh).
|
|
|
Post by hypevosa on Apr 16, 2013 9:41:52 GMT -5
From another thread: In my experience you are not even really avoiding the missiles either. At least I tried to check closely, and to my eyes it looked like that you lose HP/shield at the moment a missile has been launched, and the bullet flying towards you is just fluff. Heck, the bullet is never even reaching your tank, stops somewhere outside the green direction-arrow... After reading this, I did some testing and can completely confirm that this is legit, and that missles are unavoidable. I don't have any recording software, but I can tell you what I did so that you guys can replicate. 1) Find a medium triangular fortress (the one with the rocket turrets) 2) destroy all but 2 rocket turrets and destroy everything else. Avengers/hornets work best for this due to their ability to focus fire. 3) Once this is done, quickly switch to hornet. Move backwards into the range of the turrets so that they can shoot you, but you can't shoot them. 4) Stay just inside the range of the turrets and begin to slowly circle them. They should be able to constantly shoot missles at you due to the slowness of your circling, but since you are circling, none of the missles are supposedly hitting you 5) Watch as your hornet slowly loses life, despite being under the illusion that nothing should be hitting it. I'm not sure if this is a bug or just whoever is in charge of the visuals (I think that's rob?) being a little cheap, but a fix might be nice ^^.
|
|