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Client Beta 6 feedback

«123456»
Feb 22, 2006 Chikira link
Bugs? None at all ^^

Some missing screens and other stuff unfinished? Yes however this version is at a production state, and the other updates can be done through an offical updater ^^

Great job guys ^^
Feb 22, 2006 RelayeR link
Green box showed up in damage model location in a Hog.
No battery charge needed to do multiple jumps.
I put my breaks on and my speed stayed at 7 m/s unless I hit my breaks a second time (x2)

-=Mac client=-
Feb 22, 2006 mgl_mouser link
Mac, in window mode, you sometimes get both the real mouse pointer (black) and a slow trailing white VO mouse pointer.

It feels like using VNC or something.
Feb 22, 2006 Millenium Blackhawk link
Tried to scale type down (which worked :D ) but the hud display of my ship changed to a solid block of green. It did change color according to damage, then all was back to normal after the my ship was destroyed. I will try and recreate that issue again.

Hostile ships are green on radar instead of red. Both NPC and Players.

Performance wise is great... excellent work Devs!
Feb 23, 2006 LordofBlades link
Wed 09:53AM igni ferroque
Apparently shaders are now required to be enabled for normal maps and full-scene glow effect. If shaders are disabled, FSG resets to Off when I click OK after trying to enable it.

Also, when I disable shaders, several textures go all screwy (texture coordinates get messed up) including the station, normal maps, the ship color picker, and some HUD graphics. They look fine when I restart the game with shaders disabled.

http://www.dualitymedia.com/~jonm/vendetta_test/uglystation.jpg

(MacOS 10.4.5, Radeon 9000 Mobility)

I'd just like to say, that is the station isn't suppost to look like that with shaders off, well, it always has, and I mean in the production version. Same with full scene glow effect, shaders have ALWAYS had to be on to enable full scene glow.
Feb 23, 2006 jexkerome link
Seems the "jump instantly again without battery restrictions" is back again, though not as constant as before. Some Mac users have reported it ingame, couldn't replicate it on Windoze.
Feb 23, 2006 LeberMac link
1. /givemoney did not work for me last night.

Using beta 6 client, I tried /givemoney "Smittens" 1, /givemoney "smittens" 1, /givemoney Smittens 1, /givemoney smittens 1, all to no avail. It was the real smittens since he was yappin on guild chat. Smittens was DEFINITELY in sector, and all I got was this error:
Unknown character "Smittens"

Although Shedu was able to give me 1 credit, apparently he was on the beta 6 client as well.

I can send logs later on.

*********************
2. Several times I got "pending char=18756735" or similar folks to show up in sector list. They were always grayed out, could never find them.

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3. There are still just plain-old numbered characters hanging around in Sedina B8 and Sedina O-6. I assume they are mission-spawned bots. I don't know if this is a bug or not, but I'd like to see named people instead of random numbers for ships in-sector.

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4. F5 does nothing for me. No HUD scale. I'm on a iMac G5 1st edition, GeForce 5200FX 64 MB graphics card at 1440 x 900 resolution.

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5. Dunno if this is just MY graphics card or what, but fighting is rather hard for me now (as if I needed it to be harder) - when an opponent launches a new kind of weapon at me (say, jackhammers), and it is the first time I've seen jackhammers since warping into that sector, I get a lag. (As if my graphics card has to stop for a second and figure out how to draw the Jackhammer rocket) Does it with energy weaps as well, but the lag is less noticeable. I tend to think it happens with subsequent launches of weapons as well, but I cannot confirm this, since after the first launch, I'm usually more concerned with "not dying" than figuring out whether my opponents rockets are causing me small amounts of lag.

I can test this out with someone tonight, but I need willing Serco/UIT participants who don't mind getting their hulls splashed with tani-guts.

As a general observation, the new beta clients are choppier for me (fps MAX of around 40 even with settings turned down to minimum, fighting in B8 with a voy going thru sector I get like 5-10 fps), I guess they tax my video card much more than the old "production" client did. I will post actual data tonight with my weapons-fire test.

