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Zero-K v1.1.4.0 with Spring 94.1


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93 posts, 2957 views
MYrankAdminKingRaptor
15 months ago

Donator star
After fighting through a swarm of bugs we are ready to release a version of Zero-K compatible with Spring 94.1. We've been hard (and slow) at work fixing compatibility issues and working around new engine bugs. There are many important fixes in this engine version so hopefully it has been worthwhile.

Non-ZKL users will need to update their engine but with the appearance of Weblobby and static builds for Linux this should be easy.

== Engine ==

Pathfinding around terrain has been significantly improved. This is most noticeable for units with low slope tolerance and large turning circle. Units get themselves stuck on terrain much less often.

Plane related bugs have been fixed. There should no longer be an occasional plane which misses the airpad and has to be reclaimed. Bombers can be given orders after an attack ground order without messing up their queue.

Area of effect damage is now based on distance to hitsphere instead of distance to the center of a unit. This makes a lot more sense and fixes issues involving large units not take damage unless hit directly.

Apparently the whole game should run significantly faster.

== Other Changes ==

Bertha, Tremor, Pillager, Disco Rave Party, Behemoth, Warlord and Catapult no longer avoid terrain when aiming. This is either because they are good at knocking down walls or because they are too inaccurate and high trajectory for terrain to matter.

Gauss weapons deal predictable damage based on the footprint of the unit they are targeting. Scrubber damage has been increased from 90 to 110 to counteract this.

Chicken Swarmers can form writhing masses which packed densely enough. Watch out, they can flow over small barriers.

== Fixes==

* Modified overall mex values for Evergreen_Haven-Redux-v02, MountDustmoreV3, Riverbedv2
* Reduced center supermexes for FolsomDamFinal, Deadlands, Motkottava_Nakkivahvero-v01
* Moved metal spot from on top of geo spot in AquariusCrossing
* Fixed missing metal spots in Atuminoa, Quoth v1
* Fixed some structure hitvolumes which were large enough for attackers to hide inside.
* Outlaw vibrates when firing.
* Fixed crash while placing Missile Silo caused by some graphics cards.
* Fixed some small, rare crashes or bugs (as always).
+0 / -0
DErankAdminmojjj
15 months ago

Donator star
as always: THX for your work!

lets see how this "performance improvement thing" plays out.
+0 / -0
GBrankAdminTheSponge
15 months ago
(edited 15 months ago)



For non ZKL people they could also use 94.1 from the ppa, this will be a great improvement for linux players. I think that the pathfinding will make it a much better game for players that prefer LVs or tanks.
+0 / -0
LTrank[pikts]wolas
15 months ago
QTPFS?
+0 / -0
CZrank[DDAM]aiphee
15 months ago


I can finally play without switching to Windows :) This engine change (91+) was really crucial.
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BRrank[DOOP]fortaleza
15 months ago
Coms can have shields and cloak at same time again or it's a bug?
http://zero-k.info/Battles/Detail/162478
Time 17min
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UArankIvica
15 months ago
(edited 15 months ago)

Not mentioned in releasenotes. But there is now an option to play as chicken team controlling chickens.
You need next things:
1) Custom host.
2) Chicken bot of any difficulty on your team.
3) Say in chat "!setoptions playerchickens=1" every time after you create host and/or change map.

Also note, chicken units spawn after 2-3 minutes after match begins, so don't be impatient.

Current bugs with 1.1.4.0:
Chicken queen will constantly change player (owner) when it changes it's air and ground modes.

Edit:
Bug should be fixed in trunk. Though I didn't test it. I need 2 players on chicken team and a real queen spawned by unit_spawner gadget. :)
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ATrankSkasi
15 months ago


GUYS!! GUYS!!! GUUUUYYYYS!!!!!

* Outlaw vibrates when firing.

That's not a "fix". It's a new featurrrre. And it was suggested by meeeee. Hurr hurr hurr.
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GBrankAdminTheSponge
15 months ago


There seems to be WAYYYYY more lag in this version than the last, can this be attributed to the game or the engine?
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LTrank[pikts]wolas
15 months ago
Well for me this version does lag more + healthbars of units are missing for most of people(someone said it is due morphing).
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BRrank[DOOP]fortaleza
15 months ago
(edited 15 months ago)

I lag more in it too.

Terraform texture not working too.
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GBrankKyubey
15 months ago
(edited 15 months ago)


Donator star
ZK HAS HEALTHBARS!

OMFGISMPADDTSA!!!

i think i disabled them years ago and forgot they even exist XD

also ZE LAGS I DO!!!
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GBrankprincereaper
15 months ago

Donator star
It unstable. can't see health/or morph bars half the time.
+0 / -0
BRrank[DOOP]fortaleza
15 months ago
And now lag so much more that unplayable to me.
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GBrankprincereaper
15 months ago

Donator star
Yeah and it really laggy.
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CZrank[DDAM]aiphee
15 months ago
(edited 15 months ago)



I dont see shadows, that is not bothering me, but what is about invisible shader?


I dont like it, it doesnt look good, i want former invis shader, not just half transparent unit.

Game is fluid so far for me, runs better.
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GBrankKyubey
15 months ago
(edited 15 months ago)


Donator star
quote:
Apparently the whole game should run significantly faster.

Pathfinding around terrain has been significantly improved. This is most noticeable for units with low slope tolerance and large turning circle. Units get themselves stuck on terrain much less often.


the tricksy hobbitses lies to us!!!

btw has anyone noticed that with every new engine version the game becomes slower, with worse pathing, and more laggy?
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UArankIvica
15 months ago
quote:
btw has anyone noticed that with every new engine version the game becomes slower, with worse pathing, and more laggy?

Until recently everything was faster than 88 for me. 94.1 is questionable, but unless nuked I don't get any crashed or significant frame drops.
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ESrankElTorero
15 months ago


82 was the best one
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BRrank[DOOP]fortaleza
15 months ago
Now game keep crashing every time, help?
http://pastebin.com/KswUDuvh
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GBrankKyubey
15 months ago

Donator star
quote:
82 was the best one


actualy speed wise i thing 83 was the best, loading almost instantly, no lag, but they crashed for 90%, and had horendus buggs, so it was scrapped, and that god awfull 84 came out (it was the dawn of lagfests)
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USrankAdminnorm0616
15 months ago
Currently I seem to be having an issue with my game starting. I get an error starting spring that states that my access is denied when I push the start button. This may be due to something I did but if this an engine issue please let me know.
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BRrank[DOOP]fortaleza
15 months ago
I am getting this: !transmitlobby@voice@buildUnitFIrankAdd something spam too.

+0 / -0
USrankAdminnorm0616
15 months ago
Ok so looks like my problem was due to my antivirus not liking the new engine but I fixed it now so no problems.
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MYrankAdminKingRaptor
15 months ago

Donator star
Hopefully I'll have time to look over the bugs on the weekend.

LTrank[pikts]wolas
quote:
QTPFS?

Never going to be used (it more than doubles Spring memory footprint) :(
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CArankAdminShadowfury333
15 months ago
(edited 15 months ago)


Donator star
MYrankAdminKingRaptor
quote:
Never going to be used (it more than doubles Spring memory footprint) :(

RAM is cheap these days, and is generally the only component of laptops and all-in-one machines that can get aftermarket upgrades. I fail to see how memory usage of all things is the bottleneck there.
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USrankAdminnorm0616
15 months ago
Making the engine convert to QTPFS will make the default setting take up more computer power, though this might not be a big problem for some people; others who have a bad computer won't be able to play any normal games. Essentially it would be pushing a part of the community out of the standard lobbies. QTPFS is a good option, but as a default it may shrink the community.
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CArankAdminShadowfury333
15 months ago
(edited 15 months ago)


Donator star
USrankAdminnorm0616
quote:
Essentially it would be pushing a part of the community out of the standard lobbies. QTPFS is a good option, but as a default it may shrink the community.

Hmm, interesting point. Given that "standard lobbies" means "1 giant team game on a 1v1 map, with inevitable community issues", I'm not sure this is overall a bad thing, assuming players stick to small team games. Definitely too heavy-handed an approach to accomplish this, however it could still end up growing the community.
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EErankAdminAnarchid
15 months ago
(edited 15 months ago)


Donator star
QTPFS also has some usability issues that hamper its use for high-level play.

Namely, units calculate their path before starting to move. You select that tick planted in advance of the enemy felonball, and start clickclickclicking it to engage.

But each click just makes it wait more, and it never moves until zapped by outlaw.

(that recalculation of course is what allows it to play nicely with terraform though)
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CZrankAdminLicho
15 months ago


BRrank[DOOP]fortaleza

Only default default GUI is supported...