LOGS BELOW:
****************************************

[Wed Feb 22 20:16:30 2006] 28b4f0[100] <LeberMac> DANGIT. F5 does NOT scale the HUD... STILL
[Wed Feb 22 20:16:54 2006] 28b4f0[100] <LeberMac> I'm cursed with these gigantic radar thingies<snip>
[Wed Feb 22 20:20:38 2006] 28b4f0[100] <IRC> <Tol Kerhys> Lebermac: F5 does not scale what now?
<snip>
[Wed Feb 22 20:21:11 2006] 28b4f0[100] <LeberMac> Pressing F5 for me is like Dan Quayle: It does nothing.
<snip>
[Wed Feb 22 20:23:18 2006] 28b4f0[100] <Screwball> what happens if you try to scale it manually? /set xhudscale nnn, /set yhudscale nnn
<snip>
[Wed Feb 22 20:24:13 2006] 28b4f0[100] LeberMac tries what Screw sais
[Wed Feb 22 20:24:26 2006] 28b4f0[100] <Screwball> the values should be your screen resolution, like 800x600 or whatever
Error: variable 'xhudscale' not found.
[Wed Feb 22 20:24:35 2006] 28b4f0Error: variable 'xhudscale' not found.
Error: variable 'xhudscale' not found.
[Wed Feb 22 20:24:43 2006] 28b4f0Error: variable 'xhudscale' not found.
[Wed Feb 22 20:24:48 2006] 28b4f0[100] <Shedu> i don't think hud-scaling has been implemented in the beta client
[Wed Feb 22 20:24:54 2006] 28b4f0[100] <LeberMac> Variable xhudscale not found
[Wed Feb 22 20:25:00 2006] 28b4f0[100] <LeberMac> So, no dice
[Wed Feb 22 20:25:02 2006] 28b4f0[100] <Screwball> the news said hudscale works in beta6
[Wed Feb 22 20:25:09 2006] 28b4f0[100] <LeberMac> apparently not
[Wed Feb 22 20:25:15 2006] 28b4f0[100] <LeberMac> <-- Mac, obviously.
[Wed Feb 22 20:25:20 2006] 28b4f0[100] <Shedu> eggsacally
[Wed Feb 22 20:25:22 2006] 28b4f0[100] <Ecka Estenk> there was a thread about scle settings on the site ...cant remember thedetails
[Wed Feb 22 20:25:29 2006] 28b4f0[100] <LeberMac> Not a BIG deal
<snip>
[Wed Feb 22 20:29:21 2006] 28b4f0[100] <Smittens> Nothin like PBarin a prom
[Wed Feb 22 20:34:59 2006] ffb935(guild) [Sedina D-14] <LeberMac> ok coming to you smitty
<snip>
[Wed Feb 22 20:35:14 2006] ffffffUnknown name "smittens".
<snip>
[Wed Feb 22 20:35:56 2006] ffffffUnknown name "Smittens".
<snip>
[Wed Feb 22 20:36:18 2006] 28b4f0[100] <LeberMac> Hrm you can't givemoney in the beta6 client...
<snip>
[Wed Feb 22 20:38:43 2006] 00ffffShedu sent you 1 credits.
[Wed Feb 22 20:39:01 2006] ff0000*Shedu* yeah you can
<snip>
[Wed Feb 22 20:39:56 2006] ffffffSmittens has left the room.
<snip>
[Wed Feb 22 20:40:27 2006] ffb935(guild) [Sedina D-14] <Smittens> I'm so awesome! Leebs, aren't I awesome? C'mon, tell me how awesome I am!
[Wed Feb 22 20:40:27 2006] ffffffUnknown name "Smittens".
[Wed Feb 22 20:40:40 2006] ffffffUnknown name "Smittens".
[Wed Feb 22 20:40:58 2006] 28b4f0[100] <LeberMac> me logs. BBL

Every time I get one of these, ffffffUnknown name "Smittens"., it's because I tried to /givemoney to him.

(OK I falsified Smitt's guild chat there near the bottom for a laugh or two, but everything else is absolutely accurate...)
Feb 23, 2006 Cunjo link
BUGS:
1) No ships are marked as hostile on radar, which has the unfortunate consequence of making it impossible to target a hostile ship without first locating and facing it, or selecting it from the sector list.
2) The damage meter in group combat is shrunken to the size of the name of longest-named person in the group (troublesome when I'm alone in a group, I assure you)
3) chat does a momentary retro flashback upon undocking to the moment when you first docked - causes confusion.

Shape:
"And as far as hampering fighting, that's what was so beautiful about it. Consequences for being damaged."

Except that then takes a level playing field away from whoever gets hit first... you'll see more and more unannounced attacks with rockets or what have you in an attempt to deal significant damage before the other person knows they've been engaged - this leads to frustration as people get tired of being stabbed in the back and then unable to efficiently retaliate because they can't see.

Kix:
except that it's impossible to retain acceleration, because you obviously have a CAP at how fast you can move forward. Besides which, the smoke expands out at such a rate that accelerating at sub-turbo speeds doesn't do much to take you out of it - that's a problem. Regardless of actual physics, the smoke should decelerate in space in order to preserve gameplay, by making your actual velocity play a part in your visibility, not the derivative of that velocity.

And what's so profanely unholy about backrolling? If someone backrolls, then disengage or stop advancing to make them come to you. It's not that hard.

making the game unplayable for people with crap graphics cards so that you can have your anti-backrolling measure is not acceptable. Deal with it.

...and did I mention that the reduced visibility encourages running when damaged?

so which would you rather have? someone backrolling in a fight, and probably getting their ass kicked by you anyway, or, someone running away from you when you're about ready to kick their ass?

it aint broke, don't fix it.
Feb 23, 2006 raybondo link
LeberMac: did you have shaders on or glow on in the production version? Turning off glow will speed up the client on geforce 5200 cards.

yodaofborg: I tested /echo and it went to the log file in beta6.
Feb 23, 2006 KixKizzle link
Except that then takes a level playing field away from whoever gets hit first... you'll see more and more unannounced attacks with rockets or what have you in an attempt to deal significant damage before the other person knows they've been engaged

Haha, SWEET!
That's what makes it fun.

Cunjo,
It doesn't matter that the smoke stays with you when you move forward.
When you move backwards you get bombarded with it though.
You can still see the enemy....
Anyone who doesn't like the feature is just whining.
I backup while smoking and it really doesn't inhibit my fighting at all.
You'll get used to it after about 15 minutes.
It's just plain cool.

...and did I mention that the reduced visibility encourages running when damaged?

That's merely conjecture

As long as the devs scale it down a bit for ppl with crap graphics cards then it should do fine.
Feb 23, 2006 raybondo link
Ok, can we please stop talking about the smoke? Continue the discussion in the Suggestions forum if you want to talk about it. Thanks.
Feb 23, 2006 igni ferroque link
I'd just like to say, that is the station isn't suppost to look like that with shaders off, well, it always has, and I mean in the production version. Same with full scene glow effect, shaders have ALWAYS had to be on to enable full scene glow.

Well now I feel stupid ;0 I noticed another issue, though. In the production client, as with beta 6, the Levi appears solid black (untextured) when I have shaders enabled. All the other effects work just fine. I wouldn't be surprised if it was a problem with my GPU/driver. I know its fragment program support is very limited.
Feb 23, 2006 jexkerome link
Okay, jump bug now confirmed. Intrasystem (sector to sector) jumps, press ACTIVATE as the warp-in animation is running and you'll immediately warp out (if you have another jump point plotted, of course).

Another bug: sometimes you open the chat line (t,T,g, etc.) and in it you find the last line you wrote, or a portion of it.
Feb 23, 2006 raybondo link
jex: yeah, i fixed the intrasystem jump problem.
As for the chat line, do you remember if, when you noticed it, the previous time you used it it was auto-closed by you entering the station or something?
Feb 23, 2006 LeberMac link
Updated my previous post with logs to back up my claims of /givemoney not working and /set xhudscale not working...
Feb 23, 2006 Person link
Ok, three quickies:

1) Screenshots don't work right. When you just type /dump without naming it, it just keeps over-righting dump0000.tga, and so only the last screenshot you take is saved.

2) Trade guild missions don't end properly. When you get back to the station with the cargo they want, they simply don't do anything. I had to leave the station and go back into it with the old client.

3) You can jump instantly if you start mashing the return button while warping in to a sector

-Calder

[EDIT] oh, I found a 4th. On a mac laptop, the ENTER key by the arrow keys used to work. I used it for everything. never even pressed return. Anyway, it's a bit disconbobulating when I fly into a station at 200 m/s mashing the ENTER key, and nothing happens. Please re-add functionality for it. I've tried binding Activate to it, but it still only works some of the time. I haven't noticed a pattern yet.
Feb 23, 2006 jexkerome link
Ray: I think that is the case, yes, with the chat line.

Also, when you exit the station the chat window "scrolls back" a number of lines and then scrolls down to the very last chat line once you're given control of the ship. Not critical but rather annoying.
Feb 23, 2006 LeberMac link
I can confirm jex's post re: the chat window "scrolling back" when leaving the station. Odd. This started with beta 6, I did not notice it in other versions (prolly because we could not see chat upon exiting station?)
Feb 23, 2006 mgl_mouser link
/me sees smoke coming out of raybondo's ears.

Back on subject;

On Mac, quitting the game while in space (I sometimes have to quit abruptly w/o docking) sometimes result in application exiting with status 1 (aka, OS reports application abnormally quit).
Feb 23, 2006 Woodstock link
I've also had that chat line issue