You enable two EXPERIMENTAL features.

1) you disabled default chat in F11
2) you enabled voice commands

Both are clearly marked as experimental.



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MYrankAdminKingRaptor
15 months ago

Donator star
I don't think 1.2GB of memory usage for an 18x12 map (Koom Gorge) at start of game is acceptable regardless.
+0 / -0
CArankAdminShadowfury333
15 months ago
(edited 15 months ago)


Donator star
MYrankAdminKingRaptor
quote:
I don't think 1.2GB of memory usage for an 18x12 map (Koom Gorge) at start of game is acceptable regardless.

Really? Looking at task manager when playing most modern games, I see RAM usage that high all the time. I wouldn't be surprised if there were some RAM optimizations that could be made here, but ~1GB RAM usage when playing a game is not abnormal nowadays (possibly Epic Games' fault, but I still find that typical).

The usability issue w.r.t. unit speed is a more convincing reason to me to avoid using QTPFS.
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EErankAdminAnarchid
15 months ago

Donator star
quote:
see RAM usage that high all the time.

You don't understand. Those 1.2 are for qptfs alone, without regard for rest of Spring.
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UArankbrroleg
15 months ago
roll back to 91. now game starts only with 50% success in best case. Just now we started game like 10 times, and it would not start. This is fucked
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GBrankprincereaper
15 months ago

Donator star
it still. 94.1 dummy when it load.s
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LTrank[pikts]wolas
15 months ago
My 4 year old laptop has 4GB ram (unupgraded) and bottleneck is cpu, so I honestly think if QTPFS is actually better it is worth have it, maybe for few days and get people reactions, but definitly after whatever initial launch bugs hunted down.
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GBrankKyubey
15 months ago

Donator star
quote:
roll back to 91. now game starts only with 50% success in best case. Just now we started game like 10 times, and it would not start. This is fucked

+1
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CZrankangrypig
15 months ago
OK after a few minutes of playing the game completely lags out. I will wait for a stable version :(
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UArankbrroleg
15 months ago
just specced big game. On version 91 i had like 25-50fps with 10*10players and full map of units. Now on this 94 crap i had 8fps.
Roll back to 91 now, or this game will go to oblivion
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DErankAdminmojjj
15 months ago

Donator star
lol. performance! it is! NOT!
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CHrankAdmin[V]sheep
15 months ago

Donator star
Required reading, before you can understand some statements of the release notes (in particular, those performance related):

http://en.wikipedia.org/wiki/Newspeak
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MYrankAdminKingRaptor
15 months ago

Donator star
Can those with lag issues take a peek at springsettings.cfg and see what LogFlush is set to? If it's 1 or absent, try LogFlush=0 and see if it helps any.
+0 / -0
AUrankAdminGoogleFrog
15 months ago

Donator star
Did I need to put "Apparently" instead? Performance isn't apparent until we get a lot of testers and the trend has been for worse performance.

Check that LogFlush=0 because if it is not there will be a big performance hit.
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CHrankAdmin[V]sheep
15 months ago

Donator star
Based on reports, I think LogFlush=0 was already set for most (all?) players.
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USrankAdminnorm0616
15 months ago
Currently I play at a much faster rate than I did on 91. My average fps was somewhere around 12 or so on 91 and now I average 33, but I am set to minimal details.
+0 / -0
GBrankprincereaper
15 months ago

Donator star
it emotional. we can't play big maps lol. ICY run been abused 2 much. SAVE ME ...NO MORE ICYRUN!!!
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CArankAdminShadowfury333
15 months ago

Donator star
Why are you guys playing Icy Run with more than 2 people anyway? That map barely supports 1v1.
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GBrankAdminTheSponge
15 months ago
(edited 15 months ago)



Icy run can be fun up to 6v6, not if you have play it 5 times in a row though :/

EDIT: I opened SpringSettings.cfg and it was blank, so i pasted LogFlush=0 into it. Ill see if it works when anyone is online.
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GBrankKyubey
15 months ago
(edited 15 months ago)


Donator star
my LogFlush is already set as 0...

BTW IF YOUR SPRINGSETINGS IS BLANK ITS PROLLY NOT USED TO SET ANYTHING
+0 / -0
GBrankAdminTheSponge
15 months ago


It turns out that LogFlush is in .springrc and already set to 0. maybe its in the same place for all Linux users?
+0 / -0
